I have a suggestion regarding S/Ch. Reduce its bonus from the piercing shot from 16% to 14%, but set the skill as a passive without the need to maintain it. Currently, S/Ch isn't a top-tier combination, whether for AoE or single-target damage, and it's also played at mid-range. I believe this change will liven up this combination a bit.
Posts by Ramer
-
-
Please add the option to purchase arrows/bullets/throwing knives, or increase the number of ways to obtain these items. It's a bit frustrating that there's such a small amount available, and some combinations practically need three times as much to complete one Orkham run.
-
Referring to this, S/D is the simplest Scout combination currently in the game. Thanks to the bonus to range and additional damage, good positioning brings very good results. Playing S/D, S/M, S/W, S/R, S/Ch, and S/Wd, I see that S/D is the strongest combination if the player can position themselves well. Why is that? Well, high firing rate + a lot of damage (only S/Ch has more, but there the attack speed is lacking), simple mechanics that don't require much thinking. This combination draws the most from the bow or crossbow during maximum shots, mainly focusing on a single target, although in AoE with a large group of enemies, it can handle itself well. The only challenge is to sense when to use the explosion in an instance and when to wait. Only S/R currently truly keeps up with it. As for competing with other classes, in Guild Runs, not only my S/D hits hard, but other players without t18 weapons also perform well compared to other classes. Overall, only M/W seems to be able to outclass me in damage.
S/D has a higher raw attack speed, meaning its Joint Blow has a lower cooldown (1.30 seconds), and its other skills also hit slightly harder (although the benefit isn't huge because Scout benefits less from attack speed compared to a melee classes).
Agree with most of your calculations and suggestions except for one fundamental point. You downplay the attack speed of ranged weapons, even minimizing the additional 15% that makes this difference and is the foundation of this combination. Remember that the Scout's DPS includes, among other things, the multiplier of the attack speed of the weapon, and in S/D, it's +15% compared to S/W. If there were runes for the attack speed of ranged weapons, you would see this difference perhaps more clearly.
-
Referring to this, S/D is the simplest Scout combination currently in the game. Thanks to the bonus to range and additional damage, good positioning brings very good results. Playing S/D, S/M, S/W, S/R, S/Ch, and S/Wd, I see that S/D is the strongest combination if the player can position themselves well. Why is that? Well, high firing rate + a lot of damage (only S/Ch has more, but there the attack speed is lacking), simple mechanics that don't require much thinking. This combination draws the most from the bow or crossbow during maximum shots, mainly focusing on a single target, although in AoE with a large group of enemies, it can handle itself well. The only challenge is to sense when to use the explosion in an instance and when to wait. Only S/R currently truly keeps up with it. As for competing with other classes, in Guild Runs, not only my S/D hits hard, but other players without t18 weapons also perform well compared to other classes. Overall, only M/W seems to be able to outclass me in damage.
-
I'd like to share my opinion regarding certain Scout classes that need some buffs, particularly S/D, S/Ch, and S/W. as well as 1 change to Snipe as Whole
"S/D is strong, S/W needs a cosmetic change; I think Reflected Shot would be okay, the rest is a bit too much. S/Ch, yes, it needs a significant buff. But I want to draw attention to S/Wd, which also needs a slight buff, S/P, which doesn't fit into any party, S/K, which is unplayable—neither tank, support, nor DPS
-
Display More
I want to share my experience regarding chain classes and leather classes.
I played Leather last week
Scout/Rouge
Scout/Mage
Rouge/Priest
Rouge/Champion
Rouge/Warrior
Every rogue class except rogue/champion with katana and 2 daggers
It's like Moncef said it's very easy to do a lot of damage. Each of these classes has a good substain in trash. And the boss damage is good too.
#1 [R/W] even on the boss he was good
[R/P] - which was recently buffed a bit performs wonderfully a bit weaker than [R/W].
[R/CH] - very good in singletarget substain and burst (second class behind [R/WL] I would say. Trash is okay and has a great CC.
[R/B] - Good burst dmg slightly weaker than [R/CH] but stronger in trash substain (the speed of the group plays a decisive role here).
[S/R] - good trash substain and boss burst dmg was good for me. [R/CH] [R/W] [R/P] [R/B] others seemed a bit stronger to me overall. In summary, there is nothing wrong with the class.
[S/M] - Good substain and aoe fullburst. Okay dmg on the boss.
Okay for me.
My favourite was the [R/P] and the [R/CH]
I like the gameplay and the mechanics.
Now for chain classes
I like to play warriors almost exclusively in the ini.
In our inigroups Darkcore as an example are 2-3 scouts mostly and 1 Rouge 1-3 mpds of magecombinations like [P/S] [M/P] [M/R][M/S] [S/M] [M/WL] [M/W]<- (i will get hate for this but i think the substain is a bit too high) ps. it is not that expensive to build buff gear or the difference from 100k buffgear to 300k buffgear is not immensely high -> dmg should be higher than other mage dmg but not outreach everyone.
But let's leave that aside for now, as the topic is a different one.
In these group compositions I have some problems keeping up as a warrior, I have to push a lot and play aggressively, which doesn't rule out deaths. And even with alternating target I benefit almost 0 in the trash from bleeding with spear or katana because the mobs die in <2 seconds.
There are only 3 classes I can keep up with in our setups in 12-People Inis that is [W/S], [W/B] and [K/WL] (which I almost never play because I find it boring.
[W/Warden] is ok in trash in boss i got outdamged(overall below average)
[W/BARD] good burst trash dmg and good substain in singletarget and in fullburst boss i get caught up by the other dds (overall okay)
[W/S] the biggest advantage in our runs is the fast damage which is also comparatively high and the possibility to attack from a distance but playing the class with different weapons depending on the sitaution (spear,katana,1h,shield,2H sword) is annoying and I have to make a lot of effort to keep up.
The bleeding of the warrior, especially if you play with spear and have dealt with the scaling a bit, is strong yes, but there are not too many situations where you can make use of it, at least in our runs.
I don't think there is a need to reduce the bleeding.
Unless you design it in such a way that bleeding is completely omitted and instead buff the normal attacks of the warriors.
But 100% support the opinion of some players that bleeding should stop doing damage when the target is immune.
Warden
Warden is not that bad but way too slow in our parties in 12-People Inis. I think it can stay that way though as they are strong in not too fast parties and 6-People Inis except necro.
Champion
As a champion I can't keep up either overall in our 12-People Inis he's not bad but it's complicated and I have to work hard to get any damage at all. The best choice for champion is [CH/WRD] and [CH/R] which get weaker the faster the run is. [CH/P] could still be good, but it definitely has a singletarget problem with damage.
Buffs from Warlock
I would like to address another weak point.
As a melee fighter you get very little support from the WL in trash if he is not well trained. Only rarely a surge, soul seal, SA and wisper buff (normal trash no pulls) because the support is mostly given at the range dps. Maybe you should rethink the range of buffs.
_____________________________________________________________________________________________________
I would like it if rogues do more damage when they play properly with the katana than with 2 daggers (Offhand Murk)
"nerf Rogues offhand damage (Offhand Mastery) from 48,5% to 40%"-Blackkid
would be a good solution.
[W/S] and [W/B] are good as they are I would say.
Unfortunately, the other Physical Dps warriors are not really playable in our parties.
I disagree with the opinion that a properly used katana should deal more damage—because you force players to play with it, and if that happens, daggers will be useless. For me, the solution is not a nerf because, as you write, it is really weak, but rather setting up two classes with a buff for the katana. There is already a skin outflow—I have not seen anyone wanting to exchange, for example, magical equipment, and such behavior will only exacerbate the problem.
-
As I play as a scout, more and a rogue, I will allow myself to express my opinion on the subject - katana and dagger.
So, changing anything will destroy the current balance, which in my opinion has been the most stable for several months. Katana is better than daggers on r/wd and r/s, and at the same time playable on the rest of the combinations. End of story - it doesn't need buffs and combos because it will exacerbate these two classes. As for r/wl, r/w, or r/m, which are supposedly so powerful, yes, they are strong, but r/wl performs best on Nom, WB, and that's where its power ends because it lacks AoE damage (except for one skill). Therefore, this class is unique.
R/w, supposedly so powerful - take classes that are typically strong in AoE (s/m, b/r, b/ch) and see how well r/w will perform - it won't impress you, and it will even look like a support class. R/w can wreak havoc when it has time to unfold, but when it doesn't, the class is at least good if not average.
Just as katanas, daggers also have their place in the game. Don't impose katanas on all classes just because you want to. Diversity has its benefits. No one forces a gun on scouts, and it could be done (I won't comment on bows and crossbows because they are rotational weapons, and in most combinations, it's good to have both a bow and a crossbow). In summary, the katana is strong, and it seems well-balanced. It allows achieving powerful results on r/wd, and with perfect gameplay, it's not much weaker on most rogue combinations.
-
Hey! I request a change for the B/S combination. Unfortunately, it is a weak combination, practically finding no place anywhere. The single target performance is tragically low without sustain; when fully unleashed, it's even worse. Regarding AoE, it performs poorly without sustain, and with full unleashing, it's average to good. Overall, the class needs significant changes, or you might consider reverting to the old B/S, which was a quite competitive combination. Best regards!
-
I have a suggestion regarding B/Wd - it's a rather average class (at least in leather armor). I propose changing the skill 'Art of War' (ID 149169) by adding an 8% axe attack speed increase to it. Additionally, I would change the 'Haste and Blood' skill from 5.2% Dexterity to 15% - currently, leather equipment is already statted at 6-0 / 5-1, not like when Bard was introduced at 3-3.
-
I don't know why, but these changes to the rogue are quite disappointing. I haven't seen a rogue diverge so much from the rest before. Nobody was talking about this, but I understand it's 'how you wanted it.' If you listened more to the players instead of doing your own thing, the balance would be much easier and enjoyable. The title for 5k coins is useless; I understand you'll give it to every rogue who bought it on purpose? The changes have disappointed me a lot - in my opinion, you're making silly moves. Nerfing the title, the skill set for weaker rune benefits...
Once again, people will be forced to play with a katana, which doesn't suit everyone and becomes the only right choice. Amid the eternal battle, Premeditation is useless - please fix it. The katana and the skill, which are easily overlooked in textures and constant movement, are hard to notice, and the sound is just annoying - maybe you have a better idea for this (like the character gaining a strong, visible aura)? You're ruining the enjoyment of the game
-
I really don't mind if individual classes with unique equipment were a bit stronger. But with what has happened now, the slightly stronger classes in a similar eq make a 50-70% difference. With an eq difference of 2 degrees, it's still a 30% difference. This destroys the balance a bit and will end with everyone wanting to make the strongest connection. It's hard to achieve a stable balance in this type of game, but the discrepancies are really too big at the moment.
-
Ok, play against a Knight/warlock with full matched gear for the class and you will see the same dmg. This game is pay to win, thats how it works.
And not every player has same dmg with mage/warrior. It is about our str cloth gear. If we spend too many diamonds to make a powerful str cloth gear, our dmg should be high. We are simply making 2 gears to play mage/warrior. Why should we spend so many diamonds if our damage will not be high ?
The argument that two sets of gear equal the highest damage doesn't convince me because creating high-level gear often costs more than weaker gear, even when considering two sets. Yet, M/W still deals 30% more damage in much weaker gear. Even before this enhancement, this combination was dealing massive damage, but what a skilled player can do with it now only reminds me of the first R/S changes when it was doing 90% of all damage in instances just for laughs. I don't play a mage, so I don't know what can be changed to make it more balanced with the other classes, but if it stays this way, in a month, we'll only have M/W in instances, nothing else.
-
Hey!
After yesterday's class changes, it seems to me that m/w is "a bit" too strong and doesn't fit into the current class balance.
-
Okay, thanks for the explanation; I understand now

-
Hey! After some small tests, I noticed an interesting bug, namely, when I have a t17 dagger with WB, it has fewer included damages than a t16 dagger with DC when I equip it in the off-hand. Considering the attack speed and weapon damage, the WB weapon should have significantly more off-hand damage. Please check this, and if it's a bug, please fix it

-
Hey! Some time ago, I wrote, and I'm reaching out again with a request to rework S/K because it's a dead combination, not useful, and unplayable for any character. Additionally, it would be great if S/P underwent significant changes because, since S/B, it's also not useful. Oh, and as a side note, it was mentioned before that in the near future, we will be able to play S/WL as both physical and magical players - just a reminder. Also, I haven't seen S/Ch - maybe it would be possible to increase the range of some skills because it's a really cool combination but loses a lot due to these limitations, and the titles and potions that allow skill usage still result in a significant loss of DPS - which is already quite average

-
B/S
After the recent changes, this combination outside of wars is useless like S/K or S/P. Roll back the changes and nerf him in pvp arenas so he can be played in both pvp and pve
-
- Changed Voice of the Sea set skill; Your next Elemental Catalysis will have quarter of full cooldown, but using it will put this skill into a 600 seconds of cooldown.
Reason?
Leather and chain must be stronger xD
In the end, they will be able to compete with mages

-
Display More
And what about players (like me) who don't have a regular job and often work on weekends? You're talking about a cool way to get gold, but you need time for that. It's like opening the atlas from 8-10am when most people are at work. I remember you writing about upgrading cards with diamonds because you don't have time to farm, and it's the same with gold, except you have the time. Please think about other players sometimes because I see that you approach problems very individually.
atlas is from 0:00 - 23:59 oO and take 10 min time. You can't tell me that you don't have 10 min time on weekend.
Anyway, all here don't really get what I wrote... so.. who cares
(I marked and underlined it in quote)Greetings
Yes, my profession doesn't allow me to run the game, and I often work for more than 48 hours. So, I don't even have time in a single day. I'm not talking about every weekend, but it's still difficult to ask people to devote even more time to the game - look at the problem with the cards that you still don't address. If something works for you, that's great, but it's not for everyone.
No, wait, I apologize if it seemed like I was completely endorsing this problem, but I was just describing that I have a solution for it. My English is not perfect either, so I understand the confusion.
-
Display MoreDisplay More
sometimes i take buffs from castle 2 times per day its 36kk (and some ppl take 2-3 per day)
yesterday i make atlas defence i have 23kk gold
7x36kk=252kk
hmm?
every endgame player (like me) can do atlas with only 2 ppl. so you get minimum of 3*25 scrolls -> 5 gold gashas. mdps endgame players can also do it solo.
Furthermore if you take all guild castle buffs as dps, it's your choice
I just tell from my perspective like everyone here. And I usually take only 1 time guild castle buff per day.I can understand the problem for players, who really need this NPC. I just told, that I personally don't see any change for me
(I am not 24/7 online or in instances, but I am an endgame instance runner player; ppl who farm tiers 24/7 would might have even bigger problems)Just on main account from doint atlas every week in duo

And what about players (like me) who don't have a regular job and often work on weekends? You're talking about a cool way to get gold, but you need time for that. It's like opening the atlas from 8-10am when most people are at work. I remember you writing about upgrading cards with diamonds because you don't have time to farm, and it's the same with gold, except you have the time. Please think about other players sometimes because I see that you approach problems very individually.
-
Hello.
Removing the NPC with gold exchange seems like a good move to tackle inflation, but there is a big problem with the prices that were set with that inflation in mind - the cost of buying stones to maximize cards (I myself recently spent 1.5 billion on just the materials needed for stat exchange, and even then, it didn't allow me to max out the newly added cards, despite still not owning all of them). Accumulating that much gold seems unrealistic unless there is a huge influx of players, which I doubt as I don't see new guilds popping up every day. Additionally, extracting and rotating runes from weapons is very costly, almost 10 million for one rune - and you have created classes for AoE, single target, for 12-person instances and 6-person instances - which means we are forced to change runes. Tiering also consumes a huge amount of gold. It's worth considering these prices because spending 250,000,000 gold a day is not a trivial matter, and sometimes guilds require that from their players. I understand that temporarily disabling and then implementing a more balanced NPC will partially solve the problem. But currently, to develop a character, an enormous amount of gold is needed, which cannot be farmed without the NPC in a normal amount of time given the prices currently imposed by the game.
-
I like the new Blood Arrow without the instrument and death "features". Now the player does not get punished if heal sleeps a bit and newbie Scouts can quest with it or solo lowlevel content.
If devs decide to bring back old Blood Arrow, I suggest to add selfheal 5%/tick of Vampire Arrow. This can also motivate other Scouts to use their Vampire Arrow for Scout/Rogue.
With this death it's a bit different, now when you deal bursts of damage it's harder to die, but it's still possible because now the blood arrow doesn't stop at 1% you just die

-
The change that has now been introduced is actually a lot easier for players, because the bloody arrow takes much less life. But just taking damage while in combat disqualifies the scout from playing the instrument on dungeon passes. Only interrupting damage dealing for the duration of the game results in the ability to play. If we are going in this direction, it may be worth thinking that each kalasa cannot deal damage while playing an instrument - excluding, for example, Bard.
-
The instrument cannot be played during the duration of the blood arrow - it is interrupted due to damage!
-
Added new passive: Distant Friend: Increases your damage by up to 15% depending on distance between you and the target. only works for ranged weapon DPS type
Does this skill not work on AOE skills - is this intentional or a mistake?