Afaik champ and warrior don't get 2 patk anymore from 1 str. When I remember correctly it was reduced to 1.6 or 1.8
We just checked to be sure. Right now pattack from str:
- Warrior: 2
- Champion: 2
- Warden: 1.8
Afaik champ and warrior don't get 2 patk anymore from 1 str. When I remember correctly it was reduced to 1.6 or 1.8
We just checked to be sure. Right now pattack from str:
Just buff rogue
I’ve gone through the latest patch notes on class balance and I have to say, the explanations from the Game Devs really make a difference. Even though the game is still under maintenance and I haven’t been able to test the changes myself, the thought process behind each adjustment is well-reasoned. What I appreciate most is how these notes open the door for meaningful discussions between the devs and players. This kind of transparency makes it possible to fine-tune the classes based on real feedback, which is key to achieving a balanced system.
Keep it up!
https://chroniclesofarcadia.co…/#patch-notes-11-1-2-1103
I’ve gone through the latest patch notes on class balance and I have to say, the explanations from the Game Devs really make a difference. Even though the game is still under maintenance and I haven’t been able to test the changes myself, the thought process behind each adjustment is well-reasoned. What I appreciate most is how these notes open the door for meaningful discussions between the devs and players. This kind of transparency makes it possible to fine-tune the classes based on real feedback, which is key to achieving a balanced system.
Keep it up!
Agreed, I just hope these GD notes are not exclusive to changes pertaining to magical classes. Much appreciated.
https://chroniclesofarcadia.co…/#patch-notes-11-1-2-1103
I’ve gone through the latest patch notes on class balance and I have to say, the explanations from the Game Devs really make a difference. Even though the game is still under maintenance and I haven’t been able to test the changes myself, the thought process behind each adjustment is well-reasoned. What I appreciate most is how these notes open the door for meaningful discussions between the devs and players. This kind of transparency makes it possible to fine-tune the classes based on real feedback, which is key to achieving a balanced system.
Keep it up!
Agreed, I just hope these GD notes are not exclusive to changes pertaining to magical classes. Much appreciated.
I wasn’t aware that the GD notes were exclusively for magical classes. It seems the GD for them must be quite well-compensated, considering the extra attention they receive. Maybe there is a correlation with the high cost of magical stats
Also need to agree with sere and robo, the new GD notes and better explanations for class changes are very nice and I hope that other classes will gain those notes aswell.Big thanks this really opens the doors and also I hope that other classes will gain those notes aswell. Also even tho I know that it would most likely take some time and be some effort but a list with all current classes and a note about if there are plans on changing those/if they under/over perform or are fine would be nice for example many scouts rn don't rly can be played because they are not as strong for example (scout/warrior), (scout/bard) etc etc
Would be nice to go into discussions about generell classes since I think it would be great to work on all those classes that RN not can keep up with other classes from the current Mets to eventually reach a point where all classes can be played equally
https://chroniclesofarcadia.co…/#patch-notes-11-1-2-1103
I’ve gone through the latest patch notes on class balance and I have to say, the explanations from the Game Devs really make a difference. Even though the game is still under maintenance and I haven’t been able to test the changes myself, the thought process behind each adjustment is well-reasoned. What I appreciate most is how these notes open the door for meaningful discussions between the devs and players. This kind of transparency makes it possible to fine-tune the classes based on real feedback, which is key to achieving a balanced system.
Keep it up!
Agreed, I just hope these GD notes are not exclusive to changes pertaining to magical classes. Much appreciated.
Greetings!
We introduced those "GD Notes" for magical classes for test reasons in the first place, but are willing to keep writing and even extending them in the future if you guys respond well to them. For me personally it's not as much of an extra work, as we already discuss certain changes within the design/balancing teams anyway and I'm glad to share my thoughts with our playerbase. The rest of us might think the same way.
Since we are adjusting our internal workflows (as you can see here) in order to add more transparency to our game design, especially in terms of class balancing, we like to communicate and engage with you guys even more.
I'm sorry if you felt not being heard in the past while suggesting good and well thought-out ideas without (or only with few) response from our side, so I hope this step will have a positive impact on the situation as we all have the same goal of improving the game together.
Would be nice to go into discussions about generell classes (...)
This might already be possible by applying as a collaborator as you can see in this post. The best place for these discussions is probably the place where the changes are forged. If you want to play an active role within the class balancing, so your voice is heard at an earliest time possible, I'm looking forward to meet you there!
Best regards
Wesker
Hi,
for tank grafu artefact in general: I would suggest to increase the duration. for jumping in a mobgroup it's kinda useless. either adjust the duration or change the complete effect in general like something "on click"
Greetings
Elo
me and some UwUs from my guild created an mdps tier list about grafu, didn't include support/cc utility at all, purely about DPS (that's why m/wl is in C tier for example)... what do u guys think?
B tier is kinda average,
A tier deals decent damage,
S-tier deals above A-tier damage,
C tier dealing less than average,
D tier way less than average,
E tier should be F tier, bcz its entirely useless 😱
I would be interested in your experience with the classes in grafuwu
Scout Mage is average i would say.
Mage Warrior is not "kinda average". -> more like S-Tier. (but compared to Priest scout, it's normal. But that's only because Priest scout is far too strong for what you have to do.)
Rest is fine
Scout Mage is average i would say.
Mage Warrior is not "kinda average". -> more like S-Tier. (but compared to Priest scout, it's normal. But that's only because Priest scout is far too strong for what you have to do.)
Rest is fine
If the m/w has perfect buffgear, its much better for sure, I was playing it with 73k buff which wasn't rlly good, was actually dealing the exact same damage as m/k that also was kinda bad A guild mate had a 55-60k buff and his experience was way worse than mine (something like C or D tier), so I would assume its also way better with 80k+ buff, like A tier or above
But p/s isn't actually so much better than the other s tier classes I'd say... imo the 3 others can easily compete with it (or even overtake), especially if mobs live longer so dots can tick for longer time
Hi, i cant aggre you about mage/scout. Because it doesnt have enough AoE damage for big pulls. When your tank pulls high amount of mobs so often, you may underperform with that class (just my opinion). Scout/Warlock also doesnt have good sustain. In some situations you might miss some damage. I think you should put scout/warlock to C and bard/mage to A. I had a very good experience with bard/mage in grafu. Its AoE sustain damage was good enough.
However, this is just my opinion. I dont know how your guild runs grafu. Your guild's gameplay and my guild's gameplay might not be same.
Imho Grafu has more single dmg than other instances. Normally overall dmg was always full of aoe from mobs and bosses themselves were not noticeable in terms of total percentage.
It's hard to be totally 100% right since it depends a lot on the party, the supports and the tanking style but in general, I see these problems in my runs:
- For mages:
1. Long cds, way longer than warlocks. In many situations that leave you at the end of the scrut.
2. Single dmg. Some have an ok burst single dmg for some seconds but in general, it's quite average. The sustained one is really low.
3. Aoe. Classes that needs the thunderstorm combo are suffering a lot when mobs need so much time to come together or when there are more than 15. The thunderstorm buff should still be applied on the floor the whole time the skill is in cd and ofc, to all targets.
- Druids:
1. Their main buff was killed with last change to 15s. It is not only the dmg it gives but the nature power consumption. Improving this system would help a lot.
2. D/wl long casts mechanic should be changed to channeling so it deals dmg from the begining. Channel + cps could exist? Probably first class to have. Also it needs something else for aoe when sandstorm is on cd.
3. D/r. Big nerf on its buffs in Orkham era. It needs way better single sustained dmg. Doing normal hits makes you useless for next 2-3 casts when rest of classes keep doing dmg.
4. D/m. Single dmg? What is it 😀
- Warlocks are better everywhere. Wl/r and wl/m are way superior than Mages and Druids (not counting dots/cps classes here, only the old style mdps). Cd of the buffs are a big reason why, I would say.
Classes who have only 1 corrupted weapon (not 2 hands) or a Tambourine are always behind. Using talisman / shield means class is automatically dead right now because none of them got anything to avoid that problem.