A suggestion for druids:
Let druids wear talisman too, that you can choose/swap shield and talisman like priests can
There is no impact for dps druids in my eyes
Greetings
A suggestion for druids:
Let druids wear talisman too, that you can choose/swap shield and talisman like priests can
There is no impact for dps druids in my eyes
Greetings
With enough changes like these it should be very doable even for multiple classes.
You still need to farm every card multiple times, which take ages...
Display MoreAlso, some thoughts after reading and testing all the changes from my end:
-> The system as it is is great. Having less stones is awesome and the way you upgrade is cool. And it is content to do. So a big thank you for that!
Onto the more frustrating parts:
-> To maximize cards you will need a lot of those "Breakthrough" Stones. And i am talking like around 30-open end for a general card (which most of the new cards in the game are). I got those from my personal green shop actually (despite it being an orange stone) and if it is intended to get them from your green shop every day that is perfect. However i suggest to make the stone give a lot more points to the attributes. For example something like 0.5 to every secondary and 0.3 to every main attribute on a card.
-> Another very big issue i see is that there are very good ways to farm for green and blue dust but it is very frustrating to farm purple and orange dust. If "Breakthrough" stones are aquired by your green shop, the purple items you need for upgrading should be made available in your blue shopevery day. Or you rethink the whole dust currency and make it only one type of dust or something.
Tldr:
System: rly cool!
Breakthrough stones: need a buff!
Currency farming: needs to be buffed/adjusted!
~kind regards Noodlez
And how you want to realize multi gear ppl with this system? Like madox said, it is a joke to farm all cards multiple times (and impossible for some cards)
Advanced bind lifter in happy hour would be cool
Greetings
DPS = damage per second
-> Weapon damage / attack speed of weapon = DPS
You don't need the full formula if you want to know if p-atk or p-dmg food is better.
DmgDone = (CritMod) * (ADF) * [ 2.75 * (DPS) + 2 * (DPS) * (SkillPercent) ]
old formula of runes of magic wiki, but still usable to check ADF if p-atk or p-dmg food is better
hf with it
I doubt it, but would be cool yes. I always ask ppl with itempreview addon xd
You have elemental resistances in your character screen. Afaik this is from the beginning of the game, where damage values were very low. These resistances absorbs the amount of damage if it meets the source. For example with 200 resistance you absorb 200 damage points. But mobs don't have such values afaik.
The fact that light damage does more dmg in DN is false for me. Mobs in DN have very high defense values
afaik there is no weakness vs elements.
Dmg / attack question.
In short it is absolutely based on your ADF
ADF: ADF is based on (Attacker's PAttack) / (Receptor's PDefense) ratio
Ratio ADF
ratio < 0.2 -> 0.2
if 0.2 < ratio < 1 -> ratio (for example 0.7)
if ratio > 1 -> 2 - 1/ratio
Have fun calculating for your values
In fact: different situations -> different food
Display MoreWe understand your frustration. The lack of premature information is justified by the fact that any changes that are planned can be cancelled, and in turn the player could expect this, as a result, players will be angry. With every new change we get feedback and yes, we do hear players' opinions, but that doesn't always mean that the changes will be exactly what you expect them to be.
No one has promised that there won't be an RNG in the card system. It will be, but we are working to make it more enjoyable and interesting.
We are always doing patches as fast as possible, when in the same time we are trying to make them bug-free, but it's not always possible.
The amount of possible issues with amount of code our DEVs are dealing with is huge, when considering how in how many different ways our players interacting with the game environment.
Your post only reassures me that we are all wasting our time here.
I think the same. RNG is a factor which I personally don't want, if I spend money. Therefore I can go in a casino.
So can we expect, that the card system will have be RNG forever? This would be a very helpful information for some players
I suggest another time: all 11 possible stats on a card. to avoid RNG implement an IS item which maximize all attributes on a card and make the card bound to player after use.
my solution would be:
- make all attributes possible on a card
- implement an additional IS item, which will increase the attribute value of the card to the maximum. Cost of the item could be 1k? Dont know if it would be too less or much, but with ~2000 cards * 1000 diamonds = 2.000.000 you would need to upgrade all cards
One additional point would be: maybe make a card bounded to the character, if such IS item is used for maximize a card
my solution would be:
- make all attributes possible on a card
- implement an additional IS item, which will increase the attribute value of the card to the maximum. Cost of the item could be 1k? Dont know if it would be too less or much, but with ~2000 cards * 1000 diamonds = 2.000.000 you would need to upgrade all cards
And a question. What are ancient cards in the Ranking and how they are calculated?
An answer to this would be good. How is it possible that people have 4k+ amount of cards in ranking, if there are only ~2600 cards available? Bug?
Thx for your post. After read it I will use the system like before: just ignore it
#stop_rng
Just let us use 8x attribute in each card that will be the best option
But 8 is not enough xd should be 11
And a question. What are ancient cards in the Ranking and how they are calculated?
Really? 3 decks? That is joke
This is perhaps the worst possible solution to a problem.
Yeah xd
I would have preferred all stats on a card and an IS Item to maximize the attributes for a card. If I read correct in patch notes, the stones are still kind of luck. Personally I don't want luck based things if I spend diamonds/Money
with 3 decks you need to have 3 times luck If there are no perfect stones. Furthermore cards like chronicler 3 times? Interesting
I believe that the difference between the aldo heal talisman and the WB talisman is ridiculously small.
The mage with the new talisman gains a lot, instead of fire damage, he has elemental damage.
I suggest adding % healing power to the heal talisman.
the healer talisman is great from wb. it is way better than the increase of tankshield
Another point is: You still can't get the maximum benefit from the cards, if you have multiple gears (leather, cloth and plate for example). You need to chosse, for which class you want to "make" a card. That's a big reason why I don't use that system at all.
Greetings
S / D proposes to restore 15 sec cd in skill 1490277. Currently this connection got too big nerf. In the absence of a permanent aoe and a weakened single target, s / d begins to lag behind many classes.
the CD of snipe doesn't change anything imho. I calculated around 10% nerf for me with this class because of the Focus change.
Scout/druid gets a nerf too now
but scout/rogue change is interesting
Display MoreDisplay MoreHmm I never run with any other mdps, all partys have only pdps so use other mdps class to compare would be only theoretical and not in same conditions for me. M/ch is better than d/wl if thats ok for you
- M/K: Does not have good aoe anymore (burst atleast, b2 mobs and lake which is my whole post). Last patch got huge nerf on it so can't compare anymore.
This being said, I can only compare with other pdps I see in partys which are the list I said above. Now you are saying I can't compare my non-meta mage with any of the pdps because most of them are strong/op/broken? Well,I don't see anyone asking for nerfs here if they are that strong.
M/ch only purpose is aoe, it should have the strongest aoe in all mages and also should have one of the strongest in all pdps due to it being useless in balton, astaroth and any single dmg situation. So sorry but no, pdps having better aoe than this class (supports or not supports) when all the list I gave have incredibly good single burst in balton/astaroth doesn't seem fair to me. I guess people won't have the usual excuse of "this is a support class, dmg is enough".
But thats my opinion tho.
M/k is one of the strongest mages and his aoe is so powerful, maybe you should rethink your play style.
I can confirm, that m/k is one of the strongest AOE classes and as a leather class it's nearly impossible to reach that aoe dmg of m/k
I've been trying m/ch in rofl again. I remembered the class was good. It was a fantasy xD. Class used to have 0 (literally) single dmg in exchange of op aoes, and I was ok with that. One good part and the other terrible, no class can be good in everything.
Comparing to r/ch, r/wd, s/wd, s/d, w/r, w/d, ch/wl and many others... what happened? I can't beat anyone in aoes anymore. Even as sustain some are way better than this class. Ofc they all have x2 (minimum) of my single dmg, no question on that.
Are all those classes broken? mch became a shame? I'm not really sure.
I remembered the same, that m/ch has a very strong AOE. You didn't had a bad day? Tank pulled very unfriendly for mage?( only single mobs xD) or something like that? Seems weird if mage/ch does not even out-dps in sustain aoe
Display MoreScout/Rogue:
I am not sure what the intentions with the recent "buff" to s/r where as it is how it is right now , useless .
The dmg you get from the buff is close to nothing and it is 100% not worth to use it anywhere as you are well off to skip this and just use your normal rota.
The biggest problem S/r currently has in terms of competing with other Classes is his single target damage where he heavily looses . As it is currently in singletarget burst ( balton for example) you have to use 2 Buffs/debuffs (exploiting shot and sapping arrow) on the boss that both trigger a GCD and where one of it is dependent on that your shot crits before you can/should use your strongest Skill, Snipe, with vampire arrow after it making it 3 debuffs for the Boss.
With the latest patch you added a 4th Buff you can only use /trigger with hitting a mob/boss ( besides that the dmg gain is close to nothing ).So 9/10 times when u have a half decent Group the Boss will be dead or close to being to when you can finally start to do damage.
Please change Exploiting Shot (492916) to a selfbuff that provides weapon damage with the same uptime (20 seconds ) and a 90-120 seconds cooldown . Also please remove the GCD of Sapping Arrow(491496).
Greetings
I want to support this idea.
Or another solution would be to do not dependent on critical hit with Exploiting Shot. Same mechanic change were also done with m/wl
Hi,
Regarding rogue/Champ
Confusion Mechanism still spot the target sometimes. Couldn't find out in which circumstances.
Greetings