We are unable to currently do anything as lacking crash reports or detailed information.
Game only closes without crash reports xD nice joke
We are unable to currently do anything as lacking crash reports or detailed information.
Game only closes without crash reports xD nice joke
it works all the time when there is no war. Can you test it in battle?
I tested a full DC run. Dont know it in other inis. I just want the damage done back in DC xD
Display MoreDisplay MoreHi,
Knight/Mage
Holy Light domain does not do damage anymore in DC. any bug?
Greetings
true and sometimes it shuts down
testing right now. It does not shut down anymore I think. but doing nothing is bad xD
Hi,
Knight/Mage
Holy Light domain does not do damage anymore in DC. any bug?
Greetings
Display MoreKnight/Scout
Heavenly Arrow should be changed in anything usefull now. The skill is nothing more than a taunt now. Problem here is, that the debuff is overwritten by Threaten.
Greetings
I think it's still useful, you can use heavenly arrow from distance and it instantly reduces damage, whilst threaten still needs to be stacked up, which doesnt work as fast on K/S I guess
At least they should change the debuff is only overwritten by more than 1 stack of threaten if that's possible, bcz I think 2 stacks threaten might be better than 20% reduced dmg?
You can use holy strike on range, which will do 2 stacks of Threaten instantly.
Knight/Scout
Heavenly Arrow should be changed in anything usefull now. The skill is nothing more than a taunt now. Problem here is, that the debuff is overwritten by Threaten.
Greetings
Knight/Mage
Holy Light Domain has no uptime. re-click cancels the buff. Furthermore the buff disappears randomly in the instance (dc) while fighting (using skills).
@aggro topic.
Tested warden/warrior and knight/mage now.... warden -> silly aggro and def. Knight gets a little bit less damage with threaten but the aggro is ~20-30% of warden/warrior xD
Hi,
tested a bit around and rewards seems to be scaling only with damage dealt. What about healers? We tested a 1on1 arena with 10 minute fight and nobody gets killed. 1 person only did damage, the other one only heals.
The person who did damage got a lot of coin rewards, while the healer got nothing -> intended?
Knight/Mage:
Holy Light Domain still deals dmg if have 0 mana.
Also I suggest implenting that the buff disappeares after not moving for a while. The way it is now, its just gonna be like Bard/warrior all over again regarding afk-farming cards etc
I suggest to remove buff while not moving only outside custom instances. It is annoying in DC to "play" b2 as k/m and not able to go afk, while for example ch/k passively stacks ISS while afk
please do the math for me
While we don't believe in telling players what to do, this is on a knight without secondary class. Explosion of holy might and appropriate buffs are active. Many have much more aggro than that. Please keep in mind that values are subject to change.
I fast checked the values. 1400% seems only possible with 40% artifact boost (5 hits in 60 Seconds). That's nothing a tank relies on.
So perma aggro is around 1000% which is ~50% higher than before (only calculated/tested with my equip)
Knight/Warlock
Removed Holy Power Explosion cooldown, increased duration to 900 seconds from 20, changed resource recovery to 2% HP + 20 Focus every 2 seconds, no longer recovers Focus on heal.
Why only for K/Wl? Makes no sense, that this is not the same thing for all other knights
Btw what about rogue/champ? The class can only wear 1 recon rune. That will not possible to play anymore ? XD
Btw changing Scouts lvl 65 and 98 ISS to not increase aggro?
Regarding upcoming K/Wl changes:
- Reduced Holy Power Explosion cooldown to 30 seconds from 40, increased duration to 30 seconds from 20, changed resource recovery to 2% HP + 20 Focus every 2 seconds, no longer recovers Focus on heal.
Thank you very much for this change, it will most definitely help a lot, both in terms of overall damage and focus sustain.
However, please consider changing the skill to a 900 seconds buff or at least removing the gcd. Sacrificing one gcd every 30 seconds has little impact on overall damage, but will feel very unpleasant to play.
Same goes for all knights:
Increased Holy Power Explosion duration to 30 seconds from 20 seconds, decreased cooldown to 25 seconds from 40 seconds, increased aggro gain to 90% from 62.5%, changed mana recovery to 5% per 5 seconds from 3% per 2 seconds.
30 sec duration with 25 sec cooldown. Maybe a 900 second buff or toggle skill?
W/P buff and Threaten stack.
No. Read this:
These two buffs will be made exclusive to one another. We want to keep Warrior/Priest alive as a support but give it competition in the form of Knight-DPS.
It's good that the two buffs don't stack btw!
Sure, but the same can be said about both aggro and survivability. Why strive for more if it's already enough ?
It comes down to a personal preference I guess, but K/R aggro already is plenty and it largely doesn't matter wether you build up 20kk or 300kk aggro on a trashmob.
The problem here is, that I doubt that the average knight player can hold aggro against 1 weapon users with 26% aggro left. Or the group is forced to use warriors in group and the knight maybe needs to play knight/priest.
I just dont want the "oh shit. that's not working like we thought"-moment after the patch. My personal favorite tank class is anyway a totally other class, that I never saw on someone else and it will be viable again, I think.
...results in a reduction of 53% on single targets, which also seems to be available for W/K and all the other /K classes, which is awesome!
I think it's calculated the other way. 100 patk * 0.68 (threaten) * 0.84 (Strik of Punishment). That will result in 43% reduction. I doubt the debuffs will be multiplied against each other. That would a unique mechanic that I've never saw in this game
Display MoreDisplay MoreBut really... tbh now. Someone read the changes?
- Changed Resilience of Life to increase your defense by 30% additionally.
- Changed Pulse Mastery to increase aggro and physical defense by 60% while Spirit of the Oak is summoned, and just reduces aggro by 10% when it is not summoned.
- Changed Coat of Arms: Can’t be used on yourself. Binds you with an ally. Increases Physical Defense by 30% and Parry Rate by 20% for both of you. Bond will be broken when you are too far away or either one of you is dead.
- Changed Spirit of the Oak to no longer reduce attack power, but reduced defense gain to 50% from 95%.
(+ Briar Shield def bonus)
in sum warden/warrior gets +394% def bonus permanent! while knights (the one with additional def skills) only have +107% maximum
I dont know, but I doubt it will be balanced. Maybe warden/warrior has permanent 15-20kk pdef o.o
Edit: and additionally the +pdef skill of the warrior 50% uptime xd
Edit 2: Ok I have as wrd/warrior only ~8,5 - 9kk deff permanent (I did my math with my values) while as knight I have max 5,5kk
- Changed Threaten: Your knightly charisma inflicts the eminent dread to your enemy. When activated, your spells will reduce targets attack power by 8% for 10 seconds. This can be stacked up to 4 times. Threaten lasts 900 seconds.
This change outweights any high defense value in my opinion. It is easily stacked by a K/R, even in aoe, due to Tsunami and the Blades hitting twice. Given the high attack values of the mobs in dc, it will provide a huge damage mitigation not only to the Knight but to the whole group.
And let's not even talk about Shield of Discipline, which is still the most potent defensive cd in the game.
I for one think the changes to Wd/W are reasonable, if the intention was to make it as viable for tanking as a Knight.
w/p buff is more effective than Threaten. And tbh why playing knight, if warden and champ doing way more aggro with less effort. We'll see how it is after patch, but I think warden or champ could be new tank meta. knight is the only class without any passive dmg increase for their weapon.
And btw skills like threaten and w/p buff are good, if you addicted to them for surviving. If you dont need them, everyone would play a class with more and easy aggro I guess (that's what I saw in rofl months/years ago. many played k/r only bcs of easy 1 hit aggro^^)
Brontes Why is Holy Seal changed, that it will not do damage over time anymore? In cases of aggro reset + immune/event phases, this was the only chance as a knight to get aggro of the boss. Such cases aren't sooo rare. Rofl endboss and b3 in DC for example
Brontes is it intended that Warden/Warrior has 120%+ parry after patch? Now I have 86% parry in plate+ spirit of the oak =106% parry and after the patch + coat of the arms = 126% parry permanent. Intended?
Yes. Monsters in Dark Core are significantly higher level than you and even with 126% shown in the character frame you will still not have 100% parry against certain bosses.
But really... tbh now. Someone read the changes?
(+ Briar Shield def bonus)
in sum warden/warrior gets +394% def bonus permanent! while knights (the one with additional def skills) only have +107% maximum
I dont know, but I doubt it will be balanced. Maybe warden/warrior has permanent 15-20kk pdef o.o
Edit: and additionally the +pdef skill of the warrior 50% uptime xd
Edit 2: Ok I have as wrd/warrior only ~8,5 - 9kk deff permanent (I did my math with my values) while as knight I have max 5,5kk
Brontes is it intended that Warden/Warrior has 120%+ parry after patch? Now I have 86% parry in plate+ spirit of the oak =106% parry and after the patch + coat of the arms = 126% parry permanent. Intended?
Knight tanks in general will generate about twice as much aggro than before. You can expect to land somewhere around 1.500% to 1.700% aggro, certain combinations will far exceed these values though.
please do the math for me
With overdura and two reconciliation runes, a DPS should now have about ~15.7% aggro when wearing a dark core and RoFL set.
so dps will do approximately 57% more aggro than with 10% aggro.
I calculated my future aggro after the patch. I will have ~33% more aggro fullbuffed. this will result in a big problem for knight tanks. warden and champ tanks doing right now way more aggro than knights.
And there will be classes with only 1 recon rune possible
Greetings
Display MoreAlso since you're increasing the aggro of dps: Could you change or reduce the the 75% aggro increase of 499604 (Shadow of the Baron) of the Mage/rogue? The whole increase of aggro is unnecessary imo anyway cause there are far better support skills on other classes without such an increment, but if you want to keep it I suggest to at least reduce it or this class will always tank (at least in certain parts of instances) where tanks won't be able to do any aggro (e.g. cause they have -1000% attack speed)
Greetings.
We're generally not done with the full aggro calculations for every class, but from the first tests with DPS that increase their aggro artificially with special skills, none have yet been able to steal aggro in proper raid setups. These tests take a significant amount of time.
We understand that with the current difficulty of instances, classes that instantly steal aggrol will be borderline useless.
From what we have seen, tanks will generate about twice as much aggro as before, certain combinations even more. We're especially looking into classes that cannot use a second reconciliation rune as they will have a significantly harder time to gain as little aggro as possible.
With overdura and two reconciliation runes, a DPS should now have about ~15.7% aggro when wearing a dark core and RoFL set.
What about barbarian battlecry from Warrior/priest?
I think after the patch every dps can survive all hits even from bosses with w/p in Party and -32% Attack of mobs/bosses. Seems like all parties should have a w/p?
Furthermore I suggest to change Holy Protection of knight/priest to loose the buff, if the buffer is to far away. Like you did with priest/Warden
Greetings
Imho tanking endcontent instance with cloth gear makes plate gear useless. Tanks should always use plate.
Not rly
Why lot of combinatios have "tank mode" then ?
champ who use tank transformation have chain eq with full str and this is intened to make possible tank with other EQ than plate but new ini is just stupid only plate nothing more ;x
Yes and if highest instance can be tanked in cloth, leather and chain (with full dps gear for Chain and leather btw) where is the point having plate gear in game, with which you can't play dps? Tell me
Maybe an official statement is needed here, what are the plans for plate
I would like to use my warlock/knight to tank the ini but it is literally impossible. Would you reconsider changes to make this possible? Use knight plate or go home feels like a big step back to class balance.
Imho tanking endcontent instance with cloth gear makes plate gear useless. Tanks should always use plate.
Hi,
a suggestion for a tank balancing.
Right now, the knight/mage holy light domain and Warrior/priest buffs are literally to strong, that tanks don't need any defense CDs in all situations.
I suggest, that you remove the damage reduction debuff on mobs for the holy light domain and make the rest of this skill passive.
Also remove the Warrior/priest damage debuff and make the Warrior/priest a more viable dps.
Why I think this way? Knight/mage is the meta tank atm. No tank is stronger. All other tanks need a warrior/priest to have the same tank ability, but some ppl maybe don't want to play w/p, bcs it is really weak and is in the party only for debuffing mobs and buffing the raid.
Removing dmg debuff from knight/mage and w/p would result in more different tank combinations I think.
Furthermore that tanks have enough aggro if they need to use defense CDs, you can add a little aggro push if needed.
Greetings