tbh i dont see your case regarding to ch/wl, definitly not a solid comparission as r/wd or m/k
ch/wl is strong as m/k xD
tbh i dont see your case regarding to ch/wl, definitly not a solid comparission as r/wd or m/k
ch/wl is strong as m/k xD
btw. tested it and testing it now. r/ch and r/wrd no chance vs m/k. totally loosing. Acutally every non-m/k can go afk oO
The latest buff should be changed into a buff for holy light only or something like that, but only for single target, if you really want to buff that class...
Even when i hate Champs but, without Champ/Scout, there is no champ who can beat me even with better runes and a T16 Weapon. (Atleast in the runs i did).
interesting and funny. Why you wanna compare one class with all others? You know rogue has more than 1 secondary class. if you say ch/s is strong as r/wrd, then compare second strongest class of rogue and champ and not only 1 combination with every other class.
hi its hard to say but i think rouge / warden is a little overperforming now // I think if you reduce the skill (ID: 499547) from 12% to 10% it would be better
thx and see you
Greetings Luciaa
nerfing it, while m/k got buffed, isn't a good idea imho.
stones are ok now but i think u should change something with stats we need 5 run for one item and we can have crap xD
its not funny when someone farm one item and have crap stat (mage item and sta/sta) what he can do after this ?buy next item ? 6 ppl if all have mats for one item its 30 x hoto
30x hoto for next crap ? i dont like this
just give stats from last boss like we have in DL
I want to mention that I would support this idea of getting 1 stat at endboss. otherwise it is too much farm to get only 1 random stat that is like tikal (which not even need leather classes for example)
try m/k. it is a monster now
Tried it one hour before, even with r/w and pulling many mobs, have dwarven ale up to spam your AOEs, you cannot reach the dmg of m/k
Sounds tempting
I guess you mean in aoes or?
yes. and even in single target not far away from r/w
I imagine m/k got a buf because when all mages got 15% extra static field buff months ago, m/k didn't.
I don't know how the class is performing right now, I'm just thinking that could be the reason.
try m/k. it is a monster now
Tried it one hour before, even with r/w and pulling many mobs, have dwarven ale up to spam your AOEs, you cannot reach the dmg of m/k
Is it really worth adding dmg m / k to aoe since it has the strongest aoe? Not better to reduce his aoe and add more damage for a single target?
I am also confused, why m/k got light damage pushed. I guess this class hasn't the need for it. There would be other mages classes where a little buff fits better.
But thx for some changes. Need to test some classes now
Something you also never say: chain classes CAN use leather. Ive seen leather geared people using chain classes doing exact same dmg than using chain gear
That is not possible because dex is useless on chain classes and give exactly 0 p-atk. for example 3-3 dex-str leather gear is maybe the same effective like full gorge str gear (I had this exactly gears, full golden leather and full gorge chain. I even think the gorge gear is minimal better)
Furthermore if you want this specific, leather classes have also 2 tanks r/k and s/k. S/P is in my opinion a dps and not a supp. Btw which mage is a supp? I hope you don't count m/wrl as a supp
But all in all the gap between the leather classes is big. look for example a r/wrd and a r/d. it's kinda you need 2 r/d to do the same like a r/wrd ^^. Don't know if it is the same with other classes
I cant think of any real disadvantage you have when using the Blood Arrow , except maybe when u do solo stuff xD
That's why nobody plays scout at world boss *whistle*
I would suggest to change the stones to the first version
The latest change of the medusa stones suppose to have golden gear to do so. Weaker player are not able to do this boss anymore. They have tons of def (3kk+ I guess) and now 80kk HP, selfheal and, if I watched correct, you have 2 seconds less to kill them.
I got an idea to dont make ppl mad if you balancing classes. Only buff classes dont nerf classes. you nerfed a lot and we got enough nerfes. so only buff classes till they do SIMILAR dmg like the best classes atm (r/ch). dont boost them more then r/ch. try to balance them to the same aoe and burstlevel. people wont loose dias cause they need to build new gear if you only boost a little bit and we can play every classcombination all the time. that should be great. People only will be happy and wont get mad cause there is no reason to be mad.
Didn't know that r/ch can wear chain or do damage with mdps gear. strange. guess I need to test
I you nerf classes to same level and need 5-6 hours again it will let the prices for goldengear explode again. if the ini is so much harder to clear again people cant run it random. I still think its better to boost classes on same level and create a new customini that is hard to clear on that level. Much harder than rofl. im not afraid of teamplay in guild but in randomparties and its not fair to make rofl so strong again. people could already farm the goldengear easier than people who doing it after classes get nerfed then. makes no sense
Before all the balancing started, the classes were much weaker than now, you had much less support (classes, music which isnt raid music and so on). Right now, you can clear rofl in 1 hour with a full gorge equipped raid. I don't know what you think about 5-6 hours if all classes do the same "low" damage like the weakest one, but tanks are not supposed to do a damage dealer. All other classes, even the weakest one, is more than enough for rofl. Rofl is even easier than gorge btw
Display MoreHeyho,
I just read the last posts and want to add my opinion to that:
2) Magical s/m is much stronger than physical, moreover, it is generally too strong, since it only had 1-2 patches, I will not believe anyone that after such a short time it is well balanced
In my opinion that is not true. Indeed he is strong but the physical one is as strong as the magical one and in general VERY strong.
...
Greetings
Sorry but no. You should test yourself and don't compare with other different skilled players.
My leather gear: T13/T14, T13 runes with T15 xbow does way less damage than scout/mage with my mage gear (T12, T10-t11 runes, T15 weapon). With way less I mean something like that my mdps is doing between 20-30% more damage. That are my test results weeks ago after the last changes of the class.
(sustain of magical one is clearly higher because Joint Blow of magical one does way more damage than from physical one, which is the strongest skill. Also in burst Joint Blow of magical one 30kk+ and from physical one maybe 20kk-25kk (very optimisitc 25kk))
Edit:
I don't really understand why every leather player complains about that. Of course (in my case) i can say some magical classes are pretty strong. But leather has some very strong classes too and there is no point in bashing other classes while some of the leather ones are as strong too. Scout/warden, scout/druid, scout/mage, rogue/warden, rogue/champion for example are top tier too.
Sorry but Scout/Druid for example isn't strong anymore xD. And I can outdps (in rofl) all of my scout/warden, scout/mage, rogue/warden and rogue/champ with a mdps class with my mdps gear. Whether I am totally noob with my leather classes or kinda some kind of super hero in mage gear. And get in mind that my main dps weapons from leather are 2-3 tiers higher than from mdps gear
Greetings
1 full run = 1 orange, 4 purple, 1000+ green
Really? I thought there are only about 250 mobs in there, that actually do drop green mats?! So droprate is a thing in hoto?
sorry I mean 200+ green. for 5 runs (which are needed for endboss loot) it's 1000+
Regarding healer:
If you see classes like Druid/Priest and Priest/Druid with their raid heal over time effects and many other damage mitigation skills, I suggest to change "Camelia Flower" of druid/scout to have an uptime of 15-20 seconds and maybe a range of 100, because right now everything the Druid/Scout have is better on Druid/Priest and Druid/Priest have way more ability
Greetings
Display MoreI spent a lot of hours improving the cards, every time I had to do it and drink hot tea. I was about to not write anymore, but found that it cannot be kept as it is and some changes need to be made.
1) There are still way too many stones, I use them exactly: 17
2) Too much rng
3) For the 100th time I repeat, RNG completely kills the pleasure of upgrading cards, once again I beg you, change the general idea
4)Too much rng
5) Add options to swap cards from the bag to the bestary
6) Too much rng
7) The idea that stones get more expensive when you buy and the idea of renovating your store is a misunderstanding, give it up, it doesn't make sense anyway. Set a permanent price and that's it, nothing else is needed
8) Too much rng
9) I think that the stones that are too big orange are way too expensive, for the amount we need for this *** rng the price is cosmic. Sometimes I even need 15 stones to get one stat to get 70% of the maximum value
10) Too much rng
11) In the bestary, I miss the "Show upgradeable cards" option. I mean, we have the "show all cards" option, but I miss the same option except ancient cards
12) Too much rng
13) My deviation will appear here, but I miss the option to change the order of stats, e.g. I would like to have stats in the order Patt, str, dex, sta. And sometimes because RNG !!! will give me a good stat, not when I need it with 300 cards, it becomes too unreadable for me
14) Too much rng
15) I found information on the forum that cards from mirrors were to appear, is it known when we can expect it?
16) Too much rng
17) Please start adding more zones slowly, especially the Mill in Logar: D
18) Too much rng
19) I have some cards from the zone that is under the new system and I can't upgrade them, here is ID: 777089, 777043, 777049, 777048, 777047 (SOL, SI, etc)
20) Too much rng
21) The withdrawal from high values in the cards had a very demotivating effect on me
22) Too Much RNG !!!!
To sum up everything in retrospect, this is a great system in general that needs a bit of upgrade, but whose magic is killed by RNG. Please do something about it because my nerves aren't doing very well.
put an Item in IS that make the card of 4 attributes you want with maximum values
Maybe it's a matter of dropp buffs, I have 37 resources in my bag after 5 runs, the drop system is all for the need
That is your problem of "all need everything"
1 full run = 1 orange, 4 purple, 1000+ green
Hello, after a few runs I would like to talk a bit more about hoto.
...
4) It seems to me that the amount of 1000 green items is not proportional to the rest of the resources
...
Why? you need 5 runs to make 1 item. In 5 runs we have 1200+ green resources. 1000 for 1 item is absolutely ok
Display MoreYou guys should also take care about lowgame/midgame heal output. In such cases, for example only with tikal gear and stats, the heal amount is really low and it is not as easy to heal inferno with that.
My suggestion for new instances in future is, that the healers will get a virtual decrease of heal bonus in future instances (the higher the instance, the higher the decrease). That will decrease the heal output, forces also healers to do new gear (right now it is usable maybe for next 20 years) and let lowgame/midgame player/eq in low/midgame instances heal enough to play there.
Hey I was brainstorming a bit with your idea,
For me, when I'm brainstorming what could be options, one of my leading perspective is that:
- a raid full of players with gear and stats from the current instances should not have a really hard time to do the current instances
- a raid full of players with gear and stats from the previous instances should have a hard time to do the current instances
- a raid full of players with gear and stats from earlier then the previous instances.., well you can't expect them to clear the current instances
Thus for example:
when there are players that are level 95,
and they want to do a level 95 instance,
but there gear and stats is not higher then that of the level 90 instance...
It would not be fair to expect them to clear the level 95 instance.
While I do not know the situation of the player base on the server that are lower/midgame based and I don't know how hard it is to heal Inferno with only Tikal gear..,
I do think they already have a easy (and within reach) option to increase there heals with better gear.
For me personally one of the the purposes of ideas that were brought up was to make the healer classes more interesting and versatile. To let the player have the idea that what they do matters.
I know, everybody want there favorite combo to be OP, but when that combo is that OP that it only have to look at the boss to kill it.., then the game becomes boring and people quit/take a brake.
If playing this game doesn't give any challenge, then there also won't be any adrenaline rush.
But everybody has there own reasons/preferences why they play this game and that's ok
Those ideas that anything depend on level of item or stats on item would never work for a realistic amount of time of DEV. What will you count? Any item that have a minimum level? one is needed? all items with a specific level? there are also green and blue items with such a level which are worse than for example 20 level lower purple items ^^. Same for stats. 1 stat per item? all stats on item? -> not possible for classes and so on.
I tested healing inferno with tikal like gear several months ago. It was really hard. The heal amount is really really low. Yes, it was possible, but not easy. And if you now decrease the healing again, lower players cannot heal such instances anymore, get depressed and quit. Or they are forced to buy way better gear (that is not supposed to be used for their instances), get depressed and quit.
Display MoreYea I agree with you that the healing output is way to much.
At the moment healer classes are so boring to play, there is no active game play, only press skill X every Y seconds for 99.9% of the content.
I don't know how other players feel about this, but for me to play a class, that i can put on follow on the tank and start a macro that cast every 20 seconds 1 or 2 skills, would make me feel as human that doesn't need to accomplish anything, not a valuable part of the team since anybody could do that, completely without challenge.., without fun.
Maybe a good solution would be to reduce the overall healing output with (for example) 70% and then fine tune individual skills.
This would make skills that reduce damage and skills that can absorb damage useful and maybe even attractive as a supplementary healing style.Maybe go crazy and create a healer class based on damage reduction and absorption.
It would be just so much cooler to have raids where you need at least 3 healers, preferable all 3 with different skill sets where the healing role exists from actively using skills that do: heals, damage reduction, damage absorption, cleans, immune, etc.
Then it would matter again if someone is a good healer or an average healer (on equal gear).
Well, i think you get the idea, lets make this great game awesome again!
You guys should also take care about lowgame/midgame heal output. In such cases, for example only with tikal gear and stats, the heal amount is really low and it is not as easy to heal inferno with that.
My suggestion for new instances in future is, that the healers will get a virtual decrease of heal bonus in future instances (the higher the instance, the higher the decrease). That will decrease the heal output, forces also healers to do new gear (right now it is usable maybe for next 20 years) and let lowgame/midgame player/eq in low/midgame instances heal enough to play there.
It has now been more than 53 hours since you replied to me with "I guess no, but will ask." on a question about an issue that might not be working as intended. This is a pretty long time for a simple yes-or-no question, that technicly would only take 5 minutes to get an answer to from Rake.
Of course, this is a valid way to meet the expectation for Zhargos not being killed within "2 or 3 days", but it also leads to players losing interest in killing him at all...
Cheers!
On a question "Are there any bugs or is all working as intended" we got the answer, that there is no bug at world boss and everything working as intended
So I guess everything works fine
Edit: related to the mechanics. The lil drake damage were reduced because it were to high
Is crash report created in game directory?
Do you know if other players are also getting it?If no, I would suggest trying without addons or perform game reinstallation.
crash report isnt created and it is not addon related sadly. manual re-patching does not even work.
Reinstallation don't work... The only one new "software" I have is a windows update.... Please check it. It annoys hard that the problem still exists with a fresh installation without any addons
Display MoreDisplay MoreAfter worldboss patch, my client always crashing if I try to write the symbol "ß" in chat (even with following symbols: ä,ö,ü and ´ ). Crashing while writing this symbol without sending the message!
Would be cool if you fix that. this symbol is often used in german language and if you always crashing if you write something, annoys hard
Edit: see https://gyazo.com/756073c0d19da48962f78e8b957a5c68
Greetings
Is crash report created in game directory?
Do you know if other players are also getting it?If no, I would suggest trying without addons or perform game reinstallation.
crash report isnt created and it is not addon related sadly. manual re-patching does not even work.