Posts by xLutinex
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Habe ich das richtig verstanden? Es ist nicht wichtig Schaden zu machen sondern nur schnell den anderen die Möglichkeit nehmen Schaden zu machen?

Ja. So funktioniert der Scruti (das addon sollte btw mal gelöscht werden xD)
Je schneller du schaden machst und die mobs tötest, bevor die anderen überhaupt rankommen, desto weniger bleibt doch für den Rest über.
Deswegen buffst DU dich, wenn dein stärkster Konkurrent sich auch voll buffed, gibst ihm ne Weltblende (Bildschirm schwarz) und mähst alles nieder. Genau so läuft es wenn mans drauf anlegt

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you can expect it to increase your dmgvalue by 40% or more. Why does this happen?
However, dmg from Gear and also cards get considered twice.
not for scouts. it's way less than for melees.
And nobody is talking about the Focus buff of S/D which increase the base unbuffed attack value by a huge amount if you are buffed... but who cares

Scout seems dead and weak. so. buff scout

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Snipe
-increases Snipe's crit hit rate chance
btw regarding this.
I would go further and say: If "Target Area" (ID 490464) is running, the Snipe will hit always critical.
With that change, it could be more easier to balance scouts, whos damage is varying very much depending on your snipe.
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Yes. 15% attack speed is nothing. Only 17,5% flat dmg increase. This 17% + the manabased blood arrow, which name I dont know, + the flat amount of attack depending on range DMG is significantly lower than berserk.
It was also a very good test on 3 dummies where you dont need to move, bcs reflected shot only hits 3 targets and s/w has a movespeed debuff.
All in all a good test for s/w

You know, that 15% atkspeed on a Scout is significantly weaker than how it is for melee? For melee it would have been correct:
1/(1-15%)=~ 1.176
after formula change maybe yes. a bit. but even if it is only 10% increase, it's 10% and multiplied with 18% of mana blood arrow, which is more than than berserk damage. even without looking at attack values / movespeed and so on (and btw the movespeed is an important thing atm in every instance... first hit wins)
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You know ramer talked about the Attack Speed passive, S/D has? And this works for single and aoe DMG. He is not talking about the general scout ranged dmg passive depending on range
actually i know what he was talking about.
however i didn't want to delve deeper into AoE because it's quite obvious that S/W is stronger than S/D. Here's why:
In the same 30-second sustain test (3 targets) with warp charge:
S/W does 23% more damage, while S/D does 8% more damage when Berserk wears off. The reason being:
Reflected Shot and autoattacks are notably weaker for S/D. Even S/D's piercing arrow deals slightly less damage than S/W's ,when S/W's Berserk is active.
The 15% attack speed boost for scouts simply doesn't significantly contribute much to overall damage, not even for single target skills. Therefore, its impact on AoE skills, which don't scale with 'Distant Friend,' is also negligible
Yes. 15% attack speed is nothing. Only 17,5% flat dmg increase. This 17% + the manabased blood arrow, which name I dont know, + the flat amount of attack depending on range DMG is significantly lower than berserk.
It was also a very good test on 3 dummies where you dont need to move, bcs reflected shot only hits 3 targets and s/w has a movespeed debuff.
All in all a good test for s/w

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Agree with most of your calculations and suggestions except for one fundamental point. You downplay the attack speed of ranged weapons, even minimizing the additional 15% that makes this difference and is the foundation of this combination. Remember that the Scout's DPS includes, among other things, the multiplier of the attack speed of the weapon, and in S/D, it's +15% compared to S/W. If there were runes for the attack speed of ranged weapons, you would see this difference perhaps more clearly.
you're right about the additional 15% in single target damage, which does make S/D better in the bigger picture. But it might not be as significant as you think, and here's why.
Let's imagine you're attempting a 30-second single target sustain at maximum range+warp charge (which is impossible btw to achieve in real situations). If we assume you have a similar, good rotation and manage to land around:
27-30 wind arrows.
23-25 skills with GCD
Both classes deal almost the same damage, and the reason behind this is that S/W has a 26% damage buff that only has a 60-second cooldown and lasts for 30 seconds. However, your autoattacks benefit more from the 15% boost than S/D, as you can potentially land +30 more autoattacks in 30 seconds, contributing to over 60% more damage.
It's true that S/D's joint blow and Wind Arrows deal more damage than S/W, but the difference isn't substantial (3.23% and 1.8% respectively). Plus, you have non-GCD snipe with zero channeling time. Although it's true that when S/W's berserk wears off and if you add another attack speed potion in this sustained phase (like Elven Agility Flask or Strong Stimulant), S/D will likely outperform S/W. However, in ini, hitting skills at maximum range is impractical. Also, during sustained fights, you typically engage more than one single target, where S/W proves to be stronger in these cases.
in nutsell, Scout class (except Scout/Mage) is quite expensive, demanding substantial resources to compete effectively. This is primarily due to the significant impact of its physical damage. In a basic scenario without any damage buffs, each tier of a weapon increases your damage output by roughly 1.7%. However, since damage is not additive, the impact of x% damage buffs increases output damage more significantly as your raw damage (higher weapon tier + raw damage bonus from gear) increases
When you mentioned, 'only M/W seems to be able to outclass me in damage,' considering someone who has dedicated a considerable amount of time exclusively playing as a scout, and their weapon alone costs roughly as much as Mage gear with swapped equipment, it raises concerns about this class being inherently weak. Now, picture the experience of an average player with significantly fewer resources—a Tier 15/14 bow paired with Tier 11/10 gear and no additional cards. It amplifies the struggle and emphasizes the inherent weaknesses of the class
You know ramer talked about the Attack Speed passive, S/D has? And this works for single and aoe DMG. He is not talking about the general scout ranged dmg passive depending on range
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btw what is the minimum amount of points to get rewards?
I had 140 points one time and still got no rewards at all. intended or bug? -
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I haven't even farm the half of the added zones with last card patch xD
I guess the majority of the playerbase is not like "new zone finished in 1 day or less". it's more like 2-4 weeks each zone in my mind. Sure, there are always some fast pace players, but it was mentioned that most changes should target the biggest playerbase, which seems healthy for a game. The same goes for instances. For me the "hard mode" of DC is easy mode, but I am not the majority of the playerbase.
My tip: just chill around and enjoy new stuff and that the game and playerbase is healthy enough to have also fun with the game in the future. Better having a slowly growing card future, than no future right?

To be honest, I thought some developer would have commented on this, but thanks for your opinion
. Yes I still have a lot of work to do on this too, but I would be more reassured if there were a lot more zones with a new card system
.Best regards
I know what you mean. I am more scared about new players if I would think about starting this game and seeing those huge amount of cards they need to farm.
Maybe they could increase the drop chance of the cards in the older zones after every new added zones to the card system, that new players can faster catch up
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I wanted to ask what's next for the new card system ?
Do you have any plans for the future (because at the moment we have a slight standstill). Yes I know that a lot of new zones have been added this year, but it would be advisable perhaps to increase the pace of their implementation (for example - every festival change - a new zone).
There is still a lot to add, and at this pace it could take a couple of years

Greetings
I haven't even farm the half of the added zones with last card patch xD
I guess the majority of the playerbase is not like "new zone finished in 1 day or less". it's more like 2-4 weeks each zone in my mind. Sure, there are always some fast pace players, but it was mentioned that most changes should target the biggest playerbase, which seems healthy for a game. The same goes for instances. For me the "hard mode" of DC is easy mode, but I am not the majority of the playerbase.
My tip: just chill around and enjoy new stuff and that the game and playerbase is healthy enough to have also fun with the game in the future. Better having a slowly growing card future, than no future right?

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Hello,
I want to share some thoughts I have about the tank class (not only knight, also warden and champion).
From what I heared, the most reasons people don't like tanking are
- struggling holding the aggro
- struggling to survive
While the second point can be achieved by choosing an other tank combination, there are also people who like specific class combination and then struggling in surviving. The tips players give to them is "boost your gear", which is not as easy as you think, if you can only achieve t10-t11 gear.
And on the other side there are people with for example t14 shields, which will boost the dmg mitigation in general, regardless of your defense.
What else can we do to improve the survivability of tanks? I always wondered, why for example the plate DC set has only 5% stamina bonus, while other dps classes have 12% (leather with 18% for reasons). I know and understand, that healers only have 8% on it, do not let the attack and wisdom buffs reach the moon.
Increasing the stamina bonus of the DC set (and future sets) to the value like the dps sets would boost the survivability. Now I know, that we have tanks like Knight/Druid, Knight/Priest and Champ/Priest, which can also buff "healer buffs", in that case the tank classes should have a decrement of for example 20% to their given healer buffs, so that they can't reach pure healer values. Also tanks are not supposed to give a high attack or wisdom buff in my mind.
While the above changes result in only pure defensive aspects like defense and maximum HP, it will not help all people in most situations. Therefor I could imagine, that "Parry" a hit can be changed, to also reduce incoming damage of "Skills" and not only "White Hits" of the mobs. Imagine a tank get a "Deadly Claw" hit in DC with about 700k-1kk while normal attacks only do 150k parried. This claw with a change of parry will also do only 350k-500k.
In any of these changes, the survivability of tanks could be increased. But what about the aggro?
Well, one aspect I meantioned here (click me), could let the tanks vary in their choices to stat more on attack (strength stats) or more on survivability (stamina stats). In that case, the players can stat what their needs fit. More precision with dex because they miss a lot, more attack with strength because they lack a lot of aggro or more defense/HP with stamina.
But... with all those thoughts, will this help? Maybe the second and third changes yes, maybe. But why was it even able to tank DC without a weapon as champ/priest and is still possible with just a white hammer (with champ/warrior too)?
The answer is attribute bonus damage on skills. Nearly all dps classes have attribute bonus on skills.
The most popular knight tank, Knight/Druid, also has a attribute bonus on 1 AoE he have. Scaling with wisdom. And yes, improving your wisdom from for example 20k to 40k will result in a huge damage/aggro increase. That is why I suggested the change on plate sets to have "all attribute" bonus.
While the mentioned champion classes can spam their attribute bonus AoE, the knight have a CD on it (which is fine to have a CD). But now we can also imagine, that other Knight classes could have their elite AoE skills changed, that they will get an attribute bonus too on it. Knight/Mage on int for example, knight/rogue and knight/scout on dex and knight/warrior on strength.
Such a change with the combination of the here mentioned suggestion (click me), will result in a unqiue way, every tank can choose their stats to get more aggro for their favorite class.
But what do you think about it? Will this resolve all the tank problems we have?
I for myself would be happy about any of such changes for the tank community.
P.S. it's nothing that I really want, but what I was thinking about tanks struggling in their job. With high crazy gear, like all new stats, new items, minimum t12 items and so on, you have all the above abilities (survivability and aggro), but that is not the case for all tanks and I guess be able to hold the aggro shouldn't be an option for only the top 1% tanks on the server.
Greetings
Edit: Also the possibility in future contents, to pull as many as you survive (without mobs resetting) would be nice. I guess for all dps players it's the most fun to slash as many mobs as possible at the same time, while for me as a tank is the most funny part to pull and survive as many mobs as possible. For lowered geared tanks it is still an option to only pull 5-15 mobs, but having the possibility to pull as many as you survive, it would be fun to pull let's say 50-100 mobs at the same time in future contents xD (in Forsaken Abbey for example the mobs also don't resetting and you could pull the whole instance until b1 I think?)
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Regarding WL/Knight
maybe changing the "Mind Barrier" (ID 498542) to let it target the whole raid?
This would make this class maybe more attractive, because the full dps group in a raid would get a Mind Barrier then.
Edit: didn't realized, that it is already the case. All fine
Greetings
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Hello,
I thought a bit about the upcoming orkham sets and had the idea, that the tank accessories could have instead of 18% stamina 2 stats -> 10% stamina + 8% all attributes or 12% stamina + 6% all attributes.
Because some tank classes have skills that scale with a non primary attribute, like knight/druid as best example (main tank combo nowadays). Such mini changes with all attributes will scale those skills and slightly increase the aggro of all tank classes.
Furthermore it could lead to changes, that some tanks will use more strength attributes for more aggro, if the tank sets will have more "all attributes" bonus.
Greetings
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Hi,
can a dev/gm clarify what the "Shield Defense" of the title "Ruler of the Skies" (ID 532137) actually does? Oo
It is not increase defense nor dmg reduction. After all my tests, it is doing exactly nothing
Greetings
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byte said several months (or years atm?) ago, that it will not be changed and that there will not be ranged dps DoT effects
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pls fix that wl/knight does not count for saving the guy in cage, if you tank as wl/knight
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Monster cards will not be added to the item shop, or festival titles, or siegewar titles.
I suggest to add a promotion where you can buy all zone quest titles from the item shop

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Time will be reviewed based on logs and adjusted if necessary.
Maybe it's also good to know, that you dont have the regular speedbuff from the extra skillbar in the seasonal windrunner, like it is in the regular one
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This is just an incorrect preview, you will not lose the runes.
Our Team is already aware of this visual nug, and it will be fixed with the next game update.
It's only visual for the game yes, but there is a real bug in the "Transmutor" addon from curse linked in the client because of this visual bug (hyperlink function I guess)
Edit: check support tickets, then you know

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Premeditation is ok like it is now. No change needed at all.
Greetings
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Arcane Transmutor charges for next Happy Hour would be nice

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you know that gms/devs are not always the best persons to have ideas about good changes? mostly the players, who plays such classes can do the best suggestions.
Don't playing a class does not mean it is not playable. it's mostly about the circumstances (6 ppl instances) or personal preferences. I can talk about myself: I played knight/mage soooooo many months/years (thx for meta) that I don't want to play that class for a long time. That does not mean it is not playable (except this 1 useless elite with mana shield).
I mean, knight/mage can afk tank worldboss btw xD and knight/scout is, in my opinion, the best choice for ppl with aggro problems or want a tank that have range aggro.
I prefer warden tanks, if they are playable which aren't they in necro for example bcs of knights threaten but thats ok. Also in big pulls warden tanks are not so good, some more some less.
So what do I play? Knight/druid if needed (only priest heal in group - bcs cruvor is too noobish to play druid xD) or I play Knight/bard for example, bcs I love this range aggro it has and the playstyle with channel aggro. I would rather play knight/rouge or knight/priest, but these classes are really bad in AOE aggro as you know.... so yeah. Knight/mage is a good tank (many interrupt skills btw too), but maybe some others thinking the same like me? that they played it too often?
Dont know, but in my opinion aggro is good and if they would change manashield finally, maybe some more would play this class again (I would test it how it feels at least)
In summary: It is always good (also for the team that is responsible for the balancing) to make suggestions or at least, what you feel about what exactly is not good. In this case, the designer/gms/devs can think about your problem and what could be the reason for it and maybe how to make it better

Greetings
yes knight/mage has good aggro but it has some problems. It has very low defense. Maybe they should add it some extra defense or taken damage reduc
when it comes to aggro, I always don't have enough of it:D but I guess that's called a lack of mastery of the character:D
Not really. Some classes really have an aggro problem in generating it or they dont have enough aoe skills. For example 1 aoe with aggro every 6 seconds is not enough and feels clunky to play
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@lutine I always play warden champ in necro and it's fine
Knight rouge has good aggro overall or they changed something in aoe aggro ?
Hi,
test knight/rogue again and the class is like I remembered. inssaaaannnneee low aggro. even the nerfed knight/mage do double aggro. knight/warrior do minimum double aggro of knight/rogue.
tested with t14 and t12 DC weapons. (offhand isn't usefull for aggro anyway atm)
I still suggest to increase the aggro multiplier of "God's Sword" from 1.1 to anything usefull, bcs "Dance of the Two Blades" has really low range of 50. Furthermore the aggro multiplier of "Dance of the Two Blades" seems also very low. I of these two skills should be change imho.
Greetings
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Purified Stones in Happy Hour pls
