We have other long term ideas about champion class itself, but there is no ETA.
Greetings
Thank you for the feedback, much appreciated!
We have other long term ideas about champion class itself, but there is no ETA.
Greetings
Thank you for the feedback, much appreciated!
As Madman already wrote, Ch/P lacks a lot of singletarget, which is why it's not really a viable dps right now.
In addition to removing the gcd from Holy Attack I suggest increasing Way of Frenzy dmg increment from 10 to 15% and adding "Chain Drive resets the cd of Divine Vengeance" to Runecraft - Devotion (lvl 15 elite).
Regarding 1h hammer vs 2h hammer situation.
Currently 1h hammer + Raw Dragon Scale outperforms 2h hammer in every scenario.
The following tests were conducted with two t15 weapons (thanks to Madman).
No relationship buffs, which would push the outcome even more in favor of 1h.
Ch/S
Blood Arrow, dmgfood, Pet, double titlesystem (9% dmg, -attackspeed)
1h: 7.801.045 RP
2h: 7.771.481 Rune Pulse
fullbuffed
1h: 43.229.924 RP
2h: 41.203.677 RP
Keep in mind, all Ch/S ranged skills profit from the 13,44% more damage from talisman, which makes 1h + tali vastly better than 2h.
Ch/M
Power from Within, dmgfood, Pet, double titlesystem(hammer dmg)
1h: 11.029.404 RP
2h: 11.038.737 RP
1h would actually be better than 2h, even in offburst, since I didn't have a %dmg relationship buff.
fullbuffed WITHOUT Elemental Rampage (which increases 1h dmg only)
1h: 93.769.672 RP
2h: 85.751.898 RP
As you can see, quite the difference in burst, even without rampage, since Ch/M has many % damage buffs.
Ch/Wl
Selfbuffs + dmgfood, 7 forgestacks double system(hammer dmg)
1h: 16.214.036 RP
2h: 16.081.244 RP
fullbuffed
1h: 107.518.575
2h: 101.721.561
Haven't tested /Druid and /Priest explicitly, but judging from their buffs we can safely assume 1h outperforms 2h as well.
Since the aforementioned classes won't reach the attackspeed cap either way, there is no drawback to using a 1hander. Quite on the contrary, you get more frequent Shock Overload procs, faster forge stacks, more Chain Drive procs and more patk (offhand).
I don't play R/Ch myself, but I have been told that 1hammer + wb dagger outperforms 2h as well.
The superiority of 1h stems mainly from the much better scaling of faster weapons (that have lower pdmg) with damage nonstats from gear, cenedril buff & robot and their interaction with % damage buffs. The new wb talisman made it even worse.
I'm afraid it is no exaggeration to say that 2h hammers have become useless. To my knowledge, there is no other weapon that isn't best in slot for at least one single class combination. Even 2h axes have their use on Druid/Warrior.
Please make 2h hammer a viable weapon again. Two possible changes that came to my mind:
a) a significantly better %2h hammer damage title for the challenge slot
b) increase Finishing hammer's 2h hammer damage increment
tl;dr: 1h + talisman outperfoms 2h hammer in every way on all Champions, make 2h hammer viable again
Honor Title Expansion Scroll (ID: 1244879) please
Regarding Champion/Scout.
Please remove the gcd of Wrist Attack. Using a gcd on a supporting skill feels pretty bad as a dps.
Moreover, I suggest changing Focused conversion to cost 50 Rage and restore 100 Focus instead of vice versa. Currently I don't use the skill at all, since the class has an overabundance of Rage due to Pulsing Shot's restoration and still struggles with Focus, especially in fast groups where you are basically never standing still.
Regarding Knight/Mage.
Was the removal of the 90% light damage increment of Intensification intended?
Display MoreChampion/Mage
Probably the worst or one of the worst chainclasses right now. Today I just want to focus on Elemental Rampage though. These suggestions would not make Champ/Mage viable, just less shitty.
Elemental Rampage is a 30 sec buff with 90 sec cooldown that boosts 1h Damage by 30%. Without this buff, 2h Hammer is much better for this class (still bad overall). With this buff 1h Hammer becomes slightly better (still bad overall).
The issue is swapping weapons makes you lose all rage so I have a few options devs can consider which path to take with this class. Please pick only one of the options:
a) Make all or most skills do elemental damage with the skill Elemental Defense. This way the boost from Talisman 10% elemental damage makes 1h Hammer useful enough outside of Elemental Rampage.
b) Make Elemental Rampage passive. This way 1h Hammer is always better. Also transforms horrible sustain damage even in AoE to below average sustain damage. Would also make it easier to buff up because this class has 1-2 more buffs than the average chainclass.
c) Modify Elemental Rampage to boost damage in general. This way 2h Hammer becomes the weapon of choice.
d) Do not punish swapping weapons by losing rage/energy/focus. Scouts and Manabased classes also utilize swapmacros and do not get punished for this.
My personal preference would be b).
d) would be a nice QoL update for all classes. Even other weapswapper-classes like Rogue/Mage would benefit from this.
I really hope some kind of buff for Champion/Mage finds its way into the next balancing patch. It is currently the worst Champion dps by far and a weak class in general.
Although I'd personally prefer Ch/M as a 2h class, I think the best solution would be to change Elemental Rampage to a 15min buff.
Regarding Raw Dragon Scale.
Is it intended that the item has physical critical hit rate on it ? Since the aforementioned stat isn't counted globaly, like magical crit rate and doesn't influence your mainhand at all, it's currently a dead stat.
There are more than enough goldsinks already in the game, apart from guild buffs.
For example, to roll the rest of my cards, I am roughly going to need 1kkk gold for the stones alone. There is barely enough gold on ah to do that and keep in mind, I'm just one person, who has already done some zones.
Imho this shows that the current gold economy is not sustainable and is bound to collapse.
Currently, farming gold is the most tedious activity I can think of and it saddens me greatly how much fun it takes away from the game (at least for me and my guildmates).
I'm all for providing new players with oppurtunity to earn diamonds. However, gold will still be needed in large quantities, mainly for tierstones and the aforementioned card system. Hence the demand will still be there. Moreover, taking a look at who is offering gold for sale atm, about 80% of the overall volume is coming from players that are most certainly no newbies.
Regarding Warrior/Warlock.
The class has severe sustain issues. Please consider making Divine Battle Spirit (lvl 25 elite) a 15min buff.
First off all, cool instance. I really like the makeover and the new events Necro got and that's coming from somebody that doesn't enjoy nostalgia instances that much. In particular, I liked the inclusion of a new last boss, neat surprise!
Regarding b4 (headless one).
Good changes so far, however the boss still has a major issue. Champions, that rely heavily on their whitehits, don't get any Rage or Rune Pulse procs, which makes them straight up unplayable, forcing you to change class. If possible in any shape or form, please change that.
Regarding K/Wd.
The class underperforms right now, compared to other dps classes. Since a new dps focused shield was introduced with Zhargos hm, that is currently not useful at all, is suggest the following: Change Knight at Arms (lvl 30 elite) to allow equipping a 2h weapon + a shield.
Regarding Warrior/Champion.
The dot caused by Blood Whirlwind (lvl 70 elite) scales with mdmg instead of pdmg.
Please change its damage type to physical.
Regarding Warrior/Warden.
This class is currently overperforming. I suggest reducing the damage increment provided by Battle Faith from 30% to 22%.
Regarding Warrior/Champion and Warrior/Druid.
Since both class combinations use Slash as a non-gcd spammable and the interval for Slash Bleed is 2 seconds, the bleed almost never deals damage. This is quite the disadvantage compared to other Warriors.
I suggest modifying Blood Rune Weapon and Earthly Strike respectively to reduce the bleed interval to 1 second and halve the bleed damage of Slash.
Regarding Warrior/Priest.
Doesn't perform too bad as a support dps, however, getting off Opportunity in DC trash is nigh impossible.
I suggest removing the Weakened requirement.
Display MoreRegarding Champion/Warlock.
The class is strictly underperforming atm, both compared to the best Champion class (Ch/Wd) and almost all Warriors.
The damage gap gets even worse in a fast group, where mobs die way to quickly to a) reliably build Forge/Rune Drive stacks and b) hit Shock Overload procs.
This is ofc a general issue with Champion (except with Ch/Wd, which doesn't use Shock Overload), but since I can't think of a solution that wouldn't fundamentally change the core mechanics of the class, I suggest the following.
Change Heart Collection Rune to a 15minute buff (and remove the cooldown). It currently has a theoretical uptime of 50% anyway (30sec duration + 60sec cd).
You know how Blast of Remorse (the aoe teleportskill) gives target that silence debuff for 2 seconds? How about if all damageskills from Ch/Wl gets doubled or tripled in that short timeframe. Consisdering Global CD you would have around 1.3 seconds time. This way you can stack your Forge stacks and whenever you are ready use teleport and explode for 1.3 seconds.
Could be a problem with bad Fps/ping though (rip laptop players)
Quite the interesting idea. I'm not sure if I'd like that change over a more generic damage boost, however I'm not opposed to see that suggestion of yours implemented either. Certainly sounds fun and engaging, since you have to exploit a very short time window to its full extent.
Another idea that came to my mind, Shock Overload could be changed the way S/M's Incineration works (keeping the original range ofc). You would still need to auto attack for procs/stacks/Rage, especially on Ch/Wl, but it would improve the performance of all Champion classes in trash (except for Ch/Wd, which doesn't need a buff anyway).
Currently, with 4 dps+ in DC, I'm almost breaking my fingers in the desperate attempt to find a target that's not instantly deleted from existance, to get a Shock Overload proc off and ideally still hit something that hasn't expired yet.
The robot perk "Machine, the Corrosive" (+28% dot-damage) doesn't work. Tested with both W/B Rapacious Poison and Slash Bleed. Please look into it.
It is actually working but doesnt appear in combat log, unfortunately we couldnt fix this at the moment.
Greetings
I see, thanks for the heads up!
The robot perk "Machine, the Corrosive" (+28% dot-damage) doesn't work. Tested with both W/B Rapacious Poison and Slash Bleed. Please look into it.
Regarding Champion/Warlock.
The class is strictly underperforming atm, both compared to the best Champion class (Ch/Wd) and almost all Warriors.
The damage gap gets even worse in a fast group, where mobs die way to quickly to a) reliably build Forge/Rune Drive stacks and b) hit Shock Overload procs.
This is ofc a general issue with Champion (except with Ch/Wd, which doesn't use Shock Overload), but since I can't think of a solution that wouldn't fundamentally change the core mechanics of the class, I suggest the following.
Change Heart Collection Rune to a 15minute buff (and remove the cooldown). It currently has a theoretical uptime of 50% anyway (30sec duration + 60sec cd).
Regarding Champion/Priest.
Please change Light Pulse to require a hammer equipped instead of a 1h hammer.
I do understand that the skill needed to be changed so people couldn't just tank without a weapon, but by limiting it to 1h only you took away the option to play the class as a dps.
Regarding W/Ch. Please change the duration of Unbridled Rage from 60 second to 15 minutes. It's very annyoing having to maintain a 60 seconds buff with 60 seconds cd.
Are there any plans to enable/implement specific Bind Lifters for Robots?
Regarding Warrior/Bard.
Rapacious Poison dot currently scales with mdmg instead of pdmg.