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%.
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%.
Display MoreDisplay MoreJust consider each 1% pdmg as 1.65% more final dmg then you will have bigger values to divide by and come to around 15%.
EDIT:
For Clarity (just failed boss so have time)
94% Pdmg -> ~155% dmg
74% pdmg -> ~120% dmg
so 255%/220%=~15-16%
65% is a bit much. anyway. I dont think that this nerf killed a class
65% is quite accurate for this class. I gained well above 40% actual dmg from Berserk or using dmgfood for example I gained around 34% actual dmg. This is without new sets. Rogue/Warlock for example (a class with little pdmgbuffs) gains maybe 23%-24%?
Just trying to confirm players feeling that the nerf is indeed bigger than just 10.5%.
Is Warrior/Scout still viable? Sure. But the other updates hit it hard, as well.
Regarding Waiting Game 12% Patk loss and 5% pdmg gain. Probably similiar outcome for regular hits, but big nerf to Slash Bleed damage.
Vampire Arrow being ranged DoT? Decent nerf (good for Scouts though). Make it scale with Patk? Big nerf.
Overall I like the changes because imo W/S was too strong anyway but maybe it would have made more sense to ease into the many changes it got.
Yea and the PS part is the big issue. You actually lost almost 30% dmg because of how it works.
you did the same mistake taking only the numbers and not calculating
Just consider each 1% pdmg as 1.65% more final dmg then you will have bigger values to divide by and come to around 15%.
EDIT:
For Clarity (just failed boss so have time)
94% Pdmg -> ~155% dmg
74% pdmg -> ~120% dmg
so 255%/220%=~15-16%
Display MoreReduced Blood Arrow damage gain to 73.2% from 94%(-10.5%)
stand in the patchnotes but its 20% ingame100% dmg increased by 94% blood arrow (before) -> 194% dmg
100% dmg increased by 73.2% now -> 173.2%
194% -> 173.2% = ~10.5% less dmg.
P.S. (for easy understanding I didn't calculated double dipping from non stats)
Yea and the PS part is the big issue. You actually lost almost 30% dmg because of how it works.
EDIT. Prob more like 15-16% dmgloss
Display 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?
Priest/Warrior
Can you make the Warrior primary skill Long Reach (ID: 1492407) a general skill? This way Priest/Warrior can benefit from it, too.
Byte is it intended that %melee weapon damage does not benefit offhand weapons ?
It is not, this will be changed but there is no ETA.
Greetings
There seems to be another issue, where weaponbased attackspeed (like Axeattackspeed) also only works on the weapon itself.
#### Warrior/Champion
These are exciting changes! Quick thoughts:
1. Rage management is a bit tough without Katana, esp AoE.
2. 2h Hammer does 0 bleed dmg which makes sense but you lose on overall perfomance. The buff with Unbridlled Rage seems to aim to compensate that.
Suggestion:
Change Shock Strike to cost HP instead of Rage.
Edit:
Since we lost Slash Bleed damage can you fix Whirlwind DoT from magical to physical?
Can you consider updating this global value to ~ 50%? Wardens and Priest/Warrior are currently underperforming heavily, even in Orkham.
I also did not hear that Mage/Scouts and Priest/Scouts are breaking the meta.
Display MoreI think most of the opinions expressed under this topic are from endgame players who view the situation from a single perspective and ignore the other side of the coin.
In some countries, the average monthly salaries are not even 500 euros. With a significant number of players playing the game without spending money, I believe this player base should not be disregarded. Realistically speaking, this player base doesn't have many options to sell for diamonds. For example, I am trying to enter arenas all day to farm cards, but most of the time, I can't get into any arena throughout the day. This leaves gold farming or tier farming as the only options. If the server's need for gold is reduced, it will have a significant impact. For instance, with decreased demand for gold, it will take longer for gold to be sold in the auction, gradually affecting gold prices. I believe the example I provided is sufficient, and when the market takes this form, new players will lose their limited ways of earning money, making it difficult for non-paying players to find reasons to play the game effectively.
I also want to emphasize that I don't want anyone to misunderstand me. Of course, I cannot oppose your complaints. However, as I mentioned, the most effective and simple way for a new player who has just started the game to earn diamonds consistently is to farm gold. If the impact of gold is reduced, the prices of diamonds in players' pockets will increase, leading to higher prices for items auctioned, which can be considered as inflation.
I believe these reasons could lead to a serious loss of players.
New players and casual players have always been the cornerstones of MMORPGs. If you are willing to accept a decrease in the server's size and a greater distance between new players and Arcadia, then changes to gold might be a logical path for veteran players.
Thanks for reading this comment.
I am glad to see posts like this because in the previous discussion the topic was biased towards highend players.
From what I see is that the happier endgame players are with Gold, the unhappier newbies are and vice versa. So whatever solution (if any) gets implemented, a happiness of around 6.66/10 for all players would be desirable imo.
My suggestion to devs is to make a google survey soon and repeat the survey every 8 weeks.
In this survey ask questions like:
"Are you a beginner or endgameplayer ?" Scale 1-10 (1= total beginner, 10=endgame player)
"Please type in your ingame name for confirmation (will be censored during survey results)" : IGN = (insert playername)
"How happy are you with the current gold economy?" Scale 1 - 10
"How do you feel about Gold Gasha from Atlas?" Scale 1 - 10 (1=not good, 10=perfect, don't change a thing)
"How do you feel about Set Skill Extraction costs?" Scale 1 - 10 (1=not good, 10=perfect, don't change a thing)
"How do you feel about Rune Extraction costs?" (1=not good, 10=perfect, don't change a thing)
"How do you feel about Guild Buff Tower costs?"(1=not good, 10=perfect, don't change a thing)
"How do you feel about Monster cards statting costs?"(1=not good, 10=perfect, don't change a thing)
"Do you regularly buy Gold from Gold NPC?" Scale 1 - 10 (1=never, 10=every day)
"If you farm Gold: Do you farm Gold for selling or for own use?" Scale 1 - 10 (1= own use, 5=half use, half sell, 10= all sell)
"What course of actions would you take to change the gold economy"?
(Free text)
Analyze the results, publish and discuss them here. Take action if one group predictably is unhappier than the other by reducing/increasing gold demand.
Once a stable and decent happiness score has been established, you can increase the cycle from 8 weeks to 16 weeks.
I think it is a fair tradeoff for its very high aoe-dmg and permanent 40% dmg reduction.
If you get aggro you can tank 1 hit comfortably in most cases.
Priest/Warrior
can you make elite skill lvl70 Violent Kick has ability to wear 2h axe too, like on Druid/Warrior so it can have better pdps
Thanks
Spear is actually better in most cases and has stronger Bleed damage. Do not rely on the DPS you see on the weapon to conclude that 2h Axe is better. DMG-Stats from Gear is atkspeed-independant and is more valuable with faster weapons.
It was 99.9% obvious that this is an unintended Bug but I understand how Tarsq came to his conclusion. Imo it was avoidable by Byte, if he explained that Tarsqs conclusion (95 ISS -> 104 ISS works so 104 ISS -> 95 ISS should work, too) while correct is not what will be fixed, but the assumption itself.
Either way, Warden having 15% Atkspeed twice is not op at all because even before fix, both ISS had shared Cooldown of 8 Seconds. So even if it got "fixed" to Tarsqs expectation, you use 104 ISS, wait 8 second, use 95 ISS and get 15% Atkspeed again with 50% Chance. Now you only have 7 seconds left of the first 15 % Atkspeed and 15 second of the new 15% Atkspeed. If we were talking about Rogue/Warlock or if it was 15% PDMG instead, then yes, that would be op. So I think it is a bit too much to compare that to 50000% dps skill on knight.
Tbh I am more surprised by how quick the unintended bug got fixed. Gj devs
You know, that 15% atkspeed on a Scout is significantly weaker than how it is for melee? For melee it would have been correct:
1/(1-15%)=~ 1.176
after formula change maybe yes. a bit. but even if it is only 10% increase, it's 10% and multiplied with 18% of mana blood arrow, which is more than than berserk damage. even without looking at attack values / movespeed and so on (and btw the movespeed is an important thing atm in every instance... first hit wins)
Berserk is a 26.2% dmg buff but it increases your damage by more than that.
Depending on how op your Gear is and of course depending on which class, you can expect it to increase your dmgvalue by 40% or more. Why does this happen?
% dmgbuffs for physical classes work in a unique way. For example if you have 100k damage from Weapon but 10k dmg from gear and thus total dmg is 110k common sense dictates the following:
110k * 1.262 = 138820
However, dmg from Gear and also cards get considered twice. So for mainweapon:
100k * 1.262 = 126200
for Gear and cards:
10k * 1.262² = 15926.44
Total = 126200 + 15926.44 = 142126.44.
Now this is not much higher than the common sense approach of 138820. But the more % dmg buffs you stack (Blood Arrow, Tamb, Berserk etc.) the more valuable the dmg from Gear becomes. This is why OP Gear on physical classes make a huge difference on final damage values.
Therefore I prefer moncef approach to not compare % values you see on description, but final values that actually appear in scrut. Not saying I agree with his assessment but that is because I never played Scout in very serious situations because I know they suck compared to Rogues.
Display MoreDisplay Moreactually i know what he was talking about.
however i didn't want to delve deeper into AoE because it's quite obvious that S/W is stronger than S/D. Here's why:
In the same 30-second sustain test (3 targets) with warp charge:
S/W does 23% more damage, while S/D does 8% more damage when Berserk wears off. The reason being:
Reflected Shot and autoattacks are notably weaker for S/D. Even S/D's piercing arrow deals slightly less damage than S/W's ,when S/W's Berserk is active.
The 15% attack speed boost for scouts simply doesn't significantly contribute much to overall damage, not even for single target skills. Therefore, its impact on AoE skills, which don't scale with 'Distant Friend,' is also negligible
Yes. 15% attack speed is nothing. Only 17,5% flat dmg increase. This 17% + the manabased blood arrow, which name I dont know, + the flat amount of attack depending on range DMG is significantly lower than berserk.
It was also a very good test on 3 dummies where you dont need to move, bcs reflected shot only hits 3 targets and s/w has a movespeed debuff.
All in all a good test for s/w
You know, that 15% atkspeed on a Scout is significantly weaker than how it is for melee? For melee it would have been correct:
1/(1-15%)=~ 1.176
Display MoreDisplay MoreI 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.
Via skill definition, there are Rogues who will always excel with WB Offhand. Rogue/Champ, Rogue/Mage, Rogue/Warrior, Rogue/Warlock. These are 4 classes. So his statement is only interesting for:
Rogue/Warden, Rogue/Bard, Rogue/Scout and Rogue/Priest.
For those I personally agree Katana should be better if properly played. Would you agree with that, as well?
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.
I am very curious how you came to the conclusion, that Katana is better than Dagger+WB offhand on Rogue/Warden and Rogue/Scout.
Rogue/Warden:
DPS in singletarget is actually equal assuming you have perfect hits. Dagger is better in the first 10-15 seconds because the hits are stronger while Katana has to "win" back the lack of elemental damage with Perfect Slices which come later into play. However, Dagger has less Aggro and more precision which is important for overall damage. Also you never have perfect hits in the first place.
DPS in AoE is better with Dagger. Perfect Slice's impact in overall AoE-damage is too weak.
Rogue/Scout:
This class does most damage with Gun. Also while you are channeling Fast Draw, Perfect Slice is not usable. In addition to this, thanks to how damage on Gear and %dmg buffs work (Rogue/Scout has many of those buffs) Dagger hits are just simply stronger than Katana even on non-elemental skills. I have tested this in great detail.
Rogue/Warrior:
"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."
Bard/Champion and Bard/Rogues are strong in AoE yes, but have too high Cooldowns. The same applies to Scout/Mage. Rogue/Warrior has very low Cooldowns with the combination of Berserk and any atkspeed buff (Strong Stimulant, 20% Atkspeedpotion or Fervent Attack).
Rogue/Warrior is also not that slow. If you know that in an AoE burst situation mobs will die quickly, you simply use Decay (no GCD) and skip Death Touch/Bloodless. But of course, if you waste 2 seconds buffing for ~10% atk and ~10% dmg but mobs are already dead, you can consider it a support class
"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."
The fact of the matter is, that there is no diversity right now with WB Offhand overpowering Katanas in most situations. In the exceptions (Rogue/Warden, Rogue/Scout) it is in best equal to Katana. The afromentioned requests are to restore diversity for Rogues, such that some classes perform better with WB Offhand, while others perform better with Katana.
Also one last point that people seem to ignore: Two weapons allow you to use 2x Curse XIII runes for Premeditation. Now, many players want to keep their damage rune for ~0.5% damage. But ask yourself do you prefer a 0.8 second or 1.3 second premeditaion?
Display MoreI'd like to share my thoughts on the rogue in the current situation. Personally, I believe the rogue is extremely overpowered with Murk and definitely needs some nerfs. On the other hand, the katana seems quite useless since there's no real benefit from using it, even with a 100% perfect timing
After Murk was introduced, everyone was certain that certain classes would become extremely strong (e.g. RW, RM), and that has remained true despite the nerfs Murk has received. These classes are still extremely overpowered. Even before Murk was introduced, these two classes were already too strong
What's interesting is that not only did these two classes become stronger, but literally all the other rogues did as well, except for the Rogue/Scout. as this class simply doesn't have elemental damage scaling
Meanwhile, the Katana isn't worth playing in any possible case with any class, primarily due to the extremely high impact of elemental damage gained from The Murk and its high sustain.
that's why in my opinion, the necessary nerfs for Murk are:
1-Reduction of the elemental damage percentage of the weapon.
2-Increase in the weapon's base attack speed
Meanwhile, the Katana needs significant buffs:
1-Add an elemental damage buff (2% for each stack of Perfect Slice).
2-Increase the bleed effect of Perfect Slice.
3-Increase the damage equivalent to the off-hand when using the Katana.
4-Allow the Usage of Perfect Slice while under a cast (combo throw, Fast draw,which is crucial for RB and RS).
i still believe that even if Perfect Slice received more buffs and became extremely powerful, it remains balanced as it's the most challenging and difficult skill to play with in the entire game. This is especially true after the change to Perfect Slice (where you lose all three stacks upon failure). Particularly in crowded environments (+6 players ), it becomes incredibly difficult to notice the mark or hear its sound (e.g. Additional sounds effects like auto attacks, character footsteps, WB title flame sounds, aura buff, or even when you're in voice chat with the guild) all contribute to an extremely challenging situation.
I believe it's not fair that the Katana offers practically no benefit, neither in sustain nor in burst, even with perfect timing which is nearly impossible due to the distractions I've mentioned before. Meanwhile, using Murk allows you to effortlessly perform well in every situation without stressing over anything
Great Post. Asking for nerf will always be unpopular so kudos for that. However, we do not want to nerf Bard/Rogues and Scout/Rogues by accident. So the simple solution is to nerf Rogues offhand damage (Offhand Mastery) from 48,5% to 40% without directly nerfing The Murk.
I just wanted to add that Katana is slightly stronger in absolute fullburst, because of atkspeedcap and Assassin's Rage only boosting main weapon. Also Rogues with Katana (ignore The Murk for a sec) are already strong in overall meta. So as Baboon said If the DoT-damage gets boosted and your suggestion 4) Perfect Slices is usable even while channeling (Fast Draw and Combo Shot) , it could already be enough.
Regarding Warlock ISS.
ISS Level 90 Path of Anguish (ID: 490342) provides a buff which is supposed to stack until 10. Each stack provides 5% Dark Damage. For some reason, the stacking stops at 9 effectively providing 45% Dark Damage instead of 50%.
Suggestion:
Since it is technically not possible at all to stack more than 10 (tested in Itnal Lager with resetting CD of skill) I suggest to increase the bufftime of ID: 500070 from 10 seconds to 11 seconds or even to 15 seconds.
Regarding Ruthless Judgment.
This skill is supposed to be 100% critrate. However, this seems to not be the case.
In addition can you make the provided buff by Ruthless Judgment (ID: 621199) cancelable with Right-Click or CancelPlayerBuff?
Regarding survivability.
Warlocks need to be played in melee position, because ISS Level 100 Soul Crusher (ID: 497805) only triggers around 80 Range of the player. In addition, Beast Roar (ID: 498547) provides a buff which hits targets in close Range of the player. However, Warlocks are very squishy with the exception of 1-2 combinations.
Can you think of a mechanic, that allows Warlocks to tank one hit similiar to Wardens, Warriors, Champions, Rogues with their respective skills?
Suggestion:
Modify Shield of Solid Mind (ID: 497965) to not scale with Heal Bonus 848%. Since Heal Bonus as MDPS = 0, this skill literally provides 848%*0 +80 = 80 HP as a Shield. Instead change the scaling from 848% Heal Bonus +80 to something like Magical Damage * 848 % +80. In addition, increase the Cooldown and effect duration from 10 seconds to 60 seconds each to avoid abuse.
Display MoreI won't get into the immunity cleaning change since everyone seems to agree on it, but I'd like to explain why the bleed effect from the warrior's slash ability is seriously Broken.
Consider a melee ability in the game; it typically deals 'a%' main hand weapon DPS, where 'a' is a constant number. However, the bleed effect from the slash is different—it's pretty much like a skill that inflicts 'x%' Main Hand weapon DPS, where 'x' adjusts based on your current Damage/Patk. This essentially creates an ability with infinite scaling, triggering automatically every 2 seconds without activating GCD. What's intersting is that when your Patk exceeds a specific threshold, the 'x' scaling becomes significantly higher.
If anyone doubts that the Bleed isn't overpowered, consider this scenario: picture the launch of future content where the new set enhances your raw Patk by a minimum of 20k, along with new weapons, cards, the Dot rune, and additional DMG/Patk from Supports buffs. Now, add an instance like Necro, featuring minimal trash mobs/big pulls, where the primary damage contribution emerges from single-target bursts...
It's undeniable that the bleed effect hardly makes an impact in most scenarios—except for the two situations I previously mentioned. Even if the slash's bleed were removed or its damage formula altered to resemble that of rogue or scout bleeding effects, it wouldn't significantly affect warriors due to the class's single/AoE burst potenial. However, if developers continue introducing instances like Necro or WB with the current Mechanic , an adjustment to the bleed's Forumla becomes crucial. because
literally in such situations no class will stand chance to compete.
I have seen 51kk DoTs from Slash with a Katana which means from my understanding it is a 2.83kk DoT and Katana scaled it by x18.
I do realize Slash DoT is very weak in testing vs Doll which makes me believe that Slash DoT is x% and not a%. But it seems to scale from whatever minimum to a maximum of 1800% after certain Patk threshold(s) and to 2500% with Spear, respectively.
I think for the sake of simplicity, a simple negation of DoT vs immune Targets is sufficient considering devs probably have a lot on their mind right now. We as players should promote the easiest and most effective suggestions.
If we as players see that devs are actually actively listening and agree on things players seems to agree on like negate Bleed dmg vs immune Targets over turkish loca issues, then it makes most sense to dibble into the details on how to balance Slash in a way that is fair.
Spoiler: I think Slash is fine, if devs buff Perfect Slice, Vampire Arrow and other DoTs like Druid/Rogues Corrosive Poison, Warlock/Rogues Shadow Stab etc..
It is not a secret, that Scouts are just terrible. The only times Scouts were a threat from my experience is when they have T17/T18 weapons and even then, they struggle to keep up in most cases.
The range dps formula benefits less from attackspeed buffs. While melee weapons get ~33% more dps from Strong Stimulant, ranged weapons get a portion from it. To be more precise, atkspeed buffs get more valuable, the faster you already are. However, even in best case (as in going from 0.66 to 0.5 with Strong Stim) the damageboost does not exceed 33%. I believe that an adjustment of ranged dps formula to make it more meleelike is beneficial.
I agree, that Warrior Slash is very strong. I remember making a post ~6 monthes ago how I was able to kill 4 Organs in ROFL without even using Food and with IBW still being on CD.
Bleed is so op, that even Warrior/Scout uses Spear in burst over Katana to get the additional 700% Bleed scaling. But I still support Warrior/Champ and Warrior/Druid to be adjusted, so that they can make use of Slash even vs one target with tradeoffs specified in post #77 in this thread. I think your suggestions to clean up debuffs if target is immune is good enough for now.
You said, DoT is especially strong vs high defense targets. I would say that high critical resistance and high % dmg mitigation makes DoT very strong, instead. But I think it is fine if vs some bosses some skills or classes are stronger than others.
On the other hand, Rogues with max stack Perfect Slices which takes at least 10 seconds and requires perfect timing and a target to stack against do like 5-10% overall dmg with bleed.However, devs seem to not be interested in this discrepancy or seem to have other priorities right now. Imo Katana bleeds should be much stronger to encourage players to not just spam Dagger+WB Offhand (main reason I dislike Rogue now because Katana is high risk 0 reward.)
Yes but at the top it says "Can only be used in Shield Form state." So even if you still have the buff, in normal mode it will not activate.
But we can use this skill without disassembly mode. why cant we use rune overload without shield form ?
I understand your logic but I rather let Shock Overload not be usable in normal Form than to allow Rune Overload in normal Form.
This skill says it will be cancelled when we enter Disassembly Mode State. So technically we can use this skill and cancel shield mode, and it can still deal damage if we dont enter disassembly mode. But when i leave shield form, i see Rune overload buff on me but it doesnt inflict damage anything and it consumes rage every second.
Yes but at the top it says "Can only be used in Shield Form state." So even if you still have the buff, in normal mode it will not activate.