Posts by Serenadae

    Currently the pvp accessories you can buy from the pvp vendor are useless, since you can't stat them.

    Please allow the usage of armor fragment pvp stats.


    Edit: Same thing with shields and talismans.

    What I meant with "small events" are the following: Fiery Xemen math event, totem event after b1, Runic Machinery event & alarm event. I don't like puzzles either.
    Interesting choice of bosses though, not a big fan of 1st & 4th Tikal or b2 RofL. However, Orkhams Zerdeons Labourer is very well designed, I agree. All a matter of taste I assume.


    Fair point, however more challenging/engaging content doesn't need to be a damage check. I reckon burst bosses (that include some type of timer mechanic) are more difficult to overcome for guilds with average gear compared to a encounter that involves playing boss mechanics.
    It is perfectly understandable that content needs to be designed with decent but average gear in mind.

    Hey,

    here are my thoughts on the current state of the game. I agree with some of the things that have been already brought up, but not with every point stated so far.


    1. Monetization

    First off, the Prestige Pass. In general, from a lifetime VIP point of view, it's a decent deal if you just complete your daylie quests for diamonds. You get some goodies and utility with not much of an investment. However, buying exp or coins isn't worth it in my opinion, considering the short 3-months cycle. The latest change, that retains some exp based on your subscription, doesn't change that. Moreover, the premium subscription models are not worth it either, since you get little in return. Which is a good thing, a more or less mandatory subscription in a range of up to 50 Euro would be an instant dealbreaker for me (and many others).

    Secondly, the monetization of ingame events via 100 dias+ reset tickets. Here I agree with everything said so far, you get way too little for such prices and you can't charge people for things that have not been implemented yet. Especially annoying me is the fact, that event transformation potions (a bufffood that has become a standard) are now locked behind a considerable paywall. To put it into perspective, it's a one out of three chance to get the desired one, bad odds for 100d/ticket. Implementing these potions into other events won't change that. Moreover, people that hunt titles are now missing the reset option for one transportation/portal/whatever rune.


    2. Approach to class balancing

    I don't understand many of the balancing choices made in the last weeks. While that can be partially can be explained with different groups/setups/perspectives (although that discrepancy seems to be substantial), the massive up and downs some classes have faced can't. Some combinations have gone from completly broken (so much that you could tell by just reading the patchnotes) to underperforming in two patches. Others underwent massive mechanical changes that reshaped the class. And then there's general skill changes, like the recently added 8,6% more patk for Warriors, that affect all subclasses, even those that were already over/underperforming/in a good spot.

    Overall, this has created a situation of uncertainty, where players are afraid to build new weapons/gear because they don't know if their class is going to fundamentally change over night. I for one would appreciate a more nuanced approach to balancing, with smaller changes and adjustments.


    3. New content

    Here I have to agree with Lutine, although I'm part of the problem tbh. Even if Playernet would focus all their time and ressources on churning out new content, they couldn't keep up with the content overfarming of the endgame guilds. More challenging content would help to slow this process down, but there will be always downtime and situational boredom regarding existing content. I think the overall frequency of new content releases is decent given the publishers capacity.


    4. Orkham

    Our guild actually liked Orkham itself quite a bit. I disagree that the instance looks boring, especially Zerdeon and Xemen (and their respective rooms) look pretty nice. I for one like the many smaller events spread out through the instance and boss events are decent too.

    However, what I don't like at all, is the current state/difficulty of the instance or better said lack thereof. Orkham died for the sins of the corruption system, change my mind. The instance would have been decently challenging without all the crazy powercreep provided through corruption mods.

    Lastly, to this day I can't understand why Xemen is burstable. Sure, there have been bugs regarding her event, but appart from that she really feels like an endboss, or much rather would have, if you couldn't just burst her. You can tell that much thought went into her design, so why was there no burst protection?

    All that contributed to Orkham being way too easy and hence becoming boring too fast. Could have been different.

    Regarding the lastest Rogue changes.
    I get why Rogue/Scout got nerfed, however, why did the rest of them get the axe too? From what I've seen in our guild runs those changes are unnecessary and should be reverted.

    Honestly I don't get the fuss about Lutines suggestion.

    Is it a necessary feature? Quite obviously no. However, neither are priority mail and many of the other features. These, as far as I can tell, are meant to be gimmicky and there is no harm in that.

    It seems that the damage calculation for npcs differs quite significantly from the melee formula (or the - % atkspeed has already been nerfed without adjusting the tooltip). I didn't test it extensively, but it seems the 45% result in a ~ 30% reduction of damage output for some skills, others aren't affected at all (perhaps they were magical spells?). Neither are whitehits, but that was to be expected.

    Pretty hard to test, since npc skills still have a certain damage range, so skill x doesn't always deal y damage.

    In any case, 30% is still quite a lot and I think lowering the reduction to 25% from 45% would be appropriate.

    Regarding Champion/Mage.

    The class currently overperforms greatly. However, the onhit procs are a lot of fun and I generally like the change.

    I suggest reducing Void Armor damage from 365% to 200%.

    Three bugs regarding Champion/Scout:

    - Fearless Shot deals damage to immune targets such as Zerdeon's Laborer during shield phase

    - The buff granted by Determination (lvl 20 elite) persists through zone changes, so you cant stack both the damage and the damage reduce buff

    - Focus Conversion (lvl 30 elite) focus regeneration buff doesn't work. Then again, it would be an useless skill even if it did work. Please consider the suggestion I brought forth some while ago, or fix it and increase the focus regeneration bonus to 100% from 40%. Either way, as Blackkid already stated, Champion/Scout struggles heavily with focus sustain and needs improvement in that regard.

    Regarding Knight/Warden.

    This class is currently unable to compete with other dps classes, neither in an AoE nor a singletarget environment.

    I suggest the following:

    - Add to Earthly Devotion (lvl 15 elite): "Enables you to equip a shield with a twohanded weapon." This way the pdps worldboss shield would finally have its use and the class would get some much needed patk and damage boost.

    - Change Critical Matters (lvl 50 elite) to increase physical damage instead of crit dmg by 15%

    Regarding Druid/Warrior.

    This class is currently underperforming. This largely stems from its lack of "real" AoE damage.

    I suggest the following:

    - Change Urgent Aid (lvl 20 elite) to increase pmdg instead of attackspeed by 11,5%

    - Change Heart of the Wild (lvl 70 elite) to modify Sandstorm to inflict physical earth damage (270% + 0.4 x str | 360% + 0.4 x str while consuming 1 point of Nature's Power), increase cd to 4 from 2 seconds


    Moreover, please increase the 2h axe weapon lvl to 250 from 220. The current weapon lvl is way to low.

    I have to agree with Aka concerning Warrior/Rogue.

    The damage is still okay, but the whole playstyle has suffered a lot from the channeltime changes. Especially in AoE situations it's very annoying to channel Blood Dance for one second before you can deal damage.

    Please consider reverting them.

    I disagree.

    Pets are very strong right now. Especially Warden/Rogue and Warden/Scout can compete with any strong

    Well, i play warden/mage usually. I didnt play warden/scout or warden/rogue so much. Classes like warden/mage need some changes My pet does 20kk hit maximum on burst. I dont know how much your pet hits. But in my opinion 20kk hit is not enough for burst to compete with other chains

    Do you already have the two new sets? Pets scale enormously with your patk (apart from Chiron, which scales with your pdmg), so the difference is very noticable.

    Moreover, Warden/Rogue deals quite significant burst damage on its own and Warden/Mage should be played with Nature Crystal for the major part of the instance, so you can't reduce those classes to just their pets.

    In my experience, the only Warden that performs under the average is Warden/Warlock.

    Moreover, if you want to maximize Oak walker pet damage, you have to adjust your titles, robot and dynamic attributes.


    PS: My highest Sepal Stab (with patk roll) was 60kk with Xemens bugged dmg mitigation and 39kk on Runic Machinery I believe.

    I disagree.

    Pets are very strong right now. Especially Warden/Rogue and Warden/Scout can compete with any strong class.

    Hi,

    I'd like to bring attention to the old Shock Overload bug that still persists.


    This here is a Heavy Bash.


    This is the same skill on the same class with the same buffs.


    So what happened? Well, in the second screen Heavy Bash was used the very same time Shock Overload procced. Shock Overload downscales its damage according to your missing Rage. However, the scaling is bugged and applies to every skill that is used in the same timeframe.


    This bug is especially devastating on classes like Ch/S and Ch/Wl that have hard hitting skills.

    Here a screen with Pulsing Shot, second one was used simultaneously with a Shock Overload proc:


    Could you please look into this Byte?

    Regarding Champion/Druid.

    Currently this class is not viable for endcontent, since it doesn't deal meaningful damage and its support doesn't make up for it. It's quite saddening to see such cool class design wasted on a typical leecher class. Hence I suggest the following changes in order to make Ch/D a viable support dps:

    - Mother Nature's Defense (lvl 30 elite): This skill is currently useless, since it requires Shield Form to work, but the class can't tank properly. Rename to Mother Nature's Offense: Increases Disassembly Mode's stamina to strength conversion from 20% to 25%.

    - Elven Bash (lvl 50 elite) to modify Heavy Bash: Change cost to MP, since since the class doesn't have another skill that doesn't require Rage or a proc. Let it deal damage in a fan shaped area in front of the player.

    - Recovery Blast (lvl 60 elite): Same problem here. Only usable in Shield Form and generally only useful for the 4 seconds immune. Rename to Pulsing Path: Modifies Earth Pulse to deal 550% + 0.3 x strength mainhand weapon earth damage in a fan shaped area (radius 100) in front of you. Reduces CD to 6 seconds.

    - Mother's Blessing (lvl 70 elite): Let it increase pdmg instead of HP (same 10,4%).


    Regarding Champion/Priest.

    Suffers the same issues as Ch/D (from a dps perspective). I am aware that this class is mainly designed to be a tank. However, given the dual nature of most Champions, there is no harm in it being a viable support dps as well. The following changes could be made:

    - Runecraft - Devotion(lvl 15 elite): Add 10% increased light damage.

    - Way of Frenzy(lvl 35 elite): Add Divine Vengeance CD to be reset by Chain Drive proc.

    - Suicidal Warfare (lvl 45 elite): Increase damage increment and pdef decrement from 11,2% to 20% respectively.

    - Holy Attack (lvl 50 elite skill): Remove CD, since the class doesn't have a singletarget spamable.

    - Righteous Explosion(lvl 70 elite skill): Reduce CD from 15 to 10 seconds.

    Regarding Champion/Scout.

    Since the change to swapping ats titles affected this classes sustain quite heavily, I suggest the following.

    Reduce Focused Conversion from 60 seconds to 40 seconds, change its cost to 50 Rage, let it restore 100 Focus and remove global cooldown.

    Terrible change.

    First off, dumbing down the game like that is unnecessary, when there are tools like Arcadia Uitility accesible to everyone that switch your titles for you. Just makes things less interesting for people who want to max out on their class and experiment.

    Have you considered the impact on balancing this change has had? Some classes are heavily impacted by this, others don't care at all.

    What about classes that depend on switching in Raider of the Depths title in order to sustain? Ch/s for example looses a lot of overall damage by having to equip the ressource title at all times. Are those classes going to get compensated?

    What about R/S Fast Draw as Palu already mentioned?


    Lots of problems created by adressing an issue that never existed to begin with.

    Hi,

    I suggest implementing the Juice Festival item "Wildfire Element Fruit Cordial" (ID:240063) in the itemshop. It provides a 5% patk/matk buff that's mutually exclusive with the ostrich buff and would be a huge quality of life improvement, since you wouldn't need to place ostrich on the ground first and wait for the right buff.

    Moreover, assuming a similar price, ostrich would still be the more economical option for players that don't mind waiting for a bit and share it among the group. Hence both items would have their use.

    In my opinion ALL special gloves should give the 4 piece set bonus, else no twohanded class will be able to use them because of aggro issues.


    Edit: Just realized the gloves have -aggro on them. Still, 25.92% on t14 is significantly less than 32% on classes that already have a lot of aggro.