General Class Balance [Feedback]

  • Hello.

    With the latest patch, the set glove started hitting more than katana or scout glove. is this intended or will be fixed in future?

    I guess so. Since upcoming sets no longer have separate items and critical bonus have been reworked, theres no reason to use those gloves anymore. The patch notes say: New Execution Power/Arcane Amplifier will directly multiply your damage output, also they will now be multiplied instead of added. So set gloves are now stronger than non-set

  • I don't think they wanted to do this. If they did, they wouldn't have made these gloves usable with the new set. And scout and katana glove are still better in dot damage. There are also some mistake for example non-crit dmg and crit-dmg same.

  • I don't think they wanted to do this. If they did, they wouldn't have made these gloves usable with the new set. And scout and katana glove are still better in dot damage. There are also some mistake for example non-crit dmg and crit-dmg same.

    • You will still have critical hits on chance as before, but damage output will always same on both crit and non-crit hits.

    Better in dot damage because its different formula, dot damage doesnt affected by critical chance they was always normal hits and i guess since isnt critical they are not affected by critical bonus thats why right now for bleed damage katana and scout gloves better.

  • I don't think they wanted to do this. If they did, they wouldn't have made these gloves usable with the new set. And scout and katana glove are still better in dot damage. There are also some mistake for example non-crit dmg and crit-dmg same.

    • You will still have critical hits on chance as before, but damage output will always same on both crit and non-crit hits.

    Better in dot damage because its different formula, dot damage doesnt affected by critical chance they was always normal hits and i guess since isnt critical they are not affected by critical bonus thats why right now for bleed damage katana and scout gloves

    Yes. i looked one more time at patch notes.They writed that non-crit and crit hits be the same. Thank you for devs re-doing the dmg formula, which is one of the biggest problems we have in the game.

  • Hey,

    Is there any class balance planned for Dexterity and Leather?


    Do you have any idea how extensive the use is between magical and physical classes?


    Is additional data from the latest ini required? Because if not, what is your plan for class balance? For almost a year now, there's been a transition between physical classes (except for the typical scouts—and even that's up to a point) and magical classes.


    Bards are practically non-existent on the server.


    Bard/Scout is lagging behind.


    Bard/Rogue suffers from too few AOE skills, which means they don't deal almost all of their damage correctly in mob structures. DMG on a single target is fine as long as the fight doesn't last longer than 30-40 seconds.


    Bard/Champion suffers from exactly the same problem: too small AOE dmg in mob groups.


    Bard/Warden - no one plays this and it won't be played until it's launched, although it offers decent responsibilities. Maybe give it a katana to use similarly to an axe?


    Rogues compared to classic magic are a joke.


    The Rogue/Scout secondary appeared when combat was somewhat accessible on Ori (mainly thanks to DOTs), but on supplementary dungeons like Orkham, it lacks Burst. On Grove, DOTs are dramatically effective.


    R/B and R/D R/CH are so unplayable that it's better to go in-game as S/P or S/B and at least support the team.


    The Rogue/Priest still deals some AOE damage in groups of mobs, but they could just as easily stand alone and try to heal the group at single target fights. They simply don't deal nearly as much damage to bosses as other classes.


    Scouts are obvious – you can still play S/R and S/D by swapping out secondary weapons, and only then do they chase magic classes. The rest of the physical scouts are nonexistent – it's better to use S/P or S/B for the group.


    Why has this situation come to this? Do you see how many players are selling their leather gear or swapping it for magic?


    Do something about this, because I've been pointing this out for a long time now, and no one on the team, the Devs, the GMs, or those mythical balancers of magic and physical classes is considering this.


  • thanks for the kind gesture towards leather classes. Let me give you some feedback on what I've noticed so far.

    Bard/Champion
    • Increased Engineer’s Blade rage recovery to 25 from 20.
      A completely unnecessary change. The skill provided almost unlimited rage during combat.
    • Increased Genius Creation damage gain to 16.2% from 8.1%.
      This change is definitely for the better. In single-target fights lasting up to about 40 seconds, the class has become competitive. The problem begins in longer fights, where it clearly begins to fall behind and falls somewhere in the middle of the scruti table by the end of the fight.

    During AOE fights with mobs, it performs excellently with all buffs, musical instruments, and so on. The real drama occurs without these buffs during combat. The class simply doesn't deal AOE damage. It can be outdone by other classes by 5-6 times. I don't know why there's such a difference. Maybe consider adding Dota to one of his AOE skills to change things up. To sum up - there is a huge difference when fighting with all the buffs and without them.

    Bard/Rogue suffers from a very similar issue to bard/champion. Consider adding some dota to his AOE skills.

  • "casting succesful" does not always work with instant cast skills, it sometimes still uses other skill before the other and when log in the ui settings for the addon always resets

    • Official Post

    Congratulations on another successful class balance 🙂 It’s clear that everything is thoroughly tested before being implemented 🙂.

    Hello Ramer!

    You'll be glad to know that some classes were hotfixed quickly after we've seen them overperform in runs. This was due to an unintentional interaction between the new Sepal Stab AoE and other Modifiers on Warden/Druid specifically, which caused massive damage spikes in custom instances.

    Hooroo,

    Brontes

  • Congratulations on another successful class balance 🙂 It’s clear that everything is thoroughly tested before being implemented 🙂.

    Hello Ramer!

    You'll be glad to know that some classes were hotfixed quickly after we've seen them overperform in runs. This was due to an unintentional interaction between the new Sepal Stab AoE and other Modifiers on Warden/Druid specifically, which caused massive damage spikes in custom instances.

    Hooroo,

    Brontes

    I tip my hat for the quick response — it positively surprised me. Now I’m just impatiently waiting for the balance of the “dead” classes — not only my Scout, but also the rest of the magical and melee combinations. 😀

  • Hey! Recently I tested S/Ch, S/K, and B/S a bit. My conclusion is that these combinations currently don’t provide any enjoyment in gameplay at all. S/Ch and B/S are slow, and their damage is quite laughable compared to other classes. S/K is a totally strange combination — the knockback mechanic is nice, the AoE damage is rather low but noticeable, and the best surprise is that whether you use a bow or a pistol, the damage is basically the same 😄

    I’m pretty much convinced that the people testing the classes have already noticed this as well, so I’d kindly ask for these combinations to be looked into.

    As for S/M, I have a small remark — magic classes can use two-handed weapons there and gain greater corruption from this combination, while physical classes have no alternative in the form of a physical two-handed weapon. This is something I would take a closer look at first 🙂

  • Is it just my impression, or does the person responsible for balancing magical classes actually know how to do their job — they make changes, inform players about upcoming adjustments, the changes are frequent, fairly extensive, and well explained? Meanwhile, the balance of leather classes feels like a complete joke, done carelessly by someone who is clearly incompetent.

    Is a physical S/M really supposed to use a magical staff just to gain 20% damage on a single skill? Is it really impossible to create a physical staff, the same way a magical dagger or magical crossbow exists? Or something even simpler: S/M using a 2-handed sword (PHYSICAL — yes, I feel the need to emphasize this, because apparently it matters).

    S/R — great change, it definitely needed a nerf.

    S/Ch — no comment, honestly.

    S/K — well… it basically doesn’t exist.

    S/B — zero changes for a long time.

    B/S — no changes.

    B/Ch — also no changes.

    This is my subjective opinion, but looking at the recent balance changes, I strongly feel that within your team there are people who are excellent at what they do — and there are also people who clearly should not be doing this job at all.

  • Yes I totaly agree with you on this statment. There are many magical class balance (with explanations), some buff, some nerf. When for leather , it's only nerf.

    I also don't get this change on s/m , if it's not a translation mistake then idk xD.


    I also hope you'll bring something fresh for s/b "soon", it was already a forgotten supp class , but now even more with today's changes on s/p.


    b/ch is actually ok / fun to play in AOE imo , but single target is really boring (only usiing 2 skills), b/s is even more boring (3 skills only aoe + single combined).