Hi,
I would propose to reduce the Scout/warrior 22.8% patk buff (ID 491337) to 12% and maybe change the skill 492620 that it will not reduce movement speed. On slow runs and stationary bosses, this class is really strong
Greetings.
Hi,
I would propose to reduce the Scout/warrior 22.8% patk buff (ID 491337) to 12% and maybe change the skill 492620 that it will not reduce movement speed. On slow runs and stationary bosses, this class is really strong
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
Hi,
I would like to see Badges of Worldwide Fame in Happy Hour ![]()
Greetings
Hello,
All ideas how to make this minigame more attractive are welcome.
Greetings
Hello,
can we expect some changes/improvements for atlas scrolls in the near future?
Greetings
Display MoreD/Wl
I had some time playing the "new" d/wl these days. The rota has become easier (instead of a 4 spell combo, now it's a 3 spell one), so burst is almost as good as a scout and AoE is now insane, equal to a warrior. As a dps, this class is just too broken. In a single guild run, I joined after B1 and was easily able to catch up in overall damage before Balton and reached the pole position in dmg on the way to Asta. At some points, I had aggro, because I forgot to equip my recon runes, but it didn't matter, because my dmg input was low enough to selfheal everything.
I mean, yea, I was called at Jerath, so it's reasonable that the overall damage was that high, since an average d/wl can solo 2 organs in a row with just food twice and a phoenix... what the f*ck?
This op'ness reminded me of the good old Warlock/Warden (which nowadays isn't more like a joke due to nerfs of doom), so I decided to try d/wl as a tank in the same gear I used for Wl/Wd. And WTF... just WTF... as a warlock, I had to control my psi all the time, put the mind barrier at an uptime of 90%+ or I would die. As a druid/warlock, I just click my transformation buff and here we go. There was not a single problem in an entire ROFL run. The aggro was very good, consistent. The class is a caster, so it needs 2-3 seconds at combat start, to catch aggro, but that's okay. Due to the huge amount of single target damage, a 330% aggro bar is far enough to hold aggro, even against Scouts (on Balton) these days. It's insane how easy the druid/warlock is for what it's able to do. Got a "champ shield form tank flashback" here, but the "druid shield form" is even stronger than the champ one by far!
I recorded a short video of this rofl run. I'd love to have such a range on my knight AoEs as well
I have no intentions to play a warlock dps atm, since druid is much stronger (even equal to m/k btw, but mage balancing is just another pair of shoes), has a better utility and is overall more useful for the raid than another warlock*. As a tank, the druid can rezz, battlerezz, interrupt, heal itself (!) with 3-400k per second (got around 1kk hp as a tank btw), pull over distance, even with AoE, since Sandstorm has a huge range and radius AND is NOT interrupted by incoming damage. So you just stand there, spamming Sandstorm all the time and that's it.
As a dps, the d/wl is just too good. As a tank, it's better than most other tank classes, better than all warden tanks, warlock tanks, warrior tanks and the only thing that speaks against replacing a knight/mage is the missing AoE debuff. But by using a w/p additionally, even this weakness disappears.
* : In a raid with a wl/m, a second warlock seems to be useless in terms of additional support. Only the additional shield could be a thing, but it's not necessary normally.
So... long story short, druid/warlock either needs a massive nerf or give it additionally a taunt, aoe stun/interrupt or add a slow effect to Sandstorm. Just kidding, please nerf (the dps d/wl).
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 ![]()
Other opinions about S/W?
Edit: Maybe it only depends on movespeed debuff
Display MoreHi,
confusion mechanism (Skill ID 498826) of rogue/champ is still spotting. And if it spots a target multiple times, sometimes the target (for example a boss) is having random aggro on random persons and the tank is not able to get aggro back. Even with spot not possible
Maybe you can remove spot effect of this skill? (it was written in some patchnotes months ago, that the mechanism shouldn't spot anymore)
Greetings
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
Display Morehello
idk if its been discussed before but i would like to ask for wands to have a boost on all magical classes, not just d/wl.
if not maybe a explanation why.
thank you
Maybe not "all" classes, but I would appreciate more classes being primarily played with wand, too, since there are only few classes available which really make sense with a wand. Other physical classes have multiple options, axes, swords, hammers, etc, all with different requirements of classes. But magical classes all wear 2h staff with only a few exceptions.
Most wand-related mdps classes are even better with the magical 2h sword btw... that's another issue.
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
)
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
Hi,
confusion mechanism (Skill ID 498826) of rogue/champ is still spotting. And if it spots a target multiple times, sometimes the target (for example a boss) is having random aggro on random persons and the tank is not able to get aggro back. Even with spot not possible
Maybe you can remove spot effect of this skill? (it was written in some patchnotes months ago, that the mechanism shouldn't spot anymore)
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?