Posts by xLutinex

    Regarding k/wl


    Changed Shield of Darkness: A Magical Shield of Darkness surrounds you, allowing the use of skills which require a shield. While this is active, you will generate the least aggro from your attacks. Reduces received damage by 75%, received area damage by 8% and Physical Attack Power by 35%. Increases Physical Attack Power and Attack Speed for more Base Parry Rate you have.


    maybe the conversion from sta/dex to str is only missing in patch notes? bcs in the current state of the buff, the class would be really tanky ;)

    I know this class very good and know what you mean. Skill 498769 have diminishing, for example at first u have heal 500k, this skill heal second ppl, 250k, third 125k etc until 10k (mb) on sixth (too mb) ppl. Skill 498770 have good one-target heal, but he activated spirit only 2 times, because spirit's trigger 0,5s. And i earlier wrote about p/k, how to "res" this class, but... we know what.

    in general every healing from every class (if you for example look at urgent heal or Recover), that has dark core gear, is way to high (and even higher with every new gear). some debuff like warden pets have in such inis would be also a good idea, that you really NEED the new gear for the next instance, instead of overheal with some million (for example "Healing" from p/s is around 8kk xD)

    I furthermore thought about it and reducing the wisdom and/or heal bonus by a fix amount in new instances like DC and new ones would solve that problem (instead of reducing percentage amount). Just an example (I didnt calculated or tested) reducing for all healer classes in DC the wisdom by 60k and bonus heal by 20k. This would reduce the heal amount from 4-8kk on single target and 300-500k heal over time effects to maybe 3-5kk on single target and 200-350k heal over time effects.

    The example values are still to high for healing tbh but that should be an example, how this problem can be solved without affecting lower instances and lower geared ppl in lower instances

    Knight/Warlock

    Changed Shield of Darkness to convert 100% of stamina and dexterity into strength additionally while decreasing received damage by 75% and reducing physical attack by 10%.

    I would suggest a -95% aggrobuff for this skill. This would allow the class to change to dpsmode and have low enough aggro. This is also to prevent Tanking Ability as Dps.


    The parryrate I would convert to physical damage in a 1:2 ratio. This would also encourage a unique way of buffing up where you need to maximize parryrate for max dmg and aligns with the new skills idenity.

    also in plate you have stats like sta/sta/HP/Def (healer for d/wl have sta/sta/wis/HP, so 3 attributes for conversion) and I think this will give to low attack in plate in addition to lacking of setbonus for dps mode in plate. Right now the new buff could also be good in full chain, bcs of pain stats.

    I think there should be something related while wearing plate (such thinks have also classes like ch/k and wrd/k). there could anything like more attack on plate items or such things. I would love to see plate as viable dps for only 1 class (but without the capability to tank instances xD)

    Knight/Warlock

    Changed Shield of Darkness to convert 100% of stamina and dexterity into strength additionally while decreasing received damage by 75% and reducing physical attack by 10%.

    I would suggest a -95% aggrobuff for this skill. This would allow the class to change to dpsmode and have low enough aggro. This is also to prevent Tanking Ability as Dps.


    The parryrate I would convert to physical damage in a 1:2 ratio. This would also encourage a unique way of buffing up where you need to maximize parryrate for max dmg and aligns with the new skills idenity.

    I agree, or transfer +aggro to -aggro if wearing plate

    regarding

    Changed Shield of Darkness to convert 100% of stamina and dexterity into strength additionally while decreasing received damage by 75% and reducing physical attack by 10%


    What about the +aggro on plate? It wouldnt be possible to play in plate?

    Also maybe with plate gear (only 7 pieces) there could be an additional bonus. Plate has no +damage or +attackspeed (healer set Bonus has also cast speed like mage sets)


    Greetings

    you know p/wl has also group heal skills? And I don't talk about "Group Heal" of priest in general. I really think some ppl use this class only for specific healings in specific boss events, where ppl actually shouldn't get heal by design but "ignore" that with this class (will test it soon and if so, I report such ability as bugusing here :D)


    Edit: what ppl here want is reducing the range from ~1000 to maximum 200-250. that has no real impact on heal output, but for some specific healing tactics

    I know this class very good and know what you mean. Skill 498769 have diminishing, for example at first u have heal 500k, this skill heal second ppl, 250k, third 125k etc until 10k (mb) on sixth (too mb) ppl. Skill 498770 have good one-target heal, but he activated spirit only 2 times, because spirit's trigger 0,5s. And i earlier wrote about p/k, how to "res" this class, but... we know what.

    in general every healing from every class (if you for example look at urgent heal or Recover), that has dark core gear, is way to high (and even higher with every new gear). some debuff like warden pets have in such inis would be also a good idea, that you really NEED the new gear for the next instance, instead of overheal with some million (for example "Healing" from p/s is around 8kk xD)

    Although you havent heard, but i always say and will say "regens weak, one-target and mass strongest". I very want compare p/wl and one strongest healer (he w/o pets, regens, only one-target and mass), max equip, dc

    you know p/wl has also group heal skills? And I don't talk about "Group Heal" of priest in general. I really think some ppl use this class only for specific healings in specific boss events, where ppl actually shouldn't get heal by design but "ignore" that with this class (will test it soon and if so, I report such ability as bugusing here :D)


    Edit: what ppl here want is reducing the range from ~1000 to maximum 200-250. that has no real impact on heal output, but for some specific healing tactics

    I have idea about p/wl. I suggestion add buff, which decrease all heal power by 40%, when u activated spirit, w/o any correction in range. I think it will called "Spirit's curse". Can be increased by 50%, but need test. I think its a simple solution, would like to know your opinion.

    Doesnt change anything. range is to op. and btw this class has far more than only this passive heal skill.

    for example 498770 and 498769. Think about p/k for example, the p/k has really nothing xd but p/wl is just op

    and just fyi tanks getting ~2kk from that passive heal on that range with an endgame heal gear xD. that's why I still say: Class is able to solo heal bosses, where it is designed for minimum 2 separate parties (in my eyes exploiting if you do that)

    Its not passive, its active more, bcs u need heal smth (i wrote above). I believe more that 2kk+ heal its not this cc, its a large number of incoming/outgoing heal power buffs (titles, passive skill on heal etc), devs added many such.
    About 1k+ range, what is difference between pets p/wl and p/wd (or wd/p, doesnt matter) then?

    It passively heals an extra target. doesn't need to argue about that. it works passive. without warp charge, only selfbuffed + knight buff, 1.5kk healing passively on knight. (ok knights gets a little bit more healing), but sure it is ini buffed permanently around 2kk. just saying

    If spirit had raid mass heal i say "not balanced", but he heal one ppl every 0.5s (and when u heal smth), balanced.

    yes true , but not on ~1000 range , maybe reducing it to 200-250 would be a good idea

    and just fyi tanks getting ~2kk from that passive heal on that range with an endgame heal gear xD. that's why I still say: Class is able to solo heal bosses, where it is designed for minimum 2 separate parties (in my eyes exploiting if you do that)

    Hi,


    regarding p/wl the range of the skill 498798 should be lowered to the same range like the heal skill you use or in general maximum to 250.

    Furthermore there was in a patch, that the healing of this skill was lowered. Don't know if it is affected, but it is healing the same amount like "Urgent Heal". Right now the combination of ~1k+ range and Urgent Heal amount is probably the most unbalanced skill atm

    2000 years later.... This range that's all this class combination have. Not regen, not mass heal (498769 trash), nothing. If nerf it, then this cc can move in trash cc, because he will become a simple ordinary healer w/o features. And nothing talk about raising defense, move players, tower, we both know, what this no one appreciates. May be some ppl play a little in "this", but after they forget this cc.

    right now this class can SOLO heal worldboss. solo for 2 rooms. balanced?

    Hi,


    regarding p/wl the range of the skill 498798 should be lowered to the same range like the heal skill you use or in general maximum to 250.

    Furthermore there was in a patch, that the healing of this skill was lowered. Don't know if it is affected, but it is healing the same amount like "Urgent Heal". Right now the combination of ~1k+ range and Urgent Heal amount is probably the most unbalanced skill atm

    Leider ist es um das Balancing sehr sehr ruhig geworden. Es haben sich einige Klassen entwickelt die extrem op sind. Das führt teilweise dazu, dass in einigen wenigen Gilden gebeten wird diese Klassen nicht in Random zu spielen um einen evtl.. Nerv vorzubeugen. Nein, ich möchte keinen Nerv für diese Klassen. Es bringt nur Frust und die Profis die sich die Mühe gemacht haben durch verschiedene Faktoren das optimale aus diesen Klassen zu holen würden bestraft. Das finde ich nicht fair und wäre keine Lösung. Nur sollten jetzt die schwächeren Klassen angepasst werden. Diese teilweise extremen Spitzen sollte es in diesem Spiel nicht geben. Die verschiedenen Klassen sollten sich im Spiel ergänzen, wenn also einige wenige Klassen in allen Bereichen op stimmt etwas nicht.


    Unfortunately, balancing has become very quiet. Some classes have developed that are extremely op. This sometimes leads to a few guilds asking not to play these classes in random in order to prevent a possible nerve. To prevent a possible nerve. No, I don't want a nerve for these classes. It only brings frustration and the professionals who have made the effort to get the best out of these classes through various factors would be punished. I don't think that's fair and wouldn't be a solution. Only the weaker classes should be adjusted now. These sometimes extreme peaks should not exist in this game. The different classes should complement each other in the game, so if a few classes op in all areas, something is wrong.

    Ich würde gerne mal hören welche Klassen es denn sind. Viele schreiben immer "Es gibt einige Klassen die zu OP sind" aber Namen werden nicht genannt.


    I would like to hear which classes. Often ppl only write "there are still OP classes" but never write which they think are OP.

    In its current form, Katana on a rogue is really uninteresting. The idea of firing the skill when an exclamation mark appears above the head could be even interesting, but unfortunately it does not work. Large groups of mobs crowd confusion on contact dps this form will not pass, very often it is hard to notice this exclamation. Please change it in some meaningful way.


    Next thing you are adding new weapons like Pistol, Katana, Guitars, Spear, etc. which are practically not used at all and no one is running with it because the connections on which they can be used are simply too weak. The variety of weapons is nice in my opinion, but it would be nice if each of them was really useful.

    The exclamation mark is showing with a sound. If you play with sound, you can concentrate on it

    Suggestion for scout/rogue:


    Weak Spot (Skill ID 491493) buff should be increased to 12-15 seconds imho.


    Suggestions for healer classes:

    Blossing Life and Regenrate of healer classes, should be changed back from %-healing to fix point healing for all classes, that have no other Heal over Time effects. So except for p/s, p/b, d/s, d/m (maybe I missed a class). For d/p only one of those skills should be fixed, the other %-heal.

    That would make the heal classes more balanced in my eyes, bcs right now every heal class without a Heal over Time effect is far behind (with 5% every 3 seconds you really can't heal for example blood arrows. So it's waste of time using such skills imho)


    Greetings

    Das grüne hervorheben kann man leider (noch) nicht deaktivieren. Nur das Fenster mit dem Hinweis, dass man mit F (oder einer beliebigen Taste) interagieren kann.


    English version:

    The green highlighting can not be deactivated (yet). Only the extra window with the hint, that you can interact with F (or any other key), can be disabled.

    Patch notes:


    Interaction Key

    Added new option that allows to interact with close objects and NPCs:

    • Default “F” key.
    • Can be also mouse clicked.
    • Possible to change key binding.
    • Highlights object/NPC of interaction.
    • Can be disabled in Controls interface options.
    • Excludes self-pets (Newbie Pet, Travelling Merchant).

    I would like to see a hard buff of monsters or bosses in endgame instances in future instead of nerfing (for example DC endboss was nerfed, that it doesn't hit anymore. even not the tank). Some rare trash mobs doing way more damage than any boss

    Hi,


    I have an idea/suggestion for the plate gear players in game. For healers, you designed the D/wl, which can be played as dps in pure heal gear. For plate gear such option is still missing. While chain players can switch between dps and full tank mode in full dps gear with just 1 click as a champion, I wish there would be such option with a knight.


    Maybe you can implement/change an existing knight dps class (knight/wl or/and knight/wrd) that they get a skill like D/wl. Conversion of stamina to strength. This skill should only be active if you have full plate gear equipped (7 items or 8, if you would design it with shield). Furthermore this skill should then convert the +aggro on the items (plate have +aggro set bonus) to -aggro.

    comparing to int (2 m-atk / 1 int) the knight gets less attack from str. Maybe you can also add some def to attack conversion. your choice. anyway there shouldn't be much def left with 0 stamina :D. Don't forget, that plate does not have +dmg/+attackspeed on set bonus


    with such a class, pure plate players can also switch to dps mode like healer classes can for some stuff.


    I (and maybe some rare tank players) would appreciate the implementation of this idea, bcs right now the amount of tanks on the server is decreasing and such an option would be more attractive to do plate gear


    Greetings