Posts by melodic

    This is complaining at very high levels, you should not only see this from your perspective and but you must see all perspective, for everyone who plays on the server. Not everyone can build a t 18 weapon and then say the Ini is too simple, it doesn't work that way. The ini is a challenge for some guilds, which is not after 2 days on farm status, it will take some time, but give everyone the chance to deal with this ini and not only talk about you. I only speak here for me what my opinion is, so @ Playernetgames you did a good job with Rofl no matter if Hm or normal keep it up.


    And i am not attacking anyone personally , but Rofl Hm is instended for all Players of Arcadia and should also be Playable from All Guilds

    You say yourself you are speaking "for you and what your opinion is" but you expect us to think about eveyone elses point of view and giving feedback that is not based on OUR point of views? Thats just absent logic, I hope youi see that yourself.

    I wont even say anything about t18 weapons, I said that often enough and Cruvor repeated it just once again, so please stop making this arguement.

    Furthermore, a HARD MODE endcontent instance should never be intented for "all" players of a game, but only those who reached a certain level of equipment, teamwork and skill, otherwise it would be no more than "casual" content.

    You are bending definitions quite strongly here, trying to support a non-existing point, only to oppose ours.

    To change the topic back to something every1 should agree upon:


    We desperately need something new to spend our Arcadia Coins on.


    Finally having those stat-fragments in gorge is a great thing, but even by running gorge+inferno "regularly" for ice+fire cores and occasionally spending 15-20k coins for them and crafting bufffood we still get way more AC than we can spend, once someone has all Edwards cards and crafting recipes. Some ppl are not even interested in crafting.


    I do not have any specific ideas right now, so maybe some ppl can post theirs here. :)


    Cheers!:thumbup:

    Running endcontent without a heal less then a week after its firstclear should not even be considered, yet for bosses it is 100% doable with the correct tankclass. maybe i will try this weekend.

    And i would say we dont play b3 much differently, but an afk-tank can "be moved" every 15sec, you should know that playing p/wl urself there. ;)

    At Nydhor the first 4ppl die after 30sec, after another 30sec another 4ppl die, after another 30sec another 4ppl die and i think THEN the whole raid wipes. So its way more than just 30sec to kill him.

    Also to burn Balton you have more than 15sec. way more. just check your clock the next time.

    That's the point. If you do everything right, you don't have to fear consequences. Just as in every other instance.

    True, but having literally nothing to do as a heal while everyone else is doing his/her jobs correct is boring. whats the point in running as heal then?

    Check your raids dmg-taken during your next run, post it here and then still try to tell me that the raid and tank dont take too low dmg during bossfights. prove me wrong here.

    And going afk for 4:59min, coming back to click one skill and repeat that behaviour, is still possible at b3 for tanks ^^


    Cheers!:thumbup:

    We are playing this event with an "off tank" (champ as per usual, not a real tank) just to make sure nothing happens here. The only boss we are having problems with currently is b2, all the other ones are pretty clear to us when it comes to tactics.

    We haven't had this issue so far. Just an aggro reset after add phase but nothing with hitting aggro cap.

    I mentioned above that you don't need a second tank for this one. We also play it with just a single tank and he sometimes gets some random hits with around 750k hp loss. (I switch from wl/m to pr/wl for this boss since support is kind of useless here)

    You should carefully reread Enelers post, then you will realise that in most of the cases you did cite me, i was reffering to him, not you.


    If you just get white hits then you seem to play trash right :D . I know that my (as wl/m) damage taken looks much different (don't have a screen as I don't take these).

    Thanks, proves my point.

    If you don't click quick enough, you wipe. If you misclick, you wipe. Some zones are not as they are on the real map since they sort of cross on the boss map. If you click the wrong one here = WIPE. And like I said, you need some kind of "burstboss" here. Especially when your cant "burst" on Balton directly and to play at least one phase.

    I dont see were this is connected to what I wrote. I wasnt reffering to the wipe mechanic at all. Also be careful of spoilers here! ;)

    We finished b5 with 10 stacks first try but that was just because we played it pretty safe. Hits on the tank were pretty high (we also had trys where the boss had 24 stacks and our tank parried 2,3kk hits).

    Same here. Kinda also proves my point, that nothing bad happens until you do something wrong.


    Cheers!:thumbup:


    Edit: forgot one:

    I mentioned above that you don't need a second tank for this one. We also play it with just a single tank and he sometimes gets some random hits with around 750k hp loss. (I switch from wl/m to pr/wl for this boss since support is kind of useless here)

    As you can see in my dmg-taken, I didnt get any of those "random" hits, maybe your tank forgot to rebuff +def thus getting higher hits? Cant think of any other reason, since its pretty straight on, what the boss does.

    Well, theres a lot of opinions here to respond to...

    First of all Devain: Try to leave out all your resentment towards us in your (maybe) coming posts in this thread, you kinda put urself into the position you are in right now and this thread should be about the patch and FACTS connected to it, not blaming others.


    BTT:

    You never, NEVER EVER ever need more than one tank for this entire instance. We ran the ini 8 times up to now (including the clear) and are still unsure of some aspects of some bosstactics and how to approach them the best way, but having two tanks is no requirement, unless you are doing something very wrong!


    Getting to the aggro cap at b2 is also something i dont understand...even if one dps would deal solo dmg to that boss, he/she would not get that much aggro by dealing the dmg needed to kill it and if you are a tank (knight or champion) you should just stop hitting the boss when getting near to the aggro cap...this is more a big misplay than anything that needs to be changed by the DEVs, especially because noone else seems to have had that problem.


    Also I like the events you need to play in between bosses very much, they are a nice variety to hitting trashmobs.

    Concerning trashmobs: I wouldnt touch any of their mechanics, they all are fine for a HARD MODE instance, just make them more tanky, same as the bosses.


    To say it another time: I like all the mechanics of the bosses very much (except b4 by now). They were fun to figure out, are fun to play up to certain point, but overall they seem too less of a challenge in the long run.


    Boss 3 is the best exmaple: everyone is just standing there (or going afk), waiting for dps to do their job, there MUST BE something else happening in that fight. Also I want to say at this point one more time, that you dont need more than one tank for this boss.


    Boss 4 is the biggest problem. If you want to have a free-loot boss in that HARD MODE instance, i guess i cant do anything about it, but in my eyes that boss should have some sort of timer like Nydhor, that forces you to kill that boss fast. And by fast I mean real fast. As B4 is now, it is easier than most trashmobs in this instance, which much higher reward. Even the Realm Warden is harder to kill than this one and players are more likely to die there.


    Talking about players being likely to die:

    This is my damage-taken in our last rofl-run. we ran with 7 players (1tank, 3dps, 1sup, 2heals, yes the dps's had new weapons) and seeing that I took 74% of all dmg only by whitehits from mobs, makes me just sad. Another 17% is from ONE %-dot from trashmobs, all other sources are 2% and less.

    Also if you look at how high the hits were, you see that you get way less dmg that you get by tanking gorge with inferno gear.

    At b1 I made the mistake to use AoE, thats why I had 0def very soon, getting hit that high, I died, was ressed and until I had all 3 bosses on me again, noone else died. Remember, this was a raid of 7 players. This is a great example of bosses dealing too low dmg to the tank AND raid, UNLESS you do something wrong.


    B3 is also quite interesting. He has hit me with max. 352k, 212k on average. I also tanked all his adds the entire time (3673 hits), one more time showing proof that you dont need two tanks here.


    Remember, this was a run with 3 dps, so we took a little longer at b5 and he got some stacks, thats why he was hitting me with up to 730k in the end (I believe it was 8 stacks), but the average form the entire fight ist still a mere 150k...no real challenge for tanks AND heals at this point...


    This run took us a little less than 3hrs, including time to explain certain bosses for players who were there the first time.

    Runs with 12 ppl took us little more than 2 hrs runtime, with a failrate at bosses near to zero, this is nothing compared to running gorge the first weeks. Everyone should agree on this.


    So PLEASE, do something to the bosses to make them more challenging, right now the trashmobs are harder than the bosses (after you figured out how the bosses work) and this will make rofl, which has great potential to be my alltime favourite in this game, very boring within the coming weeks and this is way more discouraging than running gorge for almost 2 years...


    One last note: I wrote my first post saying that bosses have too low def+hp right after the cleared that 2nd time, obviously we havent had any on those new weapons, to this opinion is based on gear comparable to what everyone else also has.


    Cheers!:)


    quick edit:

    I also think there is a whole lot of damage to the raid in trash. I as wl/m get knocked out instantly when I just stand in group (same goes for our warmages).

    this is correct, but if you approach the trash in a tactical way and dont try to use brute force, it should be fine.

    and nevertheless, heals dont have any job to do except ressing the dead, if most dmg ppl take is onehit or none at all.

    Still boring for heals.=O

    Snails and Birds for example ARE interruptable, you just cannot fear/silence them!!

    In my opinions it is fine that you have to approach those trashmobs with tactics and care for your positioning instead of blindly charging towards all of them and hitting them, expecting to survive everything.

    However I agree that melees are more likely to die than ranged classes, but thats nothing new I guess.... ^^

    Remember: this is supposed to be a HARD MODE instance. Things should be HARD to do. ;)


    Cheers! :thumbup:

    Up to now I like all the changes that were made, including those done in gorge.

    Performance has noticeable increased, more fps overall, especially while running instances like gorge!


    First of all the positives for new instance: We had A TON of fun figuring out and learning how to play the events in RoFL while clearing the instance, thats why I dont want to go into deep detail, to not spoil any of that fun for players who are not done yet.

    And I believe we will still have fun running that instance for quite some time.


    However, I have some points that may still need some adjustment:

    Def + HP values of bosses in RoFL could be WAY higher, gorge bosses were much more tanky in comparison, considering current gear. There is no point in this new instance where a boss will live the burst of a full raid. When there was a situation were multiple dps's were fullbuffed, the bosses were down as far as possible in <10sec, this should not be possible with current gear.


    Some of our dps would appreciate the debuff you get by activating a trap to have less duration, like ~3min, or be removeable by heals because as it is now it just delays the raid while you wait for de debuff to expire.

    One idea to change this would be instead of this huge instant dmg, change the debuff to or add a DoT with a considerable %age of max. HP with a little less duration compared to now.


    During Bossfights in RoFL I would like to see more dmg that the raid has to take, on Boss 1,2,3,4 and 5 basicly only the tank takes dmg the entire time unless you are doing something wrong and even then most of it is onehit anyway.

    So bossfights are veeeerrry boring for heals, compared to bosses like Melte, Iglis or Glacis for example.

    Boss-AoEs, room-aoes (like Heimdall) or DoTs on the raid, even if only in specific situations, are completely missing in bossfights.

    This is even more irritating because the trash in between the bosses does so much of all that stuff, which is completely fine and expected for a HARD MODE instance in my eyes.


    I am curious for other players opinions on all this!


    Cheers!:thumbup:

    I dont see there a negativ point for priest/scout and druid/scout i mean most healer play D/Wr or P/Wl so maybe priest/scout and druid/scout get usefull again ^^

    Sounds different... :whistling:

    But maybe its just a language problem.

    Concerning mdps, you should carefully reread my post.


    And you can get info from the team just by asking them - ever heard of PMs? ;)

    ...as this thread obviously already went offtopic once and I have the feeling this is happening again, I am done here.

    There is no positive point either.

    The only thing where a new, strong (x)bow would be an improvement for heals would be an increase in their healoutput per skill, by increasing the chars mdmg and/or healing bonus.

    P/S and D/S are currently almost not played not becasue their healing capabilities are to low (any heal class will heal more than enough in this game atm), but because their utility skills are currently less useful than those of regularly played heal combinations.

    So giving those two classes a new weapon would practicly change exactly nothing, unless there are other changes made to how healing works in this game or specific situations in instances or bosses yet to come will be made easier/more comfortable by utility skills P/S and D/S can offer. And in the latter case a stronger bow for them again wouldnt make any difference....

    For mdps classes however there indeed might be some use for such (x)bows or melee weapons.


    I got a statement from a teammember, that all such weapons are not planned at the moment and would only be considered at the same time as or after a class balancing, so they are obviously aware of the fact that such weapons would be a nice thing to have...all we can do is to wait for them to make a decision when class balancing has finally arrived on the top of their to-do list.


    Cheers!:thumbup:

    Hello there.


    I have had this issue for ages now, but finally it bothers me enough to write a report about this.

    Every time I switch a title, I get a rather noticeable drop in my framerate, where it does not matter if I changed titles via a makro, addons or the default title frame.

    I also did a thorough testing to rule out all my addons that interact with titles in any way, I still get the same drops without using those addons.

    A simple makro like the following will cause my framerate to drop by ~20fps for about 3 seconds:

    Code
    /run SetTitleRequest(530592)
    /wait 1
    /run SetTitleRequest(530574)

    I now have ~450 titles on my main, one of my alts has ~290 titles, same addons and interface settings and on that alt I also get framedrops, but not even close to that much.

    These drops seem not to be related to any specific kinds of titles (only custom or sw titles) but to all of them.

    Other players with about the same amount of titles seem to have the same issue, however some with significant more titles seems to have only insignificant drops in their framerate, so I cant really say if this relies to the total amount of titles a char has...


    So in the end I am not entirely sure if this is just me or a general problem, maybe some more players can state their experiences concerning this issue...?

    Thanks in advance for any info and help.


    Cheers!;)

    Hey there!


    The levelcap on this server is 104 atm and most of the interesting dungeons are settled in that levelarea.

    You should be able to see ppl in global chat looking for partys for Hall of Survivors HM (hos), tikal, inferno or gorge, which are starting at lv100. Here the game becomes way more populated.

    Lower instances are rarely run, especially outside of guildruns, because all you need from them on this server are a few items for ISS.

    I don't know which server you have played on before, but here certainly the playerbase does not support high activity in all the zones and dungeons of all levels, there are simply too many of them. So while leveling up, you might feel a little lonely. :saint:


    Cheers!

    The axes themselves are not too weak in dps compared to other 1h melee weapons, you can see that for yourself ingame.

    It is the classes who would use 1h axes as weapons and their skills that need to be pushed, I agree in that point and look forward to the upcoming class balancing for that very much.

    However this thread is about the axes weapon skill lvl for Knight(/Warrior)s, not about weapon or class dmg....


    Cheers!;)

    I like this idea very much as well, although I fear that this will not happen, because it would leave two IS items useless, of which one just got implemented a few patches ago...maybe there is a way to include these items into the wardrobe, so that you have to spend them everytime you want to remove/add/change the weapons skins.

    But not losing the skin you put on your weapon by having a wardobe-like system would be great, I like changing my weapons skins regularly, but farming certain skins again and again and again can be very discouraging.... ^^


    Cheers!

    Just because you can use a weapon does not mean that you can handle it well (weapon skill lvl) or even master it (passive skill)...so I dont believe this is an issue of hasty development but more of putting some thought into class design and which class is good with which weapon.

    And just because ONE knight combination "can" use an Axe, you dont have to increase the weapn skill for all knights, in fact this would be an even more inconsistent class design as it is now.

    Knights do fine with hammers and swords, theres no need for another option.

    So if you want to wield an axe as a tank, play warrior/knight or warden/warrior - optimizing knights for more weapons would only lead to more players playing knight and no other tank combination, abandoning these classes even more.

    This would not go along with the general idea of making more classes viable to play.


    Cheers!

    This is nothing I was talking about.

    As you should be able to see by the numbers I stated as examples, I was reffering to having music up ALL the time for the entire run+raid, not just when a bossfight etc starts, obviously you are talking about the latter.

    This is so weird, having to explain everything twice to nullify unfitting counterarguements.


    Having music instruments active ALL the time, is one of the things you can accomplish in a raid by teamwork and communication, so unless you dont know about any of those (which I heavily doubt), you should finally understand why features like this topic that reflect on important and fun aspects of an MMO like this should not be removed.


    Anyway, I stated my opinion, made my reasons (hopefully) clear enough after all and thats all I can do here, since its in the end up to the games devs and designers to decide what to do...


    Cheers!:thumbup:

    Play tactics for hours? In HoS, DL HM, CL and all below?! Important Inis?! =O

    You must have misread, with "Tikal-Gorge" I meant Tikal, Inferno and Gorge....

    So you better rethink what you just wrote there...^^


    The negative point is, that removing everything that is uncomfortable at the slightest for players just because it is, makes the game more boring if you are looking for challenges, teamplay and communication in this game.

    Those aspects are important for MMOs and many of its players...

    More easy is not always more fun and if I want to be lazy, I just bingewatch stuff on my couch....

    This is almost the same story as changing all buffs to raidbuffs...

    If you want to play guitar and others in your party want the lute, just stand with 150+ range in between with the person playing the tamburine in the middle before starting the fight, thats possible almost everywhere.

    Or just plan with what classes you run in your raid to begin with.

    Also with 6 ppl in each party theres absolutely no problem in maintaining tambu + guitar/lute all the time, changing this would only mean just 5 out of up to 36 players will need to play instruments....kinda lame.


    Furthermore would some classes benefit extremely from having lute+guitar active at the same time and others would wont at all. So this would bring just another inbalacing factor to the game.


    So adding this feature will create more problems than solving any.


    Cheers!

    This is supposed to be same for all other damage boost types that is dedicated especially to a weapon type or type group.

    And this is exactly the point of this thread: It is not. Maybe its supposed to, but its not the case.


    While using for example an IS Axe with 0 dmg and activating the Wardens lv99 ISS (that you yourself changed a while ago), which should ONLY boost the Axe's dmg, nothing else according to your statement, the dmg from my armor gets boostet as well.

    So something here is definetly wrong.

    This also is the case with all melee classes passive "weapon mastery" skills, which according to your statement should only boost the weapons damage, but those skills boost the dmg boni from armor+sets as well, while wearing a matching weapon type for that passive.

    Yet not the ranged weapon mastery.

    So something here is definetly wrong.

    Please clarify.


    If after all some bug should be detected here, PLEASE remember that fixing this bug will result in a quite substantial change in dmg-output of affected classes, be it ranged or melee. So note the need for further balancing in that case.


    Cheers!

    I see this class combinations;

    Those are almost all the classes used in current metagame.

    This does not mean all other combinations are useless.

    There are some combinations that are kinda useless indeed, due to various reasons (no strong skills, wrong dmg calc of some skills, uncomfortable/unsafe to play, not well compatible with current instances, etc...), although there also are a lot of classes that you usually dont see, although they are viable to play, just because players dont know them to be viable or they simply prefer playing other classes or because they are only strong under very specific circumstances.

    However the Dev Team announced a rather big balancing patch in the future, where many more classes may become viable to play. Just give them some time.

    So if you want to play in random partys for example, you'd best play any of those mainstream classes, because otherwise players might give you a hard time, but feel free to try other combinations while you are with your guild or on your own, some of them just s.uck, but also some of them a quite a pearl.;)


    Cheers!:thumbup:

    Diligent Chicken, but you forgot the Rogue-mains: :whistling:


    Additionally some professions are only available with certain races, so you need to be Human to become a Knight, be Elven to become a Warden or a Druid and be a Dwarf (you also need to be male to be able to become a Dwarf) to become a Champion or a Warlock. Furthermore you won't be able to become a Priest while being Elven and you cannot become a Scout while being a Dwarf.

    For all those changes you can find items in the IS, where they are discounted in promotions regularly.


    After you once gained a class, you can switch your race without losing access to that class!


    Cheers!