Hi, I understand your question, that you level too fast? If you mean, that you want to level like the vanilla version, there is an experience modifier in your skillbook
Posts by xLutinex
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Greetings,
The patch date is set for May 20-22.
Thank you for waiting so long.
Hello,
thx for the update! It looks nice!
One question: The IS stone for upgrading all values to a maximum on one card is not shown, but mention here: RE: Reworked Monster Cards [Patch 10.4.1.1000]
There will be added 4 new stones for diamonds, each stone is responsible for the rarity of the card. They will increase the numerical attribute values to 100% and make the card available on additional decks.
These stones are a quick solution for players who don't have time to participate in the Stardom system. The cost of the stones is unknown at this time.
But the stones have certain properties. If a player wants to receive bonuses from the Stardom system, he needs to develop the card, until then, bonuses will not be available even if the stone is used.
As I understood, stones for diamonds will increase the numeric values (str, sta, dex, int, wis, HP, MP, PDEF, MDEF) to 100% of what is possible for this card?
Greetings
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My feeling about S/R:
Setup on boss for single burst is to long. It could have a good burst, but needs ages. Furthermore Poisonous Bite relys on other players Vampire Arrows, which in 99% never ever is used xD.
Single target sustain is worse than single sustain from B/M
(on boss and trash if only 1 mob is there). And I compared with t18 bow vs 15 tambu -
S/WD
I suggest disabling Entling Offering Exhaustion ID: 1501778
so that each shot has the possibility of 50% to deal damage without imposing a penalty of 2 seconds.
S/wd was literally to strong in AOE without exhaustion. Within the physical scout classes s/wd is fine imho
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last year it had to do with the deadly shot stack, if it was to low and casting a combo shot
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regarding s/b and s/p
the support aspect should not count in a form, that these classes do low damage. compare it with m/wl, a really strong supporter. S/p and s/b supports less

Edit: I think a slightly permanent balancing is good
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Who else does more overall dmg than EVERY scout?

you asked this and I answered your question.
Maybe the dmg scaling of good gear for scout and "bad" gear for mdps vary hard. Just my opinion and I think all endcontent scout players (the 3 who still playing scout xD) have the same
Anyway the scout push does not change the scout-classes within. So weak scouts stay weak
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One example: Mage/Wl
Mage/wl is stronger than every scout? Where? The combination is strong indeed but can NEVER deal more dmg than every scout in a whole instance.
Idk if you count the support to this but i mean the damage of the class. And you said many mdps. Who else does more overall dmg than EVERY scout?

I refuse to believe that any mage or wl main can outdps nearly any scout at a boss for example.
Greetings
for your question for overall dmg: bard/mage, bard/wl, p/s, m/w, m/s (maybe after next patch), champ/bard, Scout/WL!, Scout/Mage!
I'm sorry that I cannot tell any warlocks. Sadly we only have mage, bard and scout mdps in guild
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there are so many mdps and chain dps classes, which do more dmg than every scout.
And tbh i don't think there is a single mage or warlock main class which is included in this statement.
The viable/strong mdps classes are only some other combinations sadly. That's why i don't understand this change too.
Greetings
One example: Mage/Wl
Greetings
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The mentioned buff is resulting in 5% damage gain, not 8%.
Greetings
This does not answer my question. How did you find every single scout needed a buff? I have not seen any forum post on this matter, only single connection's opinions.
In the current meta, every scout is behind a bard/x in single and aoe dmg. it's always painful if you test/compare with t18 weapon against t15 and lower gears anyway. there are so many mdps and chain dps classes, which do more dmg than every scout. And as a scout you can't participate for 100% on every fight/event in the endcontent bcs of the blood arrow
just my feelings
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they also use tranformation with stamina leather class cant bcs they lose patt from one atr

So what would be the solution to this in your opinion ?
Remove strength scaling and let dexterity provide 2 patk ? I thought this was suggested a while ago and was widely rejected by leather players.
No, it was officially rejected by Byte
Right now it is still balanced in my opinion. With cards we'll see
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I think what ramer wanted to say is: for optimized patk, s/w need different stats than s/x. R/w needs different stats than all other and also r/d needs again a totally different.
Not to mention that with bard/x is a new gear needed. Playing all leather classes optimized would need 5 gears (only for Scout and rogue main)
In the other hand with such new inferno stats, you are not "forced" to do a new Equipment.
Regarding cards: with new card system, leather will have lowest HP of all classes, bcs magical and chain can use HP or def on cards, which will get an increase of amount if I remember right. So maybe in future chain and magical dps have double HP than leather
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Regarding Bard/Rogue
this class seems very very overperforming if more than 1 of this class is in group. If you have more than 3 of it, I would guess it's the most broken class ever. The class have a design problem. if you can stack debuffs together, it's too strong. Maybe we need a change that the debuff 1501869 is unique for each b/r and then we can look again.
Greetings
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Regarding Rogue/Bard
Change skill 1491088 and 1491089 that it can be used without instrument. Right now you cannot use any bard skill as rogue/bard
Greetings
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Only in endcontent. Try use tikal gear to heal inferno as a new player. It is really not op or easy. Heal is low. (Tested 1-1.5 years ago)
Since the release of p/d and d/p healing has become insanely easy, even in "bad" gear. In lower instances you can sometimes even be carried by the double 2%-Hots being applied. It's a different story when the entire party has just inferno/tikal gear, but I've not seen any healer that doesn't immediately at least buy gorge gear (these days)
But you cannot do balancing only for gorge+ gear. Imagine how it will scale and how lower/newer healer are feeling, if right now even healing inferno with only tikal gear and stats is nearly impossible. And yes, even with D/P! Imagine how other classes perform with that gear. I can only tell you, what melodic and I tested. With D/p it was possible but hard. With other classes I would have said, that you can't do it. Not every player have race change tickets, budget to buy all gorge+ gear, high cenedrils, golden wings, titles and so on. Please test it.
If you only look at rofl, yes. Healing is too much. But there is for example worldboss, where you need a lot of heal
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Imho a good change, but healers definitely need to get a nerf to their healing
Only in endcontent. Try use tikal gear to heal inferno as a new player. It is really not op or easy. Heal is low. (Tested 1-1.5 years ago)
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Regarding upcoming healer changes:
- Changed Amplified Attack to get scaled based on unbuffed wisdom and/or base bonus heal points.
Good idea, but please get in mind, that with the condition "or" you can build "heal" gear only with dirty stones or with only sta/sta again ^^In my mind it would be really good, that you can do it in a way, that the healer must use buffood (hero potion, transfo potion, wedding food, dracos). If it is only unbuffed values, healer can again running everywhere unbuffed and heal unbuffed

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Bard/Scout
I don't understand this change:
Increased Soul Gale damage decrement for each extra target to 24% from 16%.
Reduced Intensity speed gain to 12% from 20%
This class was strong every 4 minutes. But in aoe not stronger than b/m and in single target not stronger than b/wl.
With the upcoming change this class will be useless, because you have a kind of non existing AOE damage (remember obstacle shifting is useless on b/s) and the single target will nerfed to a point, where every other pure dps class will do more.
Best example: w/wl has incredibly strong AOE and single damage, by far more than b/s 🤷
Priest/Bard and Druid/Bard
Changed Neotropical Warmth to get overridden by Priest/Bard Musical Halo.
Why this change? This makes the main reason playing Druid/bard non existent anymore. If you think the resource reduction is too high with both, reduce the benefit of the second same buff to the half. So If musical halo is up, neotropical warmth should reduced to 10%.
I want to mention that the strongest dps classes atm don't really need resource cost reduction, bcs they don't have resource problems
Greetings
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k/...
remove the 6% manacost of ISS"traces of the cross sword" [490241], its to high for such a worse skill like that.
Knight is the very last class which has any mana problems. you cannot run out of it...
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Hi,
Arcane Transmutor Charges in next Happy hour pls 😀
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Hello,
maybe someone can give us a planned roadmap / date, when we can expect the great new card patch?

Don't get me wrong. I don't want to stress anyone, but I am so excited about the upcoming card patch, that I can't wait longer without asking

Greetings
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Regarding b/s:
Reduced Archer Rune damage to 75% from 150%.This will also affect the single target dmg of the class, which is besides full buffed, not really strong. I would reduce soul gale dmg even more and let Archer Rune at 150% or, if it is possible: Let Archer Rune be 150% for single target skills and 75% for Soul Gale -
B/S:
Reduce soul gale dmg to 100-150% and reduce channel time back to 2 or 3 seconds
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why? 60% crit dmg from title, but you loose dragonslayer title buff then. depending on classes, 60% crit dmg is only ~14-17% dmg increase for critical hits, but you loose the dragonslayer buff. so overall it will be less than 10% boost on critical hits. For non critical hits you will loose dmg. For me the 60% title is a double-edged sword.
!0% + buff
like with elemental title who give 5% after use buff 10% and they nerf him ?:D now 1% after use buff 2% and not for everyone(no physical class)
same situation
the elemental title is a different thing. the crit dmg title is usable for every class and it's not guaranteed, that it will buff your damage

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ps.
60% 40% 20% crit dmg is way 2much i know u need lot of time but u also n eed lot of time for card scylla who give 1% DMG
20% crit dmg >1% dmg from scylla
better change this fast and dont tell me its ok bcs this will be end like with card attributes i tell at start value from card is 2big u said no its ok and after this u nerf value from next zones

srsly 60% even after long time my good...
char have ten fingers u can give ten rings also after make event 3000 times XD
why? 60% crit dmg from title, but you loose dragonslayer title buff then. depending on classes, 60% crit dmg is only ~14-17% dmg increase for critical hits, but you loose the dragonslayer buff. so overall it will be less than 10% boost on critical hits. For non critical hits you will loose dmg. For me the 60% title is a double-edged sword.