Little suggestion for m/s:
Reduce Shot cooldown by 0.5 sec (id: 499598)
Little suggestion for m/s:
Reduce Shot cooldown by 0.5 sec (id: 499598)
i see no point for this in trash u should do a big pull rota so better buff the dmg from purgatory
Let me explain this with my perspective, as a mage/rogue you always need to use Kiss of the Vampire for maximum potantial damage, of course you can just use AoE skills for mobs. But then your dmg will not be so high. If you are playing with a strong raid, your AoE damage will always be lesser because mobs will die before you use Cursed Fangs + Kiss of the Vampire ( these 2 skills will take 1 second to use, but even 1 second is too much). And your overall damage will be lower.
That is why i am suggesting to use Kiss of the Vampire skill (ID:491345) without Cursed Fangs skill ( ID: 49158).
But of course this is my experience with mage/rogue. If you have a better idea, you can share it with us.
i see no point for this in trash u should do a big pull rota so better buff the dmg from purgatory
Let me explain this with my perspective, as a mage/rogue you always need to use Kiss of the Vampire for maximum potantial damage, of course you can just use AoE skills for mobs. But then your dmg will not be so high. If you are playing with a strong raid, your AoE damage will always be lesser because mobs will die before you use Cursed Fangs + Kiss of the Vampire ( these 2 skills will take 1 second to use, but even 1 second is too much). And your overall damage will be lower.
That is why i am suggesting to use Kiss of the Vampire skill (ID:491345) without Cursed Fangs skill ( ID: 49158).
But of course this is my experience with mage/rogue. If you have a better idea, you can share it with us.
We run Orkham and balancing should always go with the highest dungeon. We do really big pulls so my experience is to get Warlock shield or other immunity and jump in, doing Purgefire. And if you really want, you can do/get the buff from Curse Fangs because mobs live long enough. To boost the overall damage in trash, I think it's better to improve/buff the AoE skills.
And if you really want, you can do/get the buff from Curse Fangs because mobs live long enough.
Yeah unfortunately mobs dont live long enough to use that skill in our guild runs. Sometimes all mobs die in 2 seconds only. Thats why i asked for a change in Kiss of the Vampire.
About Mage/Champion
Every time we use Voltage Size (ID:498864), Electric Compression(ID:498863) gets deleted.
And we spam Voltage Size so often. We cant always refresh Electric Compression. It will be waste of time. Can you just make Electric Compression a passive skill for mage/champion ?
And also Lightning(ID:1492124) skill of mage/champion is not so useful skill. Please change it to give 10% magical damage to player for 20 seconds(this buff should not be triggered again for 10 seconds after it ends) instead teleporting us behind our target.
About Mage/Champion
Every time we use Voltage Size (ID:498864), Electric Compression(ID:498863) gets deleted.
And we spam Voltage Size so often. We cant always refresh Electric Compression. It will be waste of time. Can you just make Electric Compression a passive skill for mage/champion ?
And also Lightning(ID:1492124) skill of mage/champion is not so useful skill. Please change it to give 10% magical damage to player for 20 seconds(this buff should not be triggered again for 10 seconds after it ends) instead teleporting us behind our target.
also this class can use magic shield
also this class can use magic shield
But you cant put recon rune to shield, if you do that tank cant hold your aggro. So hammer + talisman is a better option
About Mage/Champion
Lightning Shield skill (ID:499811) deals damage only when we recieve damage. But we dont recieve any damage from mobs usually. This skill is increasing our aggro by 90% and makes us a little bit tanky. But in return we dont benefit from this skill so much.
As you can see only 1% of my total damage came from this buff.
My suggestion is to change this skill. Make it deal 2220 + 0.4 x INT Wind damage around player every time we use a skill with 50% chance.
Greetings!
First of all, thank you all for your active suggestions and feedback, this is highly appreciated and essential for our game design.
As I can see most Mages currently underperform in comparison to other Dps Metas and need a slightly buff.
We are aware of certain differences between MDPS and PDPS and are working on solutions.
About Mage/Rogue
please make Kiss of the Vampire skill (ID:491345) to be usable without Cursed Fangs. It is difficult to use Cursed Fangs + Kiss of the Vampire on mobs, because they die so fast sometimes
We do not plan to change this in the near future. The class already has decent damage potential, so the only thing I personally could imagine is to increase the buff duration. But we do not plan to touch the spell combo in the first place.
Little suggestion for m/s:
Reduce Shot cooldown by 0.5 sec (id: 499598)
We do not plan to change this. Shot on M/S already scales with Attack Speed that was already increased in a recent patch. For this class we prepared something different with today's patch. Depending on how this turns out within the meta, there are more changes to come in that direction.
About Mage/Champion
Every time we use Voltage Size (ID:498864), Electric Compression(ID:498863) gets deleted.
And we spam Voltage Size so often. We cant always refresh Electric Compression. It will be waste of time. Can you just make Electric Compression a passive skill for mage/champion ?
We are aware of this issue. Voltage Seize is an electric spell that triggers the Charged state that overwrites Electric Compression. A solution will be patched within the next patches.
QuoteAnd also Lightning(ID:1492124) skill of mage/champion is not so useful skill. Please change it to give 10% magical damage to player for 20 seconds(this buff should not be triggered again for 10 seconds after it ends) instead teleporting us behind our target.
We do not plan to change this. As Mage/Champion is a "kind of melee" class, it has the ability to teleport, which is based on the idea of the nordic mythology figure Thor who wields a hammer and is able to rush towards enemies to crush them with his hammer.
We will increase Lightning range in order to make this more reasonable anyway. However, there are some other changes about to be released, that might fix certain dps issues and bring the class further towards the basic design.
QuoteAbout Mage/Champion
Lightning Shield skill (ID:499811) deals damage only when we recieve damage. But we dont recieve any damage from mobs usually. This skill is increasing our aggro by 90% and makes us a little bit tanky. But in return we dont benefit from this skill so much.
We do not plan to change this. It is intended to just be additional damage you deal while receiving area effects. However, I saw some players tanking older content with this class already and Lightning Shield was working quite well there. The major advantage of this skill should be the damage reduction, it's supposed to be a magical variant of Champion's Shield Form, as we try to give magical main classes some kind of identity of their individual sub classes.
Best regards
Wesker
Hey Wesker I suggest to make Warrior/Mage also a Chain Class like Scouts have Scout Mage wo is also Magical and Physical.
This would be funny.
kind regard
QuoteAnd also Lightning(ID:1492124) skill of mage/champion is not so useful skill. Please change it to give 10% magical damage to player for 20 seconds(this buff should not be triggered again for 10 seconds after it ends) instead teleporting us behind our target.
We do not plan to change this. As Mage/Champion is a "kind of melee" class, it has the ability to teleport, which is based on the idea of the nordic mythology figure Thor who wields a hammer and is able to rush towards enemies to crush them with his hammer.
We will increase Lightning range in order to make this more reasonable anyway. However, there are some other changes about to be released, that might fix certain dps issues and bring the class further towards the basic design.
What about Shock Strike skill ? Maybe you can consider removing its global cooldown (ID:1492125)
Greetings!
We do not plan to change this. As Mage/Champion is a "kind of melee" class, it has the ability to teleport, which is based on the idea of the nordic mythology figure Thor who wields a hammer and is able to rush towards enemies to crush them with his hammer.
We will increase Lightning range in order to make this more reasonable anyway. However, there are some other changes about to be released, that might fix certain dps issues and bring the class further towards the basic design.
What about Shock Strike skill ? Maybe you can consider removing its global cooldown (ID:1492125)
We do not plan to change this mechanic. The class design is set up to be a full global cooldown mage with a unique play style due to its range. Giving it the ability to cast more skills without the GCD, would break the design idea.
Hey Wesker I suggest to make Warrior/Mage also a Chain Class like Scouts have Scout Mage wo is also Magical and Physical.
This would be funny.
kind regard
Changing a class that deals damage by its auto attacks is nearly impossible to balance on a physical side, since the frequency of white hits and the damage itself scale on attack speed, unlike the magical part that scales on both attack speed (for attack frequency) and cast speed (for damage). Balancing this properly requires both of the classes' sides to scale on the same attribute, which is attack speed, but we do not plan to create another Warden/Druid-like class that is quite difficult to maintain technically already.
Best regards
Wesker
Can you at least change Cursed Fangs (ID:491578) to travel faster ? Sometimes i use this skill but debuff doesnt apply my target for 2-3 seconds. At least you can make this skill reach faster to our target
removing the travel dealy of the skill sounds good solution
removing the travel dealy of the skill sounds good solution
I totally disagree. In my opinion, travel delay is something every mage class has to overcome. If you find it too slow, just stand close to the mob or create a Lua timer set to ~0.5 seconds to prevent double casting. The usual travel delay for every skill is around 0.8 seconds if you are at maximum range. So plan ahead—either get close to the mob or set a timer for a smoother rotation at range. If they start removing it for one skill, I could suggest twenty other similar skills that would also benefit greatly from its removal.
I totally disagree. In my opinion, travel delay is something every mage class has to overcome. If you find it too slow, just stand close to the mob or create a Lua timer set to ~0.5 seconds to prevent double casting. The usual travel delay for every skill is around 0.8 seconds if you are at maximum range. So plan ahead—either get close to the mob or set a timer for a smoother rotation at range. If they start removing it for one skill, I could suggest twenty other similar skills that would also benefit greatly from its removal.
I suggested this because mage/rogue cant use Cursed Fangs + Kiss of the Vampire combo in big pulls (because mobs die really so fast). And without this combo our AoE damage will be very low. In my opinion mage/rogue still deserves some buffs. It is not good as mage/priest in orkham
About Mage/Rogue
Mage/Rogue doesnt have good area damage after last changes. Its static field is still good. But in big pulls Purgatory Fire and Vampiric Siphon skills dont deal enough damage. And in instances like orkham it becomes weaker than other classes.
Especially warriors have much higher AoE damage than mage/rogue.
I have some suggestions for mage/rogue :
Make Dark Phantoms from Distract skill follow player. And make them deal AoE damage to all targets around player instead just 1 target and reduce its cooldown to 90 seconds. And make these phantoms stay with player for 20 seconds at least.
Increase damage of Gift of the Baron skill to 1800 + 0.2 x INT Dark Damage from 1387.7 + 0.2 x INT Dark Damage
Increase damage of Purgatory Darkness skill to 3200 + 0.3 x INT Dark Damage
My second and third suggestion may be unnecessary if you accept my first suggestion. But please consider my first suggestion. It would be so cool if we have 2x phantom pets like this.
I suggested this because mage/rogue cant use Cursed Fangs + Kiss of the Vampire combo in big pulls (because mobs die really so fast). And without this combo our AoE damage will be very low. In my opinion mage/rogue still deserves some buffs. It is not good as mage/priest in orkham
At the moment, nothing comes close to M/P in my opinion. The recent buffs made this class way too overpowered, and it needs adjustments.
The increase in Electric Outburst damage to 6800 from 5950 should be reverted in my opinion, because right now this class is performing the best in terms of single target and AOE.
For your M/R problem, there is no solution. Just accept the fact that most mobs die faster than you can get your Cursed Fangs + Kiss of the Vampire combination out. Most of the time, it's not even needed. You do more than enough AOE anyway, and you wouldn't want to do 1s of casting in total for both skills in a burst scenario where mobs only life up to 3-5s max. Off-burst is a different topic, but again, you would have higher than 0.5s casting time there, so it's not worth it either.
About Mage/Priest
Last Change of Wave Essence cooldown was unnecessary. This class was one of a few magical classes that could match with warrior classes in orkham. Maybe you should consider to revert this change. Or you can buff some unpopular mage classes like mage/druid mage/warden.
Hey!
Didn't type here in a while. Just wanted to share my opinion about mdps in general in Orkham lately. I know every guild have a different playstyle, different pulls, supports, etc, so what I say here is based in what I see in my guild runs setup. (CPS are not included since I don't use them, here are purely mages, warlocks and druids, being druids a pure shame that shouldn't even be called mdps lol).
There are 3 mages for me that are more or less ahead of every other mage or warlock and those are:
m/s > m/r > m/wl
Probably m/p could be added to the list but didn't try it since the last nerf and I think it was HUGE. But even these classes (which are the best for me) have literally nothing to do against most pdps. I read above that their problem are warriors and nothing can compete with them. Well, in our case are rogues. Nothing can beat rogues. They are always top tier everywhere and in every situation. In burst, in sustain, in single, in aoe, even in survivability they are the last ones to die. And is not 1x rogue, no, all of them are good/best in all places.
It is really discouraging that doesn't matter which class you try, how many different weapons for each specific combination you do to get the max. possible dmg output, there is absolutly nothing you can do to catch up.
I would like to read how other mdps in server feel right now. I can't remember a time where this big inbalance happened to me in rofl or in dc.
Regards, Madoxx
Display MoreHey!
Didn't type here in a while. Just wanted to share my opinion about mdps in general in Orkham lately. I know every guild have a different playstyle, different pulls, supports, etc, so what I say here is based in what I see in my guild runs setup. (CPS are not included since I don't use them, here are purely mages, warlocks and druids, being druids a pure shame that shouldn't even be called mdps lol).
There are 3 mages for me that are more or less ahead of every other mage or warlock and those are:
m/s > m/r > m/wl
Probably m/p could be added to the list but didn't try it since the last nerf and I think it was HUGE. But even these classes (which are the best for me) have literally nothing to do against most pdps. I read above that their problem are warriors and nothing can compete with them. Well, in our case are rogues. Nothing can beat rogues. They are always top tier everywhere and in every situation. In burst, in sustain, in single, in aoe, even in survivability they are the last ones to die. And is not 1x rogue, no, all of them are good/best in all places.
It is really discouraging that doesn't matter which class you try, how many different weapons for each specific combination you do to get the max. possible dmg output, there is absolutly nothing you can do to catch up.
I would like to read how other mdps in server feel right now. I can't remember a time where this big inbalance happened to me in rofl or in dc.
Regards, Madoxx
Hi!
I would mostly agree with you. Unfortunately, in the current situation, the magical classes that are able to match (not win, but match) especially the leather classes are only the 3 you mentioned. The remaining ones perform much worse during the entire run on instance. We have several new combinations, such as m/k, which despite the changes is still below expectations, m/d, which is not adapted to the current content due to the fact that it constantly casts a buff to maintain maximum stacks.
There is no point in even mentioning warlocks, who currently play a typical support role, regardless of the subclass, they are very weak. Rogues complain that they have few leather classes, but the problem is that each of them is able to perform better than similar "mage".
I hope that this disproportion will be reduced or disappear in the near future.
I guess it's not without reason that fewer and fewer people decide to play with magical dps
Greetings,
Airforce
Than u do something wrong rex deals as M/K and M/P rly good dmg too and with 2 WL/ classes too
Than u do something wrong rex deals as M/K and M/P rly good dmg too and with 2 WL/ classes too
Good dmg compare to players with similar experience and gear?
Tbh, every group is different, and in general (after about 300 runs in orkham) and after seen a lot of ppl in this instance i can say leather is overall much better.
"leather is overall much better" this is right
but "There is no point in even mentioning warlocks" is just wrong
+ the Point from Madoxx only m/s > m/r > m/wl are play abel is wrong to m/k and m/p perform rly good too.
"leather is overall much better" this is right
but "There is no point in even mentioning warlocks" is just wrong
+ the Point from Madoxx only m/s > m/r > m/wl are play abel is wrong to m/k and m/p perform rly good too.
I didn't say that they are the only viable classes. I said they are ahead of the others, which it seems im not the only one thinking that.
m/k is decent but class aoe in big pulls is one of the worst. You can do ok dmg in general but if this part is that bad, it is impossible to be competitive in Orkham.
Same problem goes for warlocks, their aoe in general is really low. Yes, they are not bad classes but, again, not close to top tier.
The issue I see with mdps is that all of them have 1 big handicap. I always thought classes shouldn't be perfect and they should be "bad" in atleast one situation... well, rogues don't have that problem.
M/p single sustain dmg is terrible, m/s burst aoe, m/k burst and sustain aoe + single sustain (disaster with with 1 target and broken with 2 targets), m/r burst aoe, etc. They all even while being ok/good classes lack something. For warlocks is the whole aoe situation. For druids, well, everything xD.
When you have pdps competing in every single aspect, your class lacking minimum 1x of them makes you not being able to compete in the top. Yes, you are okish but that's all and that is not fair when it happens in 99% of runs. It is frustrating.
One thing I could see that create a huge gap are the buffs cd. I think m/s performance is the best for me and one of the reasons is that catalysis cd is lower. For all the others, there are 2-3 moments in the ini where my cds are not ready and that make me instantly the last, way under rogues.