So again, this behaviour is very intransparent, somehow breaking trust in the team.
If you think there is something missed in patch notes, please report us.
However, the thing you mentioned as was missing in first place, was never missed.
Greetings
So again, this behaviour is very intransparent, somehow breaking trust in the team.
If you think there is something missed in patch notes, please report us.
However, the thing you mentioned as was missing in first place, was never missed.
Greetings
because the original version (sadly I cant prove that now anymore) of the patch 10.2.1.1000 patchnotes only said something like "set limit for skill autoshot to max. two per second." for scouts, not "Ranged attack speed is limited to 0.5." as it says now.
Please consider that you might have read it wrong either as mentioned reworks was always been same in notes and clearly mentioning that cap of 0.5 speed for all ranged weapons which is same as all other weapon types and it also mentions that cooldown system of Autoshot is reworked.
For your information, all weapons already had attack speed cap except ranged weapons before first patch.
Greetings
Display MoreSince an official statement here for everyone concerning this topic is long overdue:
The introduction of an atk-speed cap basicly was not part of the previously announced class balancing, but is based upon this bug report.
All we could know is that this bug will be fixed and roughly when, but not exactly in which way and with what consequences.
To quote grox from that thread (which imo includes certain weapon types not becoming nerfed):
The only solution is putting cap for attack speed, which means no any form of nerf, but possibility to offhand being used properly, so in fact you can get even better on it, if your offhand weapon is good. However we are still discussing that change, as it needs a lot of tests and researches to make sure it is changed properly, without creating any other issues.
Strictly speaking the opposite of what grox stated there has happened now.
However this change was made simultaniously and has a big impact on class balancing, different from the balancing a bugfix having these consequences was not announced beforehand, so noone could anticipate this.
Classes like the r/m may somehow benefit from this fix, other classes like the scout for example suffered big time because of it.
Btw, another approach to this issue might be to re-reconsider this atk-speed fix to only affect the whitehits done and not having impact on dps-calculation, which int sadly already denied once here.
Cheers!
Ranged weapon attack speed cap isn't related with offhand fix topic.
Display MoreHi,
i saw and tested, that the gorge t14 xbow, which you can buy in instance atm, is fullbuffed as good as equal in dmg like my t17 golden bow ._.
That's because of the changed attack-speed cap.
Please fix this or change anything for bow/xbow or let us choose which weapon we can use .
Kind regards
Purpose of speed cap was to make crossbow better for short-term damage while keeping bow stay better for continous long-term output. We will have further changes for Scout class to make this strict difference more noticable.
Greetings
Hello,
Most part of the healing over time effects are working depending on your wisdom, therefore you may expect lower values than tooltip itself when you aren't using heal attributes.
Greetings
I would like it, if the Bleed effect on Slash by the Warrior triggers with a Hammer too. Everyone is selling their Hammers now, because its only worth for the Champion.
That would help alot too.
We do not plan to change this general mechanic of this class at this moment.
I know this has been suggested already, however it still hasn't been implemented or any explanation for not adding it.
I think the requirement for a hammer to use R/ch should be removed as currently to do good dps with it you need a 1h hammer which naturally most rogues do not have(at least not tiered as their dagger is). If you still want to have a hammer requirement for some skills at least remove it for Dissasembly, as without the on-hit dmg the class isn't viable in single target boss fights. This is a fun class with alot of AOE potential which is something very different and interesting for rogues as this is not something we have.
Thank you
We do not plan to change requirements of this class combination at this moment.
Btw, big thumbs up and thx, that the Knight/Mage now has a magical attack buff
It is missing in patch notes, but thx for it. Tests will follow
Thank you for reporting, it is updated in patch notes.
To inform our player base,
We are neither applying changes just by observing gameplay nor deciding by single observation. We are collecting data for class statistics and decide depending on the data we achieve.
We will continue to change until we obtain a stable result for most of the classes in average, of course by class roles. In this progress, your feedbacks are most valuable part of class balance.
Greetings
magic classes 20.8% damage from the druid
Thank you for reminding, "Changed Druid/Warden skill Mysterious Grace to self buff." was missing in our patch notes.
Greetings.
Warden / Druid is available to play? Or not yet? Because is totally broken XD Any kind of speed attack i use, wabbit title, lute, even summoning pet, it reduces my dmg done by half.
It is already fixed an hour ago with post-patch changes for custom instances.
Greetings.
Mage/Rogue skill Shadow Shroud not removed from buffs, is it just me?
It looks like the skill "Disassembly Shadow" is bugged, the 92.5% dam hammer bonus dissapears after 2s (yes I was wielding a hammer during test).
Both will be fixed with pre-patch restarts for custom instances soon and for all zones with next patch.
Greetings
27.06 at 14:55 CEST Realm of Forgotten Legends has been restarted due to zone crash fix.
I have a question about the Mage/rouge skill "Shadow Shroud" (ID 492927). Would it be possible to change this into a buff? Although I like the change, because the damage of that skill before the patch was way to strong and overall your aoe skills deal more damage, there are some situations in instances whrere it would be better to recieve 10% less damage than to deal more damage, so it would be nice if you can choose whether you want to activate this or not.
Also about mage/rogue, I would like to report what I think is a bug. The skill Gift of the Baron is taking 5% of your HP every second and Night Refuge is a 3 hits inmune but both together dont work, your own bleed consume those 3 hits inmune in a moment. Could you please change it so your own bleed to take it off?
This is correct behaviour. It is same for all other self damage over time effects of other classes.
Greetings.
From 26.06 at 18:30 CEST Realm of Forgotten Legends will be closed until tonight's patch as of unexpected crashes.
Sorry for inconvenience.
# 22:15 CEST RoFL started
Please consider we are still working on further corrections, therefore you may expect this as pre-patch small fixes.
Hello,
We are still trying to find a proper solution for this issue. You are experiencing this since heals are more wisdom dependent than weapon damage and reduced according to it.
Greetings
Display MoreDisplay Morehey,
1) Charged Chop is bugged on r/wd, the skill is not hitting.
2) r/ch is still a rogue, I realy enjoyed playing this class with DAGGERS. Having to make 2H hammer (to be honest, dps of 1H hammers is too low, it should be upgraded in order to be used for r/ch) makes no sense. I hope u reconsider this.
Kind regards,
Chib
..., and then it already having the ability to wear a 2-H hammer...
Hello, just wanted to correct this misunderstanding, class is getting ability to wear 2H Hammer from Champion sub class and it isn't a new change.
Greetings
1) Charged Chop is bugged on r/wd, the skill is not hitting.
It is fixed.
Greetings
Display MoreI would like to report what looks like a bug:
This is regarding champion class, specifically disassembly mode and pd it should provide with runecraft-fortify - it should give 58% extra pd at level 55, but it does not!
Here are some numbers just using champ/no secondary (will use my gear):
normal mode: 45.184 sta and 309.414 pd
disassembly mode: 36.200 sta and 375.374 pd;
loss of sta (since 20% of sta goes to str in this mode) is approx. 9k, which means loss of pd (1 sta = 2.3 pd) of 9k x 2.3 = 20.7k loss relative to original, thus before applying 58% multiplier - pd was ~289 k (from norm mode ~309) - applying 58% pd buff should have pd of approx. 457k. However - in reality I get only 375k, which is significantly less- only 23% increase instead of 58%! Could you please check.
I may be missing something but it looks like we are not getting the runecraft-fortify skill to work correctly with the disassembly mode.
Thank you.
Thank you for reporting. I have made required checks and can confirm there is indeed a mistake which will be corrected along with next patch.
Greetings
Display MoreI like the changes to priest/warrior but i feel like it will still fall behind other classes gear wise. If it uses the 104 healing gear and stats for damage, It'll miss out on a lot of needed attack power to keep up while still being mediocre at healing. If it uses the battle cloth set (level 100 is the highest) it loses out by using under level gear and that it doesn't have any set bonuses. So in the end no matter what you currently do, stat-wise you'll be subpar.
I believe Battle Monk Stance or Power Build-Up (due to its convert mana to fighting spirit) should have the ability to convert wisdom to strength (like the champion's Disassembly Mode) to make up for the difference in attack power to be equal to other classes. I get that it is supposed to be sort of a mixed class, but if you don't have the ability to be versatile with going in either direction of healing or damage when you turn Battle Monk Stance off then you wont really be helpful aside from the fact you can heal yourself but not really heal others and do less dps than other classes.
The skill adjustments were great but it still needs to be "modernized" through new 104 mem gear ( with set bonuses?) or a wisdom to strength/ patt power skill adjustment.
Just suggestions because I'd really like to see further play of the class. I'm not sure if others were looking into trying it and saw more downside than upside of it. But id love to hear the opinions of others who looked at it with different perspectives.
Still all in all you guys are doing a great job with the balancing, a lot of the people complaining about nerfs are people who jumped the gun the day after the patch and bought new equipment when it would be common sense there would be kinks that still needed to be worked out for classes.
Mentioned class can wear leather and chain equipment in our server via level 70 elite skill passive. However, we have further plans for this class combo.
Greetings
Regarding Wd/D
idk what you did - burst seems fine for me.
On a more serious note: The current implementation is busted3 when playing Wd/D in pdps gear. Adding cast multiplicator to the phys part of the usual warden skills and converting them into earth damage (which in turn is increased by Magical Awakening and debuffs on the target) results in some absurd damage values, say 70M CC on Balton.@Devs: please the warden/druid is broken³. I testedafter patch and hoped, I missunderstood the last patch notes. More clearly: the p-dps values of all the skills are still active even with Beast Awakening. If a pdd would do, say 10.000.000 damage on a target unbuffed as only main warden class (without secondary class), the same pdd equip would do more than 3 times the damage if he switches the secondary class to /druid and buffs Beast Awakening. This skill is broken for pdd gear with the warden/druid
The zone you are testing didn't get restart for latest changes, however, I would suggest you to test in an instance instead.
Additionally, attribute changes won't appear on client until next patch, so the mentioned skill won't be different for current clients visually, but damage output will be different.
Greetings.
Mentioned class combo is using physical damage calculation for all primary skills, and physical calculations are still unchanged, therefore you are experiencing pre-class balance results.
No, what I mean is, that the white hit-skill scales with physical attack now, yes, but also got pushes from dark-damage increasement on targets. That's why the rogue/warlock is far far aways from all other rogues
Thank you for your feedback.
My answer was to "new dark damage formula" particularly, there is no dark damage calculation in game engine. Only physical ( scaling with physical attributes ), magical and heal generally.
Greetings
If rogues would be pushed, the rogue/warlock should be changed.
...
also the white hits are hitting hard with the new dark damage formula
Mentioned class combo is using physical damage calculation for all primary skills, and physical calculations are still unchanged, therefore you are experiencing pre-class balance results.
Warlock Primary skill:
Ruthless JudgmentI think it's buged, because:
1. It's buff effect (to increase user's dmg) value is only upgrading to around lvl 50 of this skill and not to lvl 104. (not sure for 100%). It cap at 21.6%.2. even if it's ok then in buff bar, description of this skill's effect says only 20%
It is correct behaviour. Some skill effects are limited at level 55 while their damage isn't capped, however this skill was missing information for it. It will be corrected in description soon, thank you for reporting.
I'm not sure if I'm just overlooking something, but my Heal -104 is supposed to heal for 1962 HP on target (for me it heals for about 700k HP when it crits) and Group Heal is supposed to heal for 897 HP ( for me it heals 1.2 mil when it crits). Which is a 42% difference when according to the skill, Heal is supposed to heal for more. I'm not sure if heal is healing the correct amount that was intended or not. Like I said, I'm not sure if I'm over looking something or if Heal is bugged, curious at this point.
Magical and heal skill values are getting affected by base cast time.
Greetings.
And still there is a problem on gorge 1st boss. D/S Group Exorcism doesnt removing all stuns, just theese which boss called. Others can be removed by regular druid skill (forgot name). Better way is replacing it, that called by boss stun can be removed by druid regular skill, and theese others by group exorcism. Or just fix that all stuns can be removed by GE.
There are effect types in game which you can see in their tooltips if they are defined. Druid/Scout skill Group Exorcism is removing "Harmful Effect" type of effects.
The debuff you have mentioned is in following screenshot;
This is a Curse effect and cannot be cleaned by Group Exorcism skill.
Cleanable debuff by Group Exorcism is a Harmful Effect, in following screenshot;
I am sharing list of English versions of effect types to make it clear to know if a debuff has an effect type, if so, to know which effect type it has.
"SYS_MAGIC_TYPE01"="Earth"
"SYS_MAGIC_TYPE02"="Water"
"SYS_MAGIC_TYPE03"="Fire"
"SYS_MAGIC_TYPE04"="Wind"
"SYS_MAGIC_TYPE05"="Light"
"SYS_MAGIC_TYPE06"="Dark"
"SYS_MAGIC_TYPE07"="Poison"
"SYS_MAGIC_TYPE08"="Transform"
"SYS_MAGIC_TYPE09"="Helpless"
"SYS_MAGIC_TYPE10"="Curse"
"SYS_MAGIC_TYPE11"="Harmful Effect"
"SYS_MAGIC_TYPE12"="Beneficial Effect"
"SYS_MAGIC_TYPE13"="Movement Impairing Effect"
"SYS_MAGIC_TYPE14"="Stun"
"SYS_MAGIC_TYPE15"="Special"
"SYS_MAGIC_TYPE16"="Fear"
Greetings.
Hello
Please tell me it's a balance of classes or the murder war/mage and strengthening others? Lowered the attack by 30 % and did not strengthen any skill. No mass damage no passive damage increase. Return the magic attack or give something instead. Make Electrical Rage a passive skill to avoid making a stack every time.
And fix the thorn shield of the druid/guardian .Healers interrupt each other's buffs.
We are aware players are experiencing 20% lower damage on their skills that has no cast time, Warrior/Mage is one of them. It is expecting to be fixed soon.
Greetings
Display MoreFirst of all, please fix RoFl asap, I dont know who messed up here and how those 60% hits could come back into the game, but they make RoFL finally completely undesireable to run. Though if this is intended this time, please say so, so that I dont have to look forward to any fixes!
The issues concerning heals have already been adressed I guess, however I also am wondering how such an obvious mistake could make it into the "final" patch, don't you test your code at all nowadays?!
Now to what I experienced as tank:
Authoritative Deterrence - I dont see why this skill was changed, because it was strong enough as it is and the new effect makes it even stronger overall, resulting in more raid-dmg during bursts.
Holy Protection - I believe the most ineffective change made in this patch (maybe second to Wisdom and Bravery), since it still has no effect on dps-classes, who already are permanently at -90% and for tanks there also is not much effective difference between 452% and 462% aggro...
Knight/Rogue overall: I like the changes made to this class very much to revive it, however I think that alltogether there is too much dmg-reduction + passive heal. Knights already take too low dmg in RoFL, this combo makes heals during bossfights even more obsolete.
And again for Holy Strike in more detail: I see absolutely no reason why this change was made. As I said Knights already could get enough aggro, now this skill is stronger then any other skill for Knight and all you need to do is spam this one skill. You dont even need bufffood or other buffs to get enough aggro to have more than anyone else in any situation, now that champs are "gone".
Up to now Knight were a fun class to play, because of the competition with champions in aggro and that you have to take care what skill to use when, now its just braindead spamming Holy Strike. PLEASE change this back to how it was, it was more than fine.
Overall I like the approach you have and the way skills were changed in their functionality very much, however I hoped champs to have their dmg nerved to the level of other already popular classes and unpopular classes boostet to even those, but you overdid it by far.
Now almost every changed class is stronger than it was before.
With all those additional raidbuffs players overall got such an increase in dmg-output, that instances became even easier than before, regarding dealing dmg.
So maybe at least now you might reconsider balancing lp and def-values for bosses in endcontent, unless you nerv a lot of the buffs you just made to classes with the recent patch, not even regarding broken classes like S/D and M/R...
Considering Mage/Rogue, maybe some players who made first-hand experiences could share constructive feedback here, instead of just complaining about it in global chat.
Cheers!
Edit: Did btw anyone think about what impact many of those new skills will have on PvP...? Some classes will be quite broken in there even with their dmg being fiexed.
Thank you for your feedback, consider this as Beta as main thread mentions please, and about PvP, we will have different balancing for that content later.
Display MoreHi all,
1st just a general comment to the devs team - I was surprised how deep the changes were, some classes now really different from how they used to be, which I suppose could be good or bad, depending on your prospective.
2nd it feels like magical dps are now doing exceptionally high dps at least at instances like gorge and below; since rofl mobs were bugged today we could not test it but I feel magic dps will still be very strong and much stronger compared to physical (needs to be confirmed), in particular a couple magic classes seem to do very well, I guess will comment more after testing in few rofl runs once its fixed.
3rd some cuts I personally feel were way over the top, I suspected you will be after champs and w/m, but I think you went over the top for both, ch/r for example went from 50% pa to now 10% pa and 8% pdam with a possibility of adding pa buff from a priest or a dr/w, this is very significant nerf coupled with nerf on pd (cant use sf) coupled with nerf on aoe, all that on a class that was not top dps on bosses (if you exclude trash) in a first place, this is hard for me to take at the moment. I like the idea of forcing champ dps not to use SF and thus be less tankier, I even suggested something similar myself before, but then decrease in pa to that extent don't think was needed. Perhaps with more testing the number may increase from current 10% pa to 20-25%. Please note the 50% less healing is still on on ch/r yet other classes for example ch/w got it removed not sure if this is intentional or not.
4th champ specific and was commented above as well - Shock Overload - I really like the idea of adding this, but when triggers with white hit instead of returning 15 rage it takes it away which makes sustained very hard - please fix it
Overall, I am honestly just overwhelmed at the moment and lost with so many changes, will take a lot of testing for me and trying to see what works now and what does not (which is a good thing I suppose), I just hope champ will still be viable but just different end game and will be solid contributor to raid. There are also good number of champs combos to test + warriors too, so will be busy.
Will post more details once more testing is performed.
Kind regards,
Rakot
We are aware of some of these situations, as main thread mentions, this is Beta part of class balance and we will work constantly on further changes depending on your feedbacks and our observations, hence, we are expecting more feedbacks from community.
Display MoreSome thoughts on the latest patch regarding heals and wisdom:
Wisdom is now incredibly overpowered on a healer, I'm doing 1.000.000 Recover's unbuffed with what really is mediocre gear, tier 12 gorge healing staff with max tier 9 equipment and 57k wisdom with whatever stats were available to me at the time.
I LOVE the fact that wisdom is included in heal formulas, but these heals make my instance runs BEYOND boring.
Buffing up wisdom gets me to pretty much 4.000.000 Recover on druid and 5.200.000 Group Heal on priest.. I really don't see how this is fun to anyone, healing is not a challenge anymore, the only thing I can do now to still have some fun is run instances unbuffed..
One Mother Earth's Fountain or Group Heal and everyone gains 3 times their maximum HP, and Recover heals twice the tank's HP.
I want to propose to reduce the amount that wisdom buffs burst heals (like the initial heal on Recover or Urgent Heal), and increase how much wisdom affects Heal over Time (like the effect on Recover on druid, or Regenerate on priest).
This would make healing to me a lot more fun!
Side note: This could also mean that people who had not statted wisdom before can still use their gear, because now their gear is beyond useless... I've seen the effects of it.
Heal formula was using wrong modifier and it is changed after patch already, however, we will work on new heal formula even more within this and next week to balance it.
Generally, as this is Beta, you can expect your class be stronger or weaker than current situation.
Greetings
Hello,
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?
This upgrade is really good but i'm not sure about the calculation here for HP. From what I understand I should get 26.1k + 5% of my total HP every 5 seconds but I get around 13k-14k instead? Again not complaining here just want to make sure the healing is calculated correctly because right now it seems like the tooltip and the reality are not in sync.
This restoration using general heal formula like all other healing over time effect, so heal amount will be depending on your heal power and wisdom.
Is there a reason that Kiss of the Vampire has an exhaustion debuff? I could understand it having it before the patch because of the effect Night Refuge had as well as cooldown reducing effect of Pride of the Baron, but now it seems a bit redundant with its 60 second cooldown being longer than the exhaustion and no skills causing it to be available faster than its exhaustion. In my personal opinion, I would put the effect that was previously on Night Refuge, and apply it to Fang Ritual or Shadow Protection. It would probably be too much to have a separate buff for what was previously the effect of Pride of the Baron as you saw the need to change the skill completely with the patch anyways.
It is due to way of intelligence based bleeds working, we can't remove exhaustion at least for now.
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.
We are aware of following issues which will be fixed as soon as possible.
- Champion/Warlock 70 elite has 10% MP Cost.
- Mage/Rogue skill Shadow Protection is increasing received area damage.
- Mage/Scout passive Strength of Ashes isn't working as intended.
- Warlock/Mage skill effect Soul Seal is disappearing when you take damage.
We are expecting from our community to report us issues and give us feedback for balance of classes about being too powerful or too weak objectively.
Greetings