Posts by xLutinex

    you miss something. Balancing means nearly equal dmg for all classes and not 5 op breaking classes. Bcs If classes are broken op, ppl will only play these classes and then we are back to gorge times.


    And why nerf instead of Push: if you always push classes, you can solo dps everything soon without any supp in group and this will destroy group play, bcs ppl running with 4 ppl rofl instead of 10, if it's possible

    yea because people like to share their knowladge...

    how much is it to get secret of w/d dmg? 15k dias or more?

    noone want to share their macros/kitties with others even inside guilds and u wrote me to ask someone...

    if u are so altruist to tell me to ask someone, why u dont help me, u know chempion...

    .....

    Wait!!!!! Asking someone about a class is something completely different from getting some macros/luas.

    You NEED to understand your class and not brainafk click 1 macro.


    Furthermore why should someone, who invested weeks to create a lua, should give others it for free? Imagine you give your lua to 30 ppl -> 1 class balance patch and several classes need adjustments in your lua. 30 ppl complaining you, bcs it does not work anymore. A Nightmare


    Go learn to understand your class and then you can use kitty combo and make a rotation for your playstyle, not for others

    Hmm I told about s/w that the patk should be reduced a little bit. But I don't have t12/t13 Gear and t17 weapon. Only have t13/14 gear and t18 weapon sry and I play myself the classes.


    Regarding the other stuff: why tf are you guys always compare at jerath or balton. Especially at jerath some classes can overperform like hell bcs they have some support on their classes, which is strong without any other support. Also at balton...... A single big trash mob which lives 4 seconds in a strong party and maybe 10 seconds in not strong parties... Nice to compare this within a 40-60 minutes run. This 2 special places/mobs are totally 100% worth to compare for balancing.👍

    You cannot argue a balancing depending on Gear you have done.

    Hint: read the first post of this thread carefully. Class balancing is still in progress

    champion is not weak (ch/m, ch/s and ch/wl). but champion is harder to play than warrior or warden. I guess that's why ppl play warrior and warden instead of champion

    This is absolutely not true

    I think, he means the situations at certain burst bosses, like Balton or some Hoto bosses, where a specific well balanced ranged dps class is almost dividing the boss hp by half within a (felt) global cooldown, letting the tank no other possibility than to taunt the boss for holding that aggro. And if half of your dps play such classes, a red geared tank might struggle there. But that's reasonable imo.

    But I agree to Midan, tanking in this game is just always the same. Some call it difficult, some call it easy, we call it boring. Doesn't matter which knight combo you play, there is maybe 1 or 2 skills changing in your basic rotation, maybe you got a bit of utility, maybe another defensive cooldown for emergency, but that's it. That's why I like the other classes' tank combos, such as Warrior/Knight, Warden/Knight, Warlock/Warden, etc. They are played entirely different, which is awesome. But in terms of diversity, the knight class is just bad, there IS NO diversity at all.


    I remember the days where a knight had to handle additional sigils for getting back some mana and such, but nowadays most tanks just play with kitty on all knight subclasses and it WORKS. And it does work, because you can play them all the same way, maybe a bit more than Midan wrote, but still: boring. How fortunate that rofl is such an exciting instance, so tanks are not bored at all 8o

    tbh: I use up to 10 skills on k/M for example. it's not only "go in, aoe and brain-afk". Always, ALWAYS if a tank pulls a specific mob on the way to last boss in rofl and half group dies because of the AOE, I could kick the tank. The job of the tank is not only making aggro and getting low dmg, but also CC/interrupting deadly casts for the group. it is not only the job of dps/support to interrupt something. and if you do that as a tank, it is not so boring. Yes, you do anyway always the same -> making aggro, interrupting/CC.

    But tbh: What is a dps doing? Oo buffing -> 123457 clicks on the same kitty macro. wwooooowwww

    Play the tank without kitty pls and have fun with it.


    Greetings


    P.S. but one point should be said: dps gets buffed over and over again -> more dmg/aggro. Tanks (knights) doing same aggro like class balance started. just saying

    Then it's a tank problem. You can even hold the aggro without a secondary class. The tank should fit into the group setup. If there is a w/p in group, the tank defintily should NOT be a k/m. if he is, ask him why. if your tank lack on aggro, tell him to play tank classes with more bonus aggro. Removing a similar buff off one class isn't a solution. Then you can also say remove warp charge and surge of awareness of all warlock main and secondary classes and let it only be an elite skill of wl/m, because it is the job of wl/m xD

    They are not my tanks. They are pug tanks and 99% are k/m doesn't matter if w/p is there or not. I'm not gonna tell people in a pug how to play O.o


    Same as dps play what they want, tanks do too (remember rofl is easy and any class work, not need to pick the best). Dps are mostly picking the strongest. Tanks became lazy and only pick k/m, doesn't matter the situation. Sadly that is not good for me :)

    tbh: I guess tanks looked what other tank-player playing or asked them and then -> they play the same class without the knowledge, why some tanks are playing that specific class. I mean, I saw so many tanks in random runs in the past, doing so many mistakes in generating aggro... because they don't know their skills / the class

    But like you said: it's not my guild and that's why I just chill and hope it's over soon xD *doing everything for a core xD*


    I know what you mean with tanks became lazy, but your aggro problem will not be changed, if they change the class, trust me. If you play d/wl, take a k/p with you. then you are on aggro cap ;) this could help xD

    I still don't know why k/m have the debuff on mobs. That should be w/p job, period.

    You say k/m is best single aggro burst of knights well idk about that but, what I know... it is one of the worst for the rest of ini. Can't wait for them to remove this debuff so tanks play again the other knight combinations and we can dps safely again without tanking most mobs of the ini lol. I'm close to shit my pants every 3 mobs ^^

    Then it's a tank problem. You can even hold the aggro without a secondary class. The tank should fit into the group setup. If there is a w/p in group, the tank defintily should NOT be a k/m. if he is, ask him why. if your tank lack on aggro, tell him to play tank classes with more bonus aggro. Removing a similar buff off one class isn't a solution. Then you can also say remove warp charge and surge of awareness of all warlock main and secondary classes and let it only be an elite skill of wl/m, because it is the job of wl/m xD

    Don't forget that warriors get 24% less AOE damage. Furthermore the lvl 50 elite also reduce the dmg taken by 12.4%, which could be seen as 12% bonus def, but is better than flat def.

    Is it really better than flat def? I thought, damage reduction is calculated multiplicative recently, so the actual amount is less than 12.4%?


    Knight/Warden has way more burst aggro. waayyyy more :D

    Haven't played this class as a tank yet, thought it's a dps class, since plenty aggro buffs give no further aggro :/ Such as Holy Power Explosion, Truth Shield Bash and maybe more.

    Even multiplicative it's better. with 15% more pdef you get in best case 15% less dmg with dmg formula. with 12.4% dmg reduction, you get 12.4% less dmg if you compare without that buff.


    Knight/warden has monster aggro even without such aggro buffs of holy power explosion etc. I played it 1 or 2 weeks ago and still made ~1kk whirlwind shield and 1.5kk holy strike on balton. I guess that's enough xD

    And you can switch to 1h + shield if you have enough aggro. then you have even more def than all other knights.

    Warrior/Knight

    Don't forget that warriors get 24% less AOE damage. Furthermore the lvl 50 elite also reduce the dmg taken by 12.4%, which could be seen as 12% bonus def, but is better than flat def.



    Knight/Mage

    Knight/Warden has way more burst aggro. waayyyy more :D

    But yes, w/p is kinda "useless" (only mdef-buff, hp buff and berserk buff). If a raid have a w/p in party, ask the tank why he still is k/m. Makes no sense at all and the tank could switch to a more utility tank like k/ch and w/k or more support tank like k/p or k/d


    Greetings

    I was asked about S/wrd I forgot.


    S/Wrd: 5.4% permanent dmg increase. 18.3% p-atk increase with 50% uptime. Entling Offering passively deals 50% dps on every hit with a cooldown of 2 sec after 30 hits done. Double Snipe for burst + charged chop. Possibility to use Snipe usefull in trash because of 0.5 sec cast time. additional AOE skills. Overall the single target burst potential is a bit higher than from S/D, but needs a little bit more time (so nothing for balton :D). Quite good AOE dmg overall because of elite skills (need to use a bit mana potions or have mana support), but entling offering is now more a decoration in AOE burst. With the 2 seconds cooldown phase after 30 hits, it would be a good idea to increase the dmg of entling offering to around 75-100% dps. That could be more balanced. Sadly the lvl 60 elite is a bit waste. It's only usefull in pvp but kinda useless in PvE


    Greetings

    to be honest. don't look only on your favorit class combi.

    For example Scout/Rogue. This class have nearly nothing compared to others.


    Scout/R vs S/W vs S/D

    Scout/R: 18.6% p-atk increase permanent. 6% dmg buff with 50% uptime. A poisonous bite which is like Combo Shot damage. permanent 12.4% attackspeed (which is not rly useful fullbuffed). A weak skill which increase critical dmg by 12% for 8 seconds. The additional damage over time of this class is to weak.


    S/W: 22.8% permanent p-atk increase with 34.2% critical damage increase. Permanent fast auto shots. 26.2% dmg increase with 50% uptime. 8% p-atk increase with ~40% uptime. 50% stronger snipe. a little bit p-atk increase bcs of 10% more str passive of warrior. And "endless" focus.


    S/D: Focus buff which permanent increase p-atk depending on your dmg (which is something around 10% I guess, depending on buffs). permanent 21% dmg increase with mana support. permanent 8% attackspeed (which is not rly usefull for full buffed). A little bit stronger snipe and a second strong skill.


    Depending on such compare, I would objectively say, that S/R is weak compared to the other 2 (I am only comparing between these 3 scout classes!).

    Scout/D is more dependent on mana support and profits more from higher gear.

    Scout/W has high p-atk values (even without crazy gear) and strong short time buffs.

    Scout/R would be strong in single target, if other scouts would do a Vampire Arrow on target, but that is a long forgotten dream tbh ^^.


    My feelings are: S/W > S/D > S/R, but the gap between S/D and S/R is bigger than S/W vs S/D


    Greetings

    I asked myself if anyone will ever report d/wl or if it will be noticed by the devs ^^. Also my thoughts, that the AOE and single target is insane. in sustain and burst. You don't lack of any dmg in any situation like for example mages have bad single target burst compared to scouts and rogues


    Edit: I guess your tests was with new golden talisman?

    Hi,


    "Target Lock" of Scout/warrior is a harmful effect, which is cancelled by clean of Priest. Can you change it, that it is not a harmful effect? :)


    Furthermore it seems the class is underperforming everywhere. Every scout and rogue seems to do more aoe (except r/wrl) and single damage. And it feels very very slow with the movespeed debuff of target lock :D

    Other opinions about S/W?


    Edit: Maybe it only depends on movespeed debuff

    Hi,


    maybe a reaction to this? Will this be fixed? Or is it intended how it works now?


    Greetings :)

    I don't like the idea with stars. You are really combining a lot of changes and the effect is the same. Still no one likes it. Make it so that a card once dropped can be used in 3 decks and, above all, reduce the price (the cost of making a card is the biggest problem of this system). Instead of giving new entertainment to players who try to maximize everything, it only causes frustration and reluctance to play. It should probably be the other way around :)

    I can spend diamonds on upgrading cards, but in a decent amount

    I dont have a problem with spending diamonds in card upgrade. but... the main problem is.... RNG if your PAY for something. if it is free (only ingame currency) I understand it, but give us the ability to pay for it to maximize the card without randomness luck casino effects. Nobody wants to go in a shop, paying 20$ and get a random amount goods

    wait what?

    I count minimum of 4 classes that playing with wand o.o. Look rogue/w (axe only for 1 class) or rogue/ch (hammer only for 1 class :D )

    You can be lucky as mdps. chain or leather needs multiple weapons for multiple classes to play. Even some weapons cannot be used except on 1 specific combination.

    If you want that the devs implement several version of 2h staff and wand for mdps, that you need specific weapon for specific class, count me in. I support this xD


    But tbh mages are lucky with only 2 weapons and I am strongly against making it possible "best in slot weapon" with only 2h staff or wand.

    Will the cost be lower in total than the current system? The current one is still very expensive even after the tweaks.

    In all of our past, current, and future changes, we try to make it not just cheap, but meaningful and fun. If players increase the stardom of the cards, then they will have a more enjoyable and easier process of improving the cards, as far as increasing the numerical values of the attributes.


    But please remember, RNG in any sense of the word remains as RNG. Some are lucky and some are not, but we will try to make it more accessible to most players.

    I doubt that this will be fun for players. Especially for new players it is more frustating/confusing imho.

    The best solution is always the simplest solution for the customer. It does not mean that this must be simple for developers.


    Example. Driving a vehicle with much power and complexity like a car, is just simple for customers. You have 3 pedals and a steering wheel to drive. The next evolution was only 2 pedals.

    Now they are working on autonomous driving.


    That means, a customer who is paying, want it simple, not complex/frustating or depending on luck. Paying and luck dependend always feels like scam. Like a casino.


    There is a rule for software development which should take care for customers too. KISS = keep it simple and stupid



    greetings