Posts by melodic

    First of all, please fix RoFl asap, I dont know who messed up here and how those 60% hits could come back into the game, but they make RoFL finally completely undesireable to run. Though if this is intended this time, please say so, so that I dont have to look forward to any fixes!


    The issues concerning heals have already been adressed I guess, however I also am wondering how such an obvious mistake could make it into the "final" patch, don't you test your code at all nowadays?! :/


    Now to what I experienced as tank:


    Authoritative Deterrence - I dont see why this skill was changed, because it was strong enough as it is and the new effect makes it even stronger overall, resulting in more raid-dmg during bursts.


    Holy Protection - I believe the most ineffective change made in this patch (maybe second to Wisdom and Bravery), since it still has no effect on dps-classes, who already are permanently at -90% and for tanks there also is not much effective difference between 452% and 462% aggro...


    Knight/Rogue overall: I like the changes made to this class very much to revive it, however I think that alltogether there is too much dmg-reduction + passive heal. Knights already take too low dmg in RoFL, this combo makes heals during bossfights even more obsolete.


    And again for Holy Strike in more detail: I see absolutely no reason why this change was made. As I said Knights already could get enough aggro, now this skill is stronger then any other skill for Knight and all you need to do is spam this one skill. You dont even need bufffood or other buffs to get enough aggro to have more than anyone else in any situation, now that champs are "gone".

    Up to now Knight were a fun class to play, because of the competition with champions in aggro and that you have to take care what skill to use when, now its just braindead spamming Holy Strike. PLEASE change this back to how it was, it was more than fine.X/



    Overall I like the approach you have and the way skills were changed in their functionality very much, however I hoped champs to have their dmg nerved to the level of other already popular classes and unpopular classes boostet to even those, but you overdid it by far.

    Now almost every changed class is stronger than it was before.

    With all those additional raidbuffs players overall got such an increase in dmg-output, that instances became even easier than before, regarding dealing dmg.

    So maybe at least now you might reconsider balancing lp and def-values for bosses in endcontent, unless you nerv a lot of the buffs you just made to classes with the recent patch, not even regarding broken classes like S/D and M/R...

    Considering Mage/Rogue, maybe some players who made first-hand experiences could share constructive feedback here, instead of just complaining about it in global chat.


    Cheers!:pinch:


    Edit: Did btw anyone think about what impact many of those new skills will have on PvP...? Some classes will be quite broken in there even with their dmg being fiexed.

    healers are worse; dps, tank are better. in worse case scenario healer will be not necessary at all for instances. we will see.

    I partly agree.

    Tanking will be very boring form now on as knight. They already were able to generate enough aggro, even against champ-dps. Now that the aggro-competition with champs is gone AND hs being buffed into eternity, I believe all you need to do is spam hs, nothing else.

    I believe healing skills were all reduced to comply with the changed healing formula, so lets see how the output is in the end. However with all those (party)healing capabilities various other classes now have, I also seriously doubt that main-heals like druids and priests are as necessary as before in current content.


    But after all we need to see what happens under real conditions ingame when the servers are up, from what I see on paper, required raid-size and running-time of instances and thus game difficulty seems to be cut in half with all those buffs...X/


    Cheers!:thumbup:

    Community is mature here.

    I wouldn't second that for everyone, including me sometimes...but definitely more than I remember GF servers! :D:saint:


    Also I completely forgot to mention PvP. scypion is correct, atm you find almost no real PvP, however the Devs are aware of that and announced a major PvP-patch for later this year. SW already has been improved long ago, but not yet to the extend to make it really valuable.

    Generally having the Dev-team this close to the community for feedback, suggestions and bug-reports is a huge positive for Arcadia.

    I did not do the maths for this, since I only focused on the ultimate gear from the beginning, but I also noted that this might be an issue. Especially now after we know that the red gear is supposed to be the "regular" stuff and ultimate gear just an extra for very active players.

    So I would also appreciate some fix here for all those, who will not complete ultimate gear. :)

    Hey there!


    I guess you have to ask yourself what you want/enjoy in this game.

    As Shino partly already pointed out, all the leveling, questing, gold farming (TQs with multiple accounts, etc), grinding lower inis to steadily improve your gear, daily minigames, etc somehow is obsolete on this server.

    Of course, you can still do all that stuff, if you have fun doing it, but for most players it is just annoying, especially because they also already did that for years on the GF servers. So most ppl welcome this stuff being less important.

    If you are one of the players who actually enjoy "working" their way up, spending lots if time to reach the point where you will be able to run endcontent instances, you will feel personally less rewarded and thus have less fun playing on this server.

    Participating in those monthly events in Varanas, Dalanis etc. has more value here as well: custom cards (and titles).

    During every one of these festivals you can get certain titles and cards, so if you are into collecting stuff like that, you will be occupied with that for a while too. Those cards sell for good money in the AH too, making a nice income source for beginning players.

    However the time investment to optimize your character is not completely removed, in my opinion just raised to another level. I never played on GF servers when Cenedrils were around, but reaching lv 100 on your Cenedril seems almost impossible to me there, due to the required time and currency investment. Correct me of im wrong.

    On Arcadia on the other hand, lvling up your Cenedril(s) to 100 requires substantial effort, yes, but its far from crazy impossible.

    Same goes for maxing out your pet(s).

    If you like to play multiple classes, you can also spend quite some time gathering enough TP to get all skills for the classes you play to 104. Since you only need 1/10 of TP to maximize a skill, achieving that is not a task for years as it was on GF servers, but something you can focus on for a resonable amount of time, setting new goals for your character after that.

    All that character-optimization took me about two years until I can say: okay, now you are done and will solely focus on running instances and gear. So no, I wouldnt say this is a "summer" game for just three months. :)


    The biggest con on this server for players who enjoy their way up (which the Devs seem to be well aware of) is the desolation of "older" and "lower" zones. Almost noone is around there, because most players just skip or delay that part of the game, yet not everyone. Instances from lv ~75 to lv 100 however are somewhat regularly farmed, mostly within guilds, to gather items for setskills.

    Though running those instances of course is a lot easier, because gear on this server is way stronger, you also dont run them with a full raid, but just a few players, so difficulty evens out a little.

    Also if you are looking for further challenges, you can always come back to your starter gear to run those instances, for more intense nostalgia experience. ;)


    Considering endcontent:

    To be able to reach the actual encontent, you will need to complete a questline, that also requires to complete most of the "old" instances. I believe you have already seen the "crazy" gear and stats that are available here compared to GF servers. Encontent indeed is created for that gear, or the other way around, so bosses in have way higher def+lp values than in endcontent on GF servers. Also what Shino already said, almost no boss is just "nuke'n'loot", but all have some events that have to be played properly, resultung in most bossfights lasting for several minutes. Situations like "burst...3..2..1..Serenstum!...burst" also dont exist.

    The two latest instances both have each one boss (out of six/five) that is burst-able.

    The bossdesign in fact is what cought me most to start playing on this server. The up to now only (and sadly by now a little outdated) custom worldboss "Aldo" took experienced guilds back in the day about 20-30mins to kill. If you fail and wipe, you start over from 100%. From a healers point of view this was just THE DREAM after having <30sec bossfights on GF servers for years. :saint:

    Even nowadays with way stronger gear you wont kill him in much less than 20min, due to how the fight is designed.


    In the end it still is possible to reach the absolute top end considering gear etc within a month, if you are prepared to invest lots of cash and buy stuff (however waaaaaaayyy less than on GF servers), but you will still be far from having an optimized character.


    I hope I could help a little and did not overwhelm you with this wall of text, but you kind of asked for more opinions on all those topics...:D

    Have fun and enjoy the game, if you decide to!


    Cheers!:thumbup:

    Therefore, one possible option is to make the probability of the chain drive similar for all 3 forms (shield form, normal, disassembly). One may consider the 3 probabilities to be slightly different to maintain balance (slightly higher in shield form, norm without any form, slightly lower in disassembly mode), but if again would be much higher (as the case now) in the shield form, dps will continue to just use it as is

    A change like this would not really help anything at all.

    Apart from Ch/R almost no champ-combination is as OP as the Ch/R is, due to the elite-skills it provides.

    One of these is a permanent 50% boost of patk, resulting ins Ch/R permanently having more patk than any other class in the game. And this lead in patk is just merely decreased by using shield form.

    So even with the change you proposed, everyone would still play in shieldform, having more patk than any other pdps combination and the highest chance to trigger chain drive.

    Also this would nerf champs that are not Ch/R and rely more on disassembly mode harder than the (problematic) Ch/R itself.

    Additionally as Ch/R you have an non-rage-based spam-skill with Shadowstab, that does not interfere with your rage-management for AoE's. No other champ-combination has something like it in this extend.

    I believe if you want to balance out champions, you should focus on these aspects, that have no impact on all other champ-combinations.


    Cheers!:thumbup:


    Edit: What I forgot:

    Concerning Wardens, the 10% crit-dmg increase ffrom oak-walkers is way less than "significant" with all the other critdmg-bonuses players have nowadays. Base +30%, armor sets +12% +25%, rings 2x ~85%, pet 10%, makes a total of +237% if im correct, plus those which I possibly forgot.

    Adding 10% from the oak-walker makes an effecive increase of crit-dmg by 4,2%.

    Not significant at all, compared to what champions get while playing in shieldform.

    Also wardens-pets can die, disappear on phoenix-trigger, can pull aggro and have more minor disadvantages, thus making them practicly not comparable to champions different forms, especially for tanking, pointed out in this thread.

    can champ tank in dps gear - if answer is yes (some bosses die fast) - same is true with wd/w I can give 100%

    Since it was lost during cleanup:

    I am looking foward to see proof here that wd/wr can tank same as ch/r in dps gear and still deal considerable dmg throughout the instance.

    Proof for ch/r tanking entire RoFL in dps gear and 0 points in SF is on its way.

    And please no blaming on "strong new gear". This observation has been made for months, even in gorge and also in RoFL without any new items.


    Cheers!:thumbup:

    Why are people complaining that their class is to strong and it is to easy. You are building Tier16,17,18 weapons and your gear is Tier 12,13,14. You are losing your perspective. Not everyone has that powerfull gear. Of course it will be easier with equipment like this to clear instances. It is mind blowing that you complain that the ini is to easy when you people have the craziest possible equipment. (Weapons, Armor, Runes, Bufffood, Titles etc.) You should be happy that its not hard anymore when you reach a certain endgame lvl. Again I see the problem at its source, which is rasing the cap of tiers and runes way to much. If you want a balanced experience, players should not be able to have tier 18 etc weapons.

    This is plain not true!

    And honestly it starts to be annoying, hearing the same over and over.

    I know Cruvor already responded to this, but since this is brought up again and again I will try to end this misconception once and for all.

    You should carefully reread my FIRST post in this thread, this was just two days after our first clear, it was never edited and already there I wrote that the bosses need more def+lp.

    It was impossible for us to have any of our new equipment at that point, so I wrote this from a perspective where we had the same gear as everyone else who is running RoFL.

    It is almost sad that I have to say it this clearly, but:

    :!::!::!:PLEASE let this sink into your minds once and for all:!::!::!:



    Many of our players dont even have t12 runes now and just t10 statted gear and if I remember correctly noone in Sâcrêd had a t16 weapon before the RoFL ones.

    Other guilds like Pulse or Hades or Panteon however do have players, who had full t13 runes, t12 and t13 statted dps gears and t16 weapons, of course not everyone, but some already did before RoFL release.

    No dps in Sâcrêd had this.


    So claiming that we only say that RoFL is too easy because we build this powerful gear does not work.

    By the way, we are able to build this "strong" gear now, because we were actively running gorge the entire time, while many players in Pulse or Hades for example went inactive, not earning any more diamonds as we did.

    So we had and have enough currency to spend on dirty and clean t-stones and the only reason for this is gorge being a thing for this long.

    If you dont have anything to spend your diamonds on and continue playing actively for about a year, you save them for your next gear and this is simply the result of it.

    PlayerNet should have taken this into consideration while balancing RoFL, obviously they did not.

    This is just another negative aspect (which I guess noone saw coming before) of having the same content for too long, that some endgame players go inactive but others dont, creating another gap in ingame-wealth.

    Furthermore having access to special gear, which takes as much effort to get as the ultimate sets and implying they will keep it for quite a while, leads to players valueing it pretty much, which means they dont want it "just" be t10 or t11 statted, but even higher to know it was worth the time investment.


    Yes, knowing that some players in our guild will have t17 (or even t18) weapons and t13/t14 statted ultimate gear in the future makes RoFL being as easy as it is even worse in the long run, but (again:!:) it is not the basic reason why I/we said it in the first place.

    And I already am worried for the next content to come, how it will be balanced, where the publisher expects some players to have (crazy tiered) ultimate gear and others who have not been as active do not, since they said, the ultimate gear was NOT designed for everyone to have.


    The fact that I saw (new) guilds with gorge weapons and gear and stats bought from the AH struggle with killing Nydhor several months after release for their first clear(s) and that I see the same guilds running RoFL now from the beginning on is the most obvious proof for me, that bosses in RoFL are easier to kill now than they were in gorge, even after gorge was nerved little by little over time.

    Comparing the early days of RoFL to the early days of Gorge is how I came to the conclusion that RoFL is way easier than Gorge was, in fact being too easy to be proper endcontent.

    Gear has almost nothing to do with it, it just makes it worse.


    I hope that this explanation was detailed enough so that people finally stop saying: "You only think RoFL is too easy because you have t18 weapons!!11!", totally mixing up the timeline. :rolleyes:



    Cheers!:thumbup:

    if I can share my invaluable (due to not having run RoFL before) opinion here

    No opinion is invaluable in any kind if it is well founded. Not having run RoFL does not matter at all, since these observations can be made throughout the entire game. ;)


    Edit: *founded, not fundend, hilarious typo ^^

    champions deal overall (!) about 50% more dmg

    Note the "overall". This includes the obvious fact that different classes are strong in different situations, which you unnecessarily pointed out. Yet my statement still stands.

    Still waiting for answers to my questions, otherwise I see no reason to take your posts regarding this topic seriously. :S


    Thanks in advance!:thumbup:

    Accusing of aggressive attutide against champs and implying that he cannot read properly sounds somewhat paradox.

    nd see if this is something that you may consider changing/implementing

    This is not proposing a change? What is this if not?! Why even open this topic if you dont want any changes made?! :/

    right now classes are as balanced as they ever were with many options

    This is an obvious self-serving lie. Still with RoFL champions deal overall (!) about 50% more dmg than any other dps class, considering players with equal skill and gear. And while they do, they still are able to tank any mobs and bosses in RoFL, which no other dps class can do this easily. Where is this well balanced?

    Why would there be a need for a big balancing patch, if "classes were as balanced as they ever were? :)


    Looking for answers to my questions.;)

    Cheers!:thumbup:

    Hey there!


    I believe this "defect" is very hard to fix, not in the technical way, but in a practical way.

    As I see this, there are two possibilities to prevent the change of weapons sizes:


    - Scale the weapon permanently (stoved and drawn) to body height or not at all

    - Scale the weapon permanently (stoved and drawn) to hand size


    Option one would cause the weapon to appear way too big for chars with max. body height and smaller hands, completely occluding the hands when drawn or way too small for chars with low body height and biggest hands, almost disappearing inside the hands when drawn.

    Option two would cause the weapon to appear way too big for chars with max. hand size and smaller body height when stoved, having a 2h weapon for example always extending down into the ground.

    Of course these are exaggerated examples, but they should make my point clear.


    As you can see this issue roots in the possibility to create chars with various proportions independent from each other.

    So the (intended?) compromise is that weapons change their size depending on what state they are in (stoved or drawn) and what body parts they currently are attached to (back/waist or hands) and personally I see nothing bad in this change of size and also cant think of any better way to fix this.

    This might seem kind of unnatural, but after all this is a "fantasy" "game" including magic, so I wouldnt care too much about weapons changing their size and some players intentionally created their chars with certain inappropriate proportions having this impact on weapon sizes for fun.


    Cheers!:thumbup:

    As far as I know projectiles like throwing weapons have no impact at all on physical dmg displayd or its resulting dealt melee dmg...

    Just as logic tells you: their dmg is added to the ranged physical dmg on display because they are throwing weapons and their dmg is used as a base for all skills like Throw and all other skills which are based on throwing weapon dps.

    Arrows damage also is only added to ranged physical weapon dmg, not to melee physical dmg, so I dont see what issue your request is based on in the first place... :/

    I really like the idea of many guilds being able to run the ini, it only helps the server long term, helps the economy too, the idea to make instance uber hard so only couple guilds can clear and rest would have to buy from them is not healthy - people will get bored and leave - happened many times on the official servers too, I encourage you to think of the whole community and not selected few no matter how vocal they appear to be on the forum or in the world.

    Exactly this is where the majority seems to be mistaken in my eyes.

    It is not healthy for a servers economy and its publisher if too many players are able to run endcontent.

    You should carefully read the spoiler in this post, there you can find my reasoning behind that.

    And if you still think I am wrong here, convice me of the opposite, for the community it would be great if everyone can run everything, I agree here, but thats not what this is about in the end.

    ...and apparently those who appear to be most vocal atm are those who want RoFL to be rather easy... ;)


    Everything else you proposed for bosses is a result of this misconception of yours, but apart from all that and any difficulty: I dont see any need to speed up RoFL, it already is almost 50% faster than gorge was in the beginning and I bet speeding up ini-runs to compensate for the long grind for ultimate gear does not comply with the Devs intention behind that gear.


    Cheers!:thumbup:

    As an alternative, you can add a third instance mode where mobs and bosses will be really strong, even stronger than now, and make there more coins, more fragments, and 2 cores one of which can be replaced by a core from the gorge.

    I like this part.:)

    No comment on the rest...:whistling:


    Cheers!:thumbup:

    In my opinion, there is enough information given, if you try to upgrade you will always see the text saying you can sepnd max. 15 cores.

    Also you have the line saying something about the chance of success and while it says that it won't work, its rather obvious that you will need more and up to 15 to increase your chances, especially after you have reached the first threshold thats informing you of a higher chance than zero.

    You only can't know from the beginning if you will have a 100% chance while spending 15 cores, but once you have enough cores, you will know that you have a 100% chance....so where exactly is your problem?!

    Furthermore saying...

    To be honest this post is irrelevant...

    ...and just two sentences later...

    But thanks for the information thats atleast something

    is just incomprehensible for me...

    When it comes to non-Champion DPS on the first trash mobs in the instance they’re just one hitting if you pull more than 2 ranks. For some reasons even a warden that buffs himself on deff (about 2kk deff) just falls like a mage. And let’s not talk about the trash to the last boss it’s easy to wipe there


    Every class in the game has viable possibilities to survive all the trashmobs AoE dmg and skills in RoFL HM.

    Yes, this requires some rethinking and change of behaviour compared to gorge and previous instances, but noone is one-hit by trashmobs without making multiple mistakes.

    And from what I experienced as Warden in those trashmobs: you can survive the hits you get with <1kk def and <800hp. Of course not 3 hits of them at once, but what do you expect from a hard mode instance?!

    Sooooo.... Is this what the team has to say about this? Is this a personal statement? Does that mean that you will make not further changes?

    Just a small side note and what I kinda already told you ("players want to best because it is the best"):

    A players gear always has been some kind of prestige object in this game and allowing a small number of players to have "an extra gear for who gives enough effort for them over long time" will result in those players being envied pretty strongly by players who can not invest that amount of time.

    So in some way you are enableing two (more) classes of society with this.


    MDNCITAJ :

    Buffing refined RoFL gear wouldnt help anything in my eyes. It being a temporary solution is not the (only) reason why ppl are complaining. For me it is no solution at all, I just ignore/skip that gear. Why?

    Because I see stuff like this happening already, almost every run, even before all dps had their new weapons:

    https://gyazo.com/c345b2c059cd5e05a0e84e1e875d8585

    https://gyazo.com/cc02b61905c831ab9c7ef8b2c3dcb6fa

    In gorge we needed the new gear to run the instance more fluently and to reduce the rather long runtime the ini had back in the day. This isnt as much the case for RoFL as it was for gorge. By far.

    So if you want to buff the refined gear to let it make some difference, you would have to buff RoFL HM even more.

    And I didnt even mention the situation for tanks and heals. Here buffing their refined versions wouldnt make any difference at all in their gameplay.


    Cheers!:thumbup:


    Edit: found a second example, these were 9th and 10th of May, so a few days after clear....

    although i am supporting what melo just wrote

    I guess thats a typo, because I didnt write anything here....yet! ^^


    This is what I pm'ed the team the day after we unlocked Hekhig and I hate to be the one to say "I told you so", because everyone also finding out about Hekhig and this thread happening came way faster than I expected and the team did not have any time yet to properly react.

    But it seems like I had the right hunch.

    I believe the best we players can do now is chill a little, maybe make some more nice suggestions and wait for the team to decide on how to move on from this point, up to now they were able to do a pretty good job over the years when it came to reacting to community feedback.

    So don't be all too disappointed and discouraged because of this mistake the team made, theres plenty of ways to fix this. For all of us.;)

    So let's summarize briefly, you take the right to decide who can, should and should run this Ini. On the way, this should only be reserved for certain people and not people who want to farm them occasionally? So I briefly reflect your point of view, the Ini should only be available to a small part of the players and all the other farms could not do this with difficulty and sweat because they are not yet so good, well-rehearsed or not up to the highest standards?

    So you mean Melodic, you are entitled to judge all players on the server and to determine who is good, who should run the Ini or let alone who is able to master the Ini! This is an insult to every player on the server. There is no one to prescribe how this is to be done, that is the sole responsibility of the Playernet Team. So that I can say it again, the Ini must have the Gorge Clear for every guild and this Ini must also be a challenge and be measured against a standard of the players, not at the top 1%.

    Well, this escalated quickly.


    Honestly, I dont see any form of feedback or relevant arguementation related to any feedback given before in your post.

    All I see, is another (offtopic) attempt to keep up the current hate campaign against me and my guild going on and, of course, all the usual people support it by liking it....:S


    I dont see where I judged anyone, nor said who exactly should be running this instance and who not or anything in that direction, especially nothing about any "top 1%" or even insulting anyone.

    Those are some hard accusations and assumptions you make there.

    All I did was phrasing definitions for you what is "endcontent" and what is not. Who in the end is able to run this endcontent, is not up to me, but to the DEV team who decide on how to balance the content.

    And I hope we dont have to argue at all about RoFL being defineable as endcontent.


    All I can do is state my opinions on this balancing, which btw is the sole purpose of this thread, based on my expecriences from that instance and that is all I did.

    I state my opinions here to be able to have a challenge in this game same as everyone as well is allowed to, but obviously different players and different guilds will find their challenges in different parts of this game.

    As the difficulty in RoFL is now, mine and other guilds have no challenge at all running it and it already started to become boring, especially from certain classes' points of view (healers).

    I have the right to have an opinion, same as you.

    I have the right to state my opinion, same as you.

    If my opinion differs form yours, we should discuss our different points of view, but in a reasonable way and manner, in best cases also providing reasons and proof for what we say.

    What you just wrote there, is not reasonable in any way, it only expresses your antipathy towards my person, so I would not be surprised if it were removed soon, due to:

    Comments being aggresive or not following general rules will be removed immediately.

    So please stop putting words in my mouth that I did not say and keep this a clean discussion based on founded points.


    Cheers!:thumbup: