Regarding Warrior/Champion.
Slash doesn't trigger the 20% attackspeed buff (from lvl 15 elite) anymore.
Attack speed is provided as passive now, change was forgotten to be placed in patch notes.
Greetings
Regarding Warrior/Champion.
Slash doesn't trigger the 20% attackspeed buff (from lvl 15 elite) anymore.
Attack speed is provided as passive now, change was forgotten to be placed in patch notes.
Greetings
In HODL, there's a weapon drop that gives free arrows (rune catapult, rune bow) by right-clicking the equipped item. Great for weapon training. I have a rune flintock which is gun, and when I right-click it gives arrows. Are they supposed to be bullets as it's a gun - if it's supposed to be arrows, any way of changing it to bullets or putting something else in? Cheers!
It will be corrected with next patch.
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It is intended, you shouldn't deal more base damage and more bleed at same time, unless you use Sneak Attack.
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Yes, but Shadowstab and Blind Spot are similar, why you just cant increase %damage of Shadowstab and damage dealt by bleed and just remove Blint Spot skill at all.
This is not supposed to be a linear choice of player. There are times where bleed is better than dealing more base damage and vice versa, usage is expected to be situational.
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Regarding last changes:
- Tripled Shadowstab bleed damage over time.
Is it intended that Blind Spot Bleed doesn't get any changes regarding bleed? Because literally its the same bleed effects as Shadowstab. You cant keep them both at a same target.
It is intended, you shouldn't deal more base damage and more bleed at same time, unless you use Sneak Attack.
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Change is included in range reduction of general classes. However, this skill has 150/135 range with bow/xbow, red block icon is just visual issue and will be fixed, you could still use the still properly if you click.
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When i use the Skill, it Plays Animation
and everything, but no dmg is done
Please try it again.
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after recent Patch Scout/Druids Snake Poison arrow doesnt work at all anymore. Always have the red error circle
https://gyazo.com/0b1485cfc5cd871d4fbccf9b02af4651
(Also nerf to skill isnt noted in Patchnotes)
Der Skill 499583 kann nicht mehr ausgelöst werden. Weder per Hand aus dem Skillbuch noch über Lua oder Kitty
Change is included in range reduction of general classes. However, this skill has 150/135 range with bow/xbow, red block icon is just visual issue and will be fixed, you could still use the still properly if you click.
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Hello, how are you all! I'm a returning player and I've convinced my girlfriend and daughter to play. Hopefully one day we can join a guild. Anyway my question is: what class combinations can use a gun? I've looked at https://chroniclesofarcadia.com/skills and can only see the rogue/scout. Is that the only class? Hey, thanks for reading, see you around!
Gun is used by following class combinations;
Scout/Champion
Champion/Scout
Rogue/Scout
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The poison debuff from snake arrow (s/d) doesn't apply on organs on 3rd rofl boss.
You must be in melee range for organs to take area damage skill effects.
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Scout/Druid skill name issue on client languages other than English is known and will be corrected with next client patch.
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- Removed Snipe extra range to allow it to get maximum benefit from Distant Friend, changed it to inflict always critical damage, removed flat skill damage, changed it to increase your physical damage by 8% for 10 seconds upon hit.
Thanks for buffing scout's Snipe skill. But i wish you changed scout/mage and scout/warlock's snipe to make it increase magical damage by 8% also
Magical snipe already has cast multiplier, so its not planned to do this.
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I couldn't reproduce this on Live server, could you share details?
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Hello
The changes with patch 11.1.1.3000 to Mage/Scout have completely destroyed the combo and now it is useless. The damage done using Fire Wind Cultivation is exactly what made this combo. please change it back.
Part of extra damage given by wind part of this skill is moved to Fire Arrow, you can use both Fire Arrow and Fire Wind Cultivation together now.
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It should be fixed since recent class changes applied in live this morning, you will still see wrong attack speed values in interface until next patch but character will attack faster as expected.
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Display MoreHi,
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?
It will be fixed with next patch.
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Planned change is about that.
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Why did you change mage/knight´s skills to only used by wands?
Do you think 2h m/k was too strong?
Doesnt really makes sense to me to nerf it like that, now i have to give up the class combination because i dont own a wand/shield lol
other than that the changes are reasonable i guess
There will be adjustments to this with next patch.
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Is it intentional to not have an additional bonus to physical critical damage in the tank ring id:1220167? I think it's a bit weak, you lose too much, especially when switching to a striking class such as k/wl - of course, using only plate equipment. by the way, you could tidy up the lv of new jewelry, some have lv 104, some have lv 105
Critical damage output difference between Final Form set versus Bulwark set is just around 6.25%~ in an end game equipment comparison. We do not plan to add more critical damage currently.
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Hey,
Currently Barbarian's cut (1492128) dmg is based on the main hand weapon. However, some classes go all out on off-hand dmg with titles, artefact rune etc like w/r , b/w (even worse here because of low instrument dmg and lack of passive multipliers) I think it makes more sense for the skill to use the highest dmg source of a class for it's calculation (main hand vs off hand)
You can use other gauntlets for such classes if you think it would perform better. This isn't supposed to be a global equipment. Also there are expected changes for all set piece hand equipments, shared as planned changes in website.
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I understand that you want to reduce the power of scripters but doing an instance like Orkham where you need to change to loot picking titles in every mini boss and now remove that option because we are permanently in combat is not nice at all. Exclude lucky titles/title system so u can change from/to them allways.
Combat handler of Realm of Forgotten Legends will be is added to all custom instances to prevent this issue.
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Display MoreWill using patkfood be disabled while pdmgfood is active, to maximize DoT?
Will swapping Robot and Bow/Xbow be disabled for maximize DoT and Scout burstdmg?
What about swapping regular gear items from DPS to Tank to prevent death?
What about Champion/Rogues, Warrior/Rogues and Rogues who have 3 corrupted weapons or WB Dagger and swap offhand based on attackspeed?
What about disabling CancelPlayerBuff during combat to prevent resetting buffs with internal cooldowns so you better time their buff when your burst is ready?
What about making Champion Dissasembly Mode and Shieldform combat only?
What about Knight/Warlocks who cancel their conversionbuff to tank in a pinch?
What about classes which are quite complex to maximize their dmg Like Champ/Warden. Should we make it easier to play for the average Bard/Mage DPS?
This is ridicilous. Please consider reverting this update. These kind of updates are poison to the power of human creativity and mind.
We do not plan to block any of these in combat as it is doable manually without requirement of searching item in bag, unlike titles.
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aka is getting ~52% dmg with new set. that's why 65% is a bit much
I have a different experience with Warrior/Scout
Regardless, I think we can agree, that -10.5% is slightly misleading and the actual dmglossvalue is closer to 15%.
-10.5% is amount of physical damage % you lose. It doesn't indicate anything other than that.
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QuoteWarrior
- Changed Slash bleeding to downscale with physical damage reduction.
I haven't had a chance to test this change, but I would assume a new formula was put in place...
I feel like we are over-engineering Slash Bleed at this point. It goes from being too op to very useless. Maybe change it to a flat amount like other dots and give spear another purpose.
Change is about preventing inflicting damage when boss isn't supposed to take damage, such as Zerdeon.
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Display MoreDisplay MoreHi,
A few thoughts about the latest warrior changes.
I like the fact that the direction we are taking is to make some warriors more powerful with specific types of weapons. I was never a fan of "make one katana and play all warriors" meta. so big thumbs up for this.
Spear Bleed with Long Reach(1492407) : The hit range (Fan-shaped was never a good mechanic imho) is very small and the dmg output is very low vs the positioning it requires + harder rage management with spear.
Now let's discuss Warrior/Warlock, it seems to me that the trend now is: you want to buff a class, you give it a dot... which is not very fun to play against (nor with it tbh). "Spirit Wound" dot does too much dmg and coupling it with Spirit Blade Storm is just too much. Bleed used to do 20% max overall dmg and players were complaining about it. I don't think giving w/wl an aoe dot much stronger than Current Bleed was a good idea. Spirit Wound averages about 50% in overall dmg, and even 70% or more if you use Dot sources ( robot, Artefact Rune).
Dots have been overperforming in Orkham since release, I am expecting the power of dots to go down inevitably when players finish their new sets and get access to more Patt/DMG (so mobs will die faster and Dots won't have enough time to scale up). But until that happens W/Wl needs to be adjusted down a bit and/or Nerf how much dot dmg you can buff from outside sources (robot, artefact rune) because other classes perform nearly the same way in Orkham atm.
Kudos asking for a nerf of a class you play. This adds credibility but I would kindly ask you and other influental players to wait a bit longer, before writing a post for three reasons where its conclusions are drawn from scrut.
1) Other guilds might have a different experience due to multiple reasons including tank pulling behaviour, classes used in party (for example lots of defreducer classes make def ignoring DoTs weaker in comparison) and as you said current Level of Gear and even Patk buff.
2) There have been posts by LL in forum with scruts of other classes where other guilds have different experience (e.g. Warden/Rogue being OP in Dark Core). Fallen e.g. had a different experience. Then when random runs started, it was suddenly just average. Not saying Warrior/Warlock would be just average given natural course of action, but you can never be 100% sure.
3) Waiting longer can give you and other players writing a post more time to reflect and try the class in many different group setups.
My personal anecdote:
Reading the initial patch notes I was very excited. Bought 2h Sword, tested Warrior/Warlock alot in Itnal, kept rolling for good stat in weapon but needed 1-2 more days to try it myself in Orkham. I even sold my Katana since if I have a 2h Sword, I can Play Warrior/Scout with that and use Spear for Bleed if needed.
Now I read, that the skill has been disabled. Awesome, Crystals wasted, Katana sold and I cannot even try this class once myself to confirm your experience.
"Following changes will be applied only in custom instances until next patch.
rience."
Devs, can you include Itnal lager as well for testing purposes?
Skill will be enabled back with current state with next patch. Adjusting damage over time requires client patch so we couldnt change it in real time.
Side note; spirit wound does not have physical attack scaling like slash bleed, so it doesnt rely alot on raid setup or equipment.
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I rly dont understand this new second gloves you have added. In my opinion we dont need to be pushed to play with katana or to be scout. In my opinion 1h with no shiled talisman or any other weapon in offhand will be incresed as i know every rogue is played with double daggers wich means if we take gloves only option is katana.
Pls reconsider this and change this option witch is not fair to players who dont play with katana.
I dont like option to be pushed only for normal set or to be scout...
Thanks in forward
This is different option for each gameplay decision, rather than a forced option. You can play however you want. Gauntlets of the Shadow is stronger for everything else, which is also not an option to force the player to play non ranged/katana.
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I couldn't reproduce this, please check your magical accuracy.
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