Posts by Laisha

    I will ask only one question , are you kidding me , you are taking one more leather combo and making one more mdps combo?????? If you realy want to remove leather from game just say so bcs we have less and less options ..... So now when you took s/m, as scout you have only 6 combos now to play, which one is S/K , and i didnt saw anyone to play that combo ... Pls can you explain this change for S/m and why one more mdps combo ,or why 1 less leather combo ?

    If I understand the changes that are coming S/M can be palyed both as mdps AND pdps because it deals either pdmdg or mdmg depending on your attributes. So its not "one less leather combo".


    Greetings.

    Greetings,

    Could we get some mana cost reductions on the champ/wardens skills? It's a bit ridiculous how much mana it's spells cost. Maybe half the cost of thorny strike (1490565) and frantic slash (1490563)? Burning through an entire stack of lvl 100 mana stones per run isn't very fun. :)

    Thank you and have a beautiful day,
    Midan

    Just use "Magic Fruit Pie" and E-Pots like every other class that burns through Mana. Or run with a heal that can restore Mana.

    Will it be only 29% Cast or Attackspeed?


    they are now applying to all party members within range, lasts 20 seconds and using one of them will trigger other skill simultaneously. This means that BOTH attack and castspeed will be buffed! And since its nowhere mentioned that its only 29% I assume it will still do 34,3% and that this change is only a change in the skill description.

    Did anyone test druid/rogue since last changes? Would like to see some feedback. Thx.

    Imo this class is fine the way it is. Its not op like it was before and its not garbage. Its damage is great and with the right buff food and ur self buff, mana isn't really a problem so I think the way this class performs now is really good. You don't have your maximum damage every 1.5min but you still have a good off burst and if you have all of your buffs ready, this class still can do a lot of damage. Anyway, thats just what I think. Did you test it? Whats ur opinion?


    Greetings.

    • Fixed Entling Offering was not triggering with Wind Arrows.

    Im standing in Atlas Ch4 and Wind arrow is still not triggering Entling Offering

    (or does "May not be visible in game tooltips" also include the dmg numbers poping out of enemies ?)



    Greetings

    I don't know where it was when you posted this (maybe it was moved after) but atm this is a planned change and not a post-patch note so it would be strange if it would already be working :D


    Greetings.

    all wl are melee dps, they absolutely cannot have skills that consume it health, only ranged damage classes can have this

    Why? Every dps is always at full health with one(or two) Hot(s) from a heal anyway. So either you are onehit (in which case it won't matter if you have a life-consuming skill active) or your full hp (in which case it also won't matter) :D


    Greetings.

    We tried CH/p as dps before the last patch and it was nearly as strong as CH/m. Should be equal now. The main problem I saw is the aggro in trash phases of CH/p. I would say nearly no Knight can hold the aggro. If the CH/p skills wouldn't generate aggro in demo mode, it would be a fine class in my observations

    I tried that class in the past, for me the biggest problem was the mana 😅 maybe now with priest/druid and other healer mana regs, it will be better maybe. But yes the Aggro seems also to high for a dps.

    If theres a class/ are classes in the raid which use a lot of mana we usually run with 2 heals that can restore mana so its not really a problem :D

    I agree that some classes need a buff after that. But this skill deals ,imo, too much damage. You could only use static field and nothing else and would still deal a ton of damage, while other aoe skills , like purgatory fire, no one uses because its just useless af. But true, if this would be nerfed some mages definitly would need a buff (maybe thats why they don't nerf it idk.)

    But in general I didn't see rogues beating mdps even in single target.

    I only talk about mages as mage class, not mdps. So when people in this thread say "mages" what is it? mages or mdps? Isn't the same thing xD. As mage (the class), only m/s has good single target (thx to the pet), rest are pure trash.

    Thats not true. Mage/Warrior and Mage/Priest (maybe Mage/Druid) have also great single target burst. For the rest, I agree^^ . Also ,just my opinion, I think that the global aoe decrement, that was removed on static field was a bit too much. Maybe a dev can correct me if I'm wrong but the global decrement is 40% (I think). I don't suggest just adding that decrement but either add it an buff the damage of static field or add a less %-version. Because, as a mdps and mage player, I think static field is way too strong. I also think that just adding the decrement again would be too much of a nerf so I think, as it was said in the posts before, a step-by-step nerf would be welcome and not a "let's-destroy-this-class" nerf.


    In addition to the mage and rogue comparison. What Rogue did you compare with which Mage. Because I can assure you that, just as an example, a Mage/Knight won't even touch a Rogue/Champ. So I generally don't like generalisations like "All Mages are so op" because that is simply not true.

    There are some Mages *cough* Mage/Scout *cough* that are too strong currently but definitly not all of them.



    I tend to end under the rogues and scout players, but not by much

    I agree with most of these classes, but not with Mage/Scout. If I play Mage/Scout there are almost no classes that deal as much damage.

    Greetings.

    So you still need to pay for personal shop every day first? Or will one personal shop buy for free each day?

    Personal store already now stays forever, is not time-related, you must just pay once to open it. After change you won't need to use button anymore if you don't need to.

    "Right now" meaning its already that way? Because currently you need to pay the dias each day just to open it again.


    Greetings.

    Druid/Warrior is currently severly overperforming. 13kk+ hits in trash with some cd's and kills things faster than other classes before the 30% nerf. Moreover, it has ridculous sustained (AoE) damage.

    Keep in mind, we're talking about a class with seeds, offheal, battle rezz & group cleanse (the strongest skill in game imho, that allows you to even skip some mechanics).

    All in all, the class needs a serious nerf. I suggest reducing Heart of the Wild to 72% and reverting all abilities back to physical damage.

    • Reduced Heart of the Wild 2-H axe damage gain to 38% from 86%.

    There is the nerf xD

    Regarding the planned changed log of priest/scout.


    These changes do not help whatsoever regarding the non-existing damage these skills deal. No matter which skill (rising tide, drowning attack or Ice Blade) even with the maximum amount of cast speed these skills deal no damage whatsoever. Even the first version of Druid/Mage did more damage (and I thought you couldn't deal less damage than that.) And the 8% more mAtack won't change that.So please consider buffing the damage these skills deal.


    Greetings.

    These are only examples from my healer perspective. Maybe the active mdps players could interfere here with me but I don't like the changes about having a viable dps and with 1 equip switch a strong healer.

    While I generally agree with you, if this would be adressed then there are several other classes that would need to be changed because they work that way. Druid/Mage , Druid/Rogue, Druid/Warlock all can instantly switch and heal (some have to unbuff 1 skill first but yeah). So I honestly don't mind the fact that this is possible. Also as Elmo said its not entirely the same because a champ/druid can do all of that with 1 eq.^^


    Greetings.

    Drowning Attack doesn't have a gcd.


    Greetings.

    Priest/Scout "Rising Tide".


    This skill is completly useless atm. "Death of cold" (which isn't even a CpS skill) is way stronger than rising tide. The only time it makes sense to use this skill is if you have a ton of additional cast speed because only then is rising tide stronger. I mean even "Drowning attack" is just slighly better then "Death of cold" without additional cast spped (I don't count Curse Rune, Setboni and "Clear Thought" because the "slightly better" is already with these buffs).


    I haven't played this class in rofl yet but maybe you should increase the values of Rising Tide, as well as "Drowning Attack" (because for a skill with such a high cd its damage is really low imo).


    Greetings.

    You have to change your race first. Warden and Druid can only be learned as an elf and Champion and Warlock can be learned as a dwaf.

    You can change your race via an item you can buy in the item store.


    Greetings.

    Quote
    Changed Poisonous Widow Embrace damage value to 342.8% + 10 x 34.3% CPS dark damage from 5570 + 10 x 557, reduced energy recovery to 3 per hit from 2 per critical hit.

    How is that a decrease? Before it was 2 energy per crit, now it's 3 energy per hit in general (no matter if crit or not)? Or does it now only trigger if I don't crit?

    It was a decrease at the beginning (before it was changed ~400 times xD) so I assume they forgot to delete the "reduce". At some point it was 1 per hit if I remember correctly.


    Edit: Its already been corrected ^^


    Greetings.

    Are you guys really talking about healer balancing? :D Just a hint - there was a druid/warlock brought as a dps some time ago, but since then I saw more healers playing that class than dps players :/ So even if a class is changed/designed as a dps, it can - generally spoken - still be a viable healer class, since - as we all surely agree - heal is "op" these days and should be drastically nerfed to make the secondary class matter.


    Conclusion: it doesn't matter at all, which heal class heals the most amount, only the support for the raid matters. From my perspective as a tank, it doesn't matter if I'm healed by a priest/mage or priest/druid or priest/scout or even priest/rogue. The only difference is: my fps don't suck at priest/mage. :whistling:

    If we will get harder ini with a lot of AoE dmg from bosses I'm pretty sure healers go back to the strongest class combos. Honestly i don't see class balance at all, I see dds balance only. I don't see any difference in fps even with d/s, just turn off animations. RoFL isn't a good example if you talking about anything because every endgame party just run ahead and doesn't care about anything.

    What is (in your opinion) the "strongest" healer class? Because for me, and I agree with Zyrex on that one, its not the class with the highest heal output (let's be honest here, every heal combi heals more than any dps has life with a single spell xD). The "strongest" heal, imho, is a heal from which the raid benefits the most. So if you have,e.g., a lot of dps, who have skills with %-Mana, P/M is without a doubt one of the strongest priests you can play.

    And if, and that is just my personal opinion, the amount a heal heals matters, than your simply not ready to run a new instance because ANYONE can heal rofl solo with ANY combination and red gear (no gold gear, no t18 weapon, no t13-14 gear, just simple t8-t10 red gear, because thats what I use).



    Quote
    Changed Frost Halo to additionally increase elemental damage by 30%.

    Question: Will this only affect the player or also others in range to the fairy?

    If believe, hope, that it will effect only the caster because right now some benefits of "Frost Halo" also only affect the caster (rising tide e.g.). If that is not the case...please change it xD becaue it would be way to op if this'll affect the whole group/raid.


    Edit: It was just changed that its only the owner :D


    Greetings.

    Priest/Scout:


    Thanks for lowering the Mana Cost for "Absolut Zero". 20% is fine in my opinion.


    Another thing is the really huge mana costs. Even with a "kind of" rota I'm currently running out of mana very fast. Can't imagine how this could work post-patch :pinch: Maybe add some mechanic to restore mana again, like SWl is restoring focus. Then you don't even need to reduce the mana cost.

    I wouldn't recomend something like that. True, you run (solo) out of mana very fast but normally you don't play solo. And if you have classes which use an excessive amount of mana you just have to adapt your group. There are so many heal classes that can restore mana currently so it should not be any problem whatsoever to never run out of mana on this class. True, maybe P/D and D/P are not enough (especially if you have more than one class which has a high mana consume (Rogue/Priest e.g.)) but there are several druid and priest combinations which have far better Mana regeneration skills. And since (at least from my perspective as a heal) every heal combination can heal rofl solo there is no reason why someone can't play a heal that isn't d/p or p/d.


    Also this :

    Quote

    Changed Throat Stab to change also name, damage value and type of Throat Attack to Drowning Attack and 880% CPS water damage

    feels really akward to use since it triggers a gcd. So I feel (looking at the numbers) it won't make sense to use because its more worth to just cast 2 rising tides.


    Anyway, these are just my personal thoughts on that.


    Greetings.

    Warlock/Knight:


    Please change the fact that you can't use "Shield of Discipline" (Knight) and "Defense Net" (Warlock) at the same time (this is the case in general). It really sucks that you are unable to buff your raid "Defense Net" because you have Shield of Discipline active.


    Greetings.

    CPS is, as far as I know, Cast per Second (technically a 3sec cast), so it's the same mechanics as Warrior/Mage or Scout/Warlock.

    Regarding the upcoming changes od Priest/scout.


    I generally like how you approach this class to be a viable dps. However, please reconsider the mana cost of the following:


    Quote

    Changed Enhanced Wave Armor to Absolute Zero; Increases your water damage by 40%. Cooldown: 90 seconds Cost: 50% MP

    Even with the necessary buff food to reduce mana cost...37,5% Mana for 40% Water damage.. You can shout for a mana buff even before you start bursting (especially in aoe-burst!) because you are imediatly oom (worse in aoe fights because you use 5% each cast). So maybe reduce the 50% MP cost.


    Greetings.