Hello,
i have a suggestion for the knight/mage.
The holy light domain (ID 491628) should lasts longer than 6 seconds as selfbuff. maybe 15 or 20 seconds?
Hello,
i have a suggestion for the knight/mage.
The holy light domain (ID 491628) should lasts longer than 6 seconds as selfbuff. maybe 15 or 20 seconds?
Display MoreLeather classes like rogue and scout does not have more physical attack than class like warrior or champ. Why? Because champion and warrior are getting 2 physical attack per str point. (Warden only get 1,5 points. But wardens are imho very strong, especially the wd/warrior with his 2 physical attack buffs)
Scouts and rogues become less than 1,5 points physical attack from str and dex. scouts for example are getting only 1,2 physical attack from 1 point dex. If this would be changed, that scouts/rogues does not get any physical attack from str, than the amount from dex should be increased. overall the rogues have the lowest physical attack with same gear of all classes, followed by the scout...
And btw: as mdd, you can play every mdd class with just 1 gear (inclusive weapon) while pdds need for every class another weapon. And you can play for example rogue/warden with chain gear
The whole point of his suggestion is first, making deftness stat worth to use (now is useless while endurance and press are really good) and second, make leather dont needing pain so less fight for it. I agree, leather classes should increase dexterity to 2 points or whatever is needed to fit what they have now with str+dex.
About all mdps using same stats well, mostly 2 kind of mdps vs 5 kind of pdps. Wouldnt be bad to have 2 mdps, 2 leathers and 3 chains with their own class related stat.
Is just a suggestion.
Dont missunderstand me. I agree with the idea of pushing patk from dex and make str/str useless for leather classes. But i wanted to mention, that atm leather class are very low at physical attack.
Display MoreHello
I don’t even know what to say, too many changes, I’ll write that my class is where I play or played
The expansion of the backpack is just a wonderful change, thank you very much for that.
But some add-ons will stop functioning correctly, for example, Extended Fusion, have not yet fixed the fSlimUI addon which changed the interface to a more acceptable one.
rogue and scout
You have not changed the parameters for calculating the physical attack dex and str, str should not give a physical attack like dex, make the calculation so that rogue and scout do not sharpen their equipment with dex and str.
Scout and rogue should not claim 2 top stats in the dungeon immediately, rogue and scout should, like everyone, only sharpen their stats and nothing else, sharpening 3 str and 3 dex is a garbage option, this should not be.
Champion/rogueYou have weakened the champion too much, you took it from him. It’s one thing you took the Shield Form from him, you can still take it, but you took the Shadow Explosion from him and made him garbage, and turned one of the useful skills into garbage Kinetic Explosion, which enhances Imprisonment Pulse.
It is impossible to leave everything as it is, you need to either return the Imprisonment Pulse or strengthen it and Kinetic Burn needs to be returned, maybe they can be stopped, but you can’t remove it.
Perhaps it is worth reducing the consumption of rage from 15 to 5 for the Rune Overload skill, maybe some other changes.
An attack on the area is the main thing the champion is useful for, and you completely deprived this class of this, let us then completely remove it from the game, once half done.
This is only the first impression of the balance of classes, of course I can’t check everything so far I don’t have time, but I don’t think that I’m wrong because now the champion can’t attack well over the area and he has too little physical attack.
Funny. We tested a lot and (i don't want to mention mdds... i hope some mdds will mention themselve, that their classes are too op) I must say: the champion is not useless atm. In our guild, the champion is still the top pdd, even in AOE fights.
And btw: from me too - the class balancing patch is nice except some classes / calculations of some damage formulas
Leather classes like rogue and scout does not have more physical attack than class like warrior or champ. Why? Because champion and warrior are getting 2 physical attack per str point. (Warden only get 1,5 points. But wardens are imho very strong, especially the wd/warrior with his 2 physical attack buffs)
Scouts and rogues become less than 1,5 points physical attack from str and dex. scouts for example are getting only 1,2 physical attack from 1 point dex. If this would be changed, that scouts/rogues does not get any physical attack from str, than the amount from dex should be increased. overall the rogues have the lowest physical attack with same gear of all classes, followed by the scout...
And btw: as mdd, you can play every mdd class with just 1 gear (inclusive weapon) while pdds need for every class another weapon. And you can play for example rogue/warden with chain gear
Hello,
the calculation of the skill "Focus" is still wrong. Sometimes the extra physical attack get bonus from physical attack buffs like aged realgar wine and sometimes not.
I could not figure out at what circumstances it is. Maybe you can check it?
Kind regards
it seems that the new heal formula does not include wisdom in the correct way. According to my observations the healing of skills depends 95-99% on healing bonus of items. wisdom is more ignored than before, even for hots (healing over time)
Also it seems that magical damage does not have any effect on healing skills
Indeed there is something wrong with wisdom calculation, we will be looking for it.
Thx for the fix. But now it seems, that only the "normal healing" is calculated with wisdom. Healing over time effects does not use wisdom properly in tests. Can you check it too?
Scout buff from Blood Arrow overrides the "Soul Seal" buff from warlock/mage (ID 499860)
maybe please fix it?
Scout/Druid is too strong atm. The calculation of the skill "Focus" is wrong. Without any range weapon, you get ~226kk physical attack.
With ranged weapon and upper + lower set you get fix 1.000.001 physical attack.
It is in any way buggy with ranged weapon + upper and lower set damage stats.
Very important is to fix the wrong calculation
Edited^^
Display MoreHello,
i think the new spell "Shock Overload" is buggy, because every hit with hammer costs 15 rage and dont increase it like the skill says.
[15:06:38] You cast Shock Strike on yourself, restoring 15 Rage points.
Can you explain your issue more detailed?
I guess he means, that in logs are "+ 15 rage points" but in real the rage will be drained by 15 points per auto attack instead of increasing it. (I tested it)
it seems that the new heal formula does not include wisdom in the correct way. According to my observations the healing of skills depends 95-99% on healing bonus of items. wisdom is more ignored than before, even for hots (healing over time)
Also it seems that magical damage does not have any effect on healing skills
Why is rogue/mage even more speed ?, they reach a speed limit of 0.5 at maximum acceleration, damage will give them more parameters than speed.
And with the champions, the opposite is true, they have enough damage and there is little speed, speed will give them more parameters than damage.
What parameters?
Increasing the attack speed, let's say by 4%, the damage of every skill is increased by ~4,16% regardless of any attack speed limit because of the damage calculation. That should be clear (@any dev, correct me if i am wrong^^).
Increase attack speed is always better than inceasing same percentage of damage.
1. Language: DE
2. Client version: 10.2.0.1006
3. Problem: The names of the purple stats of RoFL have a wrong name in german language. They have an additional "e" at the end. The names should be "... vergessenen Legenden"
4. Screen:
...I play champ/rogue because I have sta/hp gear in addition to my dps gear, so when needed I could swap and tank or offtank, but not tank with same dps gear - with dps gear I die easily, its not true you can tank in dps gear with shield 0 on ch/r ...
Sorry?
A champ, yes i know it from my own perspective of my own gear, can have like 900k+ HP and ~2kk def in FULL dps gear and without skilled shield form. And you will really say to me, that you cannot tank with such stats? O.o
If this is really the fact, that you can't with that or don't know what to do then: ok, sorry. "You can't" but "I can".
But ok. Lets push all other classes. It's ok and fine for me. I want to have same def as a scout and mage pls. would be nice :). All should vote for it
"Scouts do best burst dps?" I never said it, no need to exaggerate, I said scouts do more than champs in burst which is true;
for 10 seconds...
Just for clarification: Champs/Rogue CAN tank with unskilled shield form.
You should think about your suggestions and should know, what happens if it would be a push for something. You are the example for a champ. If you play a warrior or mage or whatever, I would have said the same, that there is no need for it in my opionion, because the raid overall damaget is too high atm. And yes, it is because of the maybe only 5 classes in the game which are doing a lot of more damage than all other.
To force the people more group play, the overall damage should be nerfed
Display MoreAs a follow up to my previous post and to comment more on what Lutine mentioned about champs
Champs do best in terms of area damage, and based on that people assume how op champs are.
Are champs top burst dps - no, scouts, wds for example do way more;
are champs best dps long fights - no w/m wins hands down
are champs king of trash mobs - yes they are
can champ tank in dps gear - if answer is yes (some bosses die fast) - same is true with wd/w I can give 100%
Based on the above, ofc my opinion, champs are not kings of all hands down, which is exactly what some ppl think.
See, a lot of misconceptions in my opinion, yet ppl keep crying for nerf, I really don't understand it, it was warranted to some extent on scouts during inferno, but even then I really did not like it and I mention reputedly, don't nerf, buff weaker classes - add more variety!
Cheers,
Rakot
Scouts do best burst dps? Look Mage/Warrior.... check dingle dps on b3 in ROFL of a Mage/Warrior and a scout
Champs CAN easily tank in a dps gear, every boss in RoFL
And because of this OP champ (dps + tank), the classes don't need a buff to reach the champ (scout or mage should be able to tank all mobs and bosses??? that would be a balance if pushing them btw). The game need to balance some classes (even scout) down to some special classes. The wish of the rework of the set bonus system would be a way of a push (even if it is only a little push) in a false direction
btw: funny if you think the champ is not too op. comparing with classes (mage or scout) which are doing a little more dps than a champ for what - 10-15 seconds every 5 minutes and only on a single target ~.~. Also comparing with classes like rogue, which can't even reach the champ in any fight and cannot take multiple hits in trash in RoFL. The only reason you say/think your way of the champ is, that you play the champ and don't want to loose your OP part in any time at any instance
The classes needs a balancing and no more pushes for one class.
Greetings
I totally disagree with it. This system with set bonus was always like it is now. Your point is probably, that the agility set now gives agility and is not like the lvl 100 set.
The chain dps classes still have better! set bonus on upper AND lower body. both sets gives all chain classes attackspeed as a bonus (4% + 2%) while the leather classes gets physical dmg (3% + 2%). If you know the damage calculation, you know that 4% more attack results in a damage boost which is a little higher than 4%. Getting 3% more physical damage results in 3% more damage..
Also you got as a champion (which you are playing) double attack speed set bonus + new fast hammer. this is totally more than enough for the champion in my opinion.
Greetings
Projectiles working as intended like melodic said.
Interface in German language but you can see Ranged-Damage, because projectiles are ranged weapons.
Pushing all classes up to god mode is not what a game like this needs.
You can open a Bugreport for magical damage, if you think that the calculation (mainhand + offhand are added together) of it is not correct, but also there I would say it is intended.
first: this Post has nothing to do with this bug, please move it in an extra topic.
But nevertheless I need to say, that a BALANCING can be made in two ways. getting all classes up to the champion or getting all classes down to the maybe priest/warrior? damage dealer.
Whatever will be choosen, every class has nearly the same power like an other class, regardless of whether a push of all or a nerf of all.
I would prefer a nerf of all instead of pushing all up to the champion, because a champion can do everything except healing
This is supposed to be same for all other damage boost types that is dedicated especially to a weapon type or type group.
hmm like Melodic said. It is not like you said Byte.
Because of no reaction
Here are some proof screens of a melee class (like champion). It is the same mechanic on ALL MELEE classes!
Without anything (no %-dmg card btw)
Physical Damage with a weapon.
All fine so far. But now, Physical damage with an upper body with "Physical Damage" on it. Like you said byte, it is no "Hammer damage" so it should not be buffed by "Finishing Hammer" Skill, but it is like you see here
The Upper Body I used is shown here
That is one point. All melee damages are effected by their "specific" passives for dagger and others. You said Byte, that this should not be like it is right?
Here is one more bug then. The damage calculation for melee physical damage (only melee damage!) when you have an active buff which increases "Physical Damage"
In the screen above you see, that the buff is somehow like double calculated for the upper body and the 100 physical damage card.
The buff I used is
So btw: Even the card Physical Damage of this card is buffed from "Finishing Hammer"
So summarized I can say, that the damage calculation for melee damage is a bug in some way, because it is totally different from ranged damage and is totally different from what you said Byte. Please check the code, I guess it is not intended, when you say
"This is supposed to be same for all other damage boost types that is dedicated especially to a weapon type or type group."
Display MoreHello everyone,
So, I would like to share my opinion about the whole situation and the state of the game.
First of all, the new Instance Rofl:
The design is great, it looks awesome and it’s a nice contrast to the icy region of gorge. But that’s the only positive point on it.
Let’s talk about the difficulty:
Trash: So, the trash is something I’m not sure about by now. One of the reasons is the one hits if you’re not a tank class, in my opinion they do way too much dmg to the group and the tank does not even take dmg (ok right at some points even the tank gets dmg but only on a few pulls). When it comes to non-Champion DPS on the first trash mobs in the instance they’re just one hitting if you pull more than 2 ranks. For some reasons even a warden that buffs himself on deff (about 2kk deff) just falls like a mage. And let’s not talk about the trash to the last boss it’s easy to wipe there.
So as far as we noticed the dmg of the most trash mobs are deff related and my question is why did you not make it percentual-dmg? So, the healers have something to do (and I’m not talking about reviving death players), just like the monkeys after boss 3.
Bosses: I did like to figure out the different boss mechanics I have to say. But if you’re running the 10th time you just get annoyed by the RNG of the first boss.
The second boss is well designed but not a real challenge at all but one of the better bosses in this instance.
As we come to boss 3, I just have to ask: what did you think here DEV-Team? It does require a bit of Teamwork and I really mean a bit. You designed a boss where you need 3 players to play and the rest of the party can go AFK for 10 minutes. The event is more than annoying and not even hard to play.
Boss 4 is somehow a nice boss but it is just free loot. The mechanic behind him is way too easy and if you really intended to have a DPS check boss there, well I like the idea but this boss is no challenge at all.
Boss 5 is, in my opinion, the only real boss fight in this instance. You have a nice DMG check with the pigs that spawn and if you don’t kill them fast enough the boss gets really hard for the tank. Also, you have mechanics where you get a hard punishment if you fail them. Overall, the DEV-Team made a good job on this one.
To say it short, I do not see where or why you needed 2 years to release us this instance. I'M DISAPPOINTED!!
So now let’s talk about the Ultimate Gear:
Over all I like the idea to have a new rarity in game but you did not think good enough about the players and what they really want.
Please DEV-Team no not only DEV-Team PLEASE PLAYERNET this Game has its origins in Runes of Magic and at least I (but also many others, I think) love how the gear system works. In my opinion it is also the only thing why I play this game, there is no other game that can offer me such kind a of a gearing system. And when it comes to other parts of the game there are other, a lot newer and better running games on the Market.
So, and again this is my opinion but you guys (and I'm speaking to the whole PLAYERNETTEAM) have made the biggest mistake you could do with the ultimate gear system. THIS DOES NOT FEEL A SINGLE BIT LIKE THE GAME I LOVE. I can understand that you don’t want us get bored fast and crying for new content. But I don’t think that this is the right way to do it. Also, the fact that we don’t get any information from either the NPC or the DEV-Team on the number of cores needed to get the 100% chance of an upgrade is just poor. And the fact that we have to run OLD AND BORING content that we have done multiple times before, does not make the whole situation better.
I do think that the suggestion of Melamania is a great idea.
PlayerNet PLS DO SOMTHING BEFORE 50% OF THE SERVER IS GONE!!!!
In my opinion you don’t need to do that much, completely new and complex Instances. No question they are good but for me something like Tikal (old Instance with new Monsters) all 6 to 8 months with either an upper body, lower body or accessory set would be much better.
So, this is what I think and how I feel about the state of the game right now.
Greetings, Varondil
I can agree with that post except the trash and last boss. Even rogues can survive up to 4 ranks in trash. Please do not nerf the trash again. It would be brain-afk running ._.
To the bosses: If you know all boss mechanics, the second boss is the hardest. Even the last boss is no gear check, if you know all mechanics :O. If the boss would be like the first time, as we reached to him, yes, that was a real hard gear counter (now it is like freeloot rofl)
The differences between the equipments of tikal and inferno or inferno and gorge was much bigger than the difference between gorge and new red gear.
So why should someone, who already have full gorge equipment, getting new red gear. You don't need that gear, because first: it is similar the same like gorge and second: the new instance is a joke in difficulty.
Not only the player who still run the new instance are complaining about the new system. If you would have thinking about and for the community, the 5 cores would have been at least unbound for trading. The allmighty core could still be bound, but as it is at the moment, the economy will be stagnated, player will be frustrated etc.
It's your choice as playernet yes, but it's also your problem in the future if there would be a future for this server
Sâcrêd (this message must have at least 15 characters..)
It is not about a weapon, if I can go afk as a tank in instance. You need a tikal geared tank, that's all. You need 1 heal for whole instance, maybe except the trash.
T18 weapons or new weapons does NOT count. We cleared and farmed the instance with the old gear like you, didnt we?
My opinion is just, that this hardmode is not really a hardmode like gorge, when we ran with inferno gear.
I do not even have gorge stats on my tank gear and I think, I do not even need inferno stats, maybe not even tikal stats to tank easily. I had the hope of an instance, where is a lot more single target dmg on the tank and maybe more dmg to the whole group in bossfights.
The trash is hard, that is nice, really. Maybe the birds were a little bit too strong at the beginning.
You don't need to cry if our opinions differ from yours. It is all from our / my POV. My wish is an instance where I can have a challenge and not an instance, where you can run with 6 people after the first week, when you are perfectly playing the events.
Please be objective. Everyone has his/her own opinion and wishes
Kind Regards
First of all, nice patch with nice performance improvements.
But the instance is way too easy for a hardmode. A good geared champion without skilled shieldform can tank whole instance.
As a tank perspective, like me, you don't even need full gorge equipment/stats to tank all. I guess I do not need to say something about boss 1 and 2. Waiting for tank, that's all ^^.
Even boss 3, you only need 1 tank btw, i can go AFK <--- for the whole bossfight and can return after i took a shower or something else. I Hope this shouldnt be intended. If some DEV needs a proof vid where the tank goes afk, let me know it.
Boss 4 is something like trash. Even a Scout can tank it. Maybe because of the abbreviation of the instance name rofl.
Boss 5 hmm... at the beginning it was hard, really hard. Seemed like impossible to kill. Yes it would be a really hard challenge for a HARD mode. But now, the last boss is even freeloot -.- I hope you will fix it like it was a we played him the first time.