I would also appreciate such a function!
Posts by xLutinex
-
-
i dont see the problem? you as champ can get both buffs. And no dps champ would use the group buff, because you need shield form for it
I just don't get why they increased the duration of the group buff to 20 seconds compared to the 15 seconds vanilla version.
Not a big deal, but it kinda contradicts their efforts to reduce overall group damage.
10% damage and 20 seconds uptime results in less full burst damage output of group than 15% damage + 15 seconds uptime. I don't know if you want 15 seconds + 15% (like the vanilla version)
-
"using it will put every skill, which are changing casters form, into 20 seconds of cooldown state." doesn't it mean you can't change form after using this skill?
@Lutine
elmo: I guess skills like demo-mode will get into CD. But you can cancel Shield Form ( I guess maybe?). Didn't play champ for a long time. There are other ISS which get you out of shield form and let you have no mode. If those ISS don't get CD, you are not forced to stay in shield form
-
@devs: for the upcoming ISS104 change of champions. You should force the caster to stay in shield form, if the skill is used in shield form
-
Maybe because the value of the buff is lower on the group buff? higher uptime -> lower buff and vise versa
Well, 10% for the whole group sounds more potent than a 15% selfbuff to me.
i dont see the problem? you as champ can get both buffs. And no dps champ would use the group buff, because you need shield form for it
-
Champion
- Changed Secret Techniques of the Ruins to additionally increase damage dealt by party members by 10% for 20 seconds if it is used while under effect of Shield Form, but using it will put every skill, which are changing casters form, into 20 seconds of cooldown state.
Why does the group buff (20s) last longer than the selfbuff (15s) ? Please reduce its duration to 15 seconds as well.
Maybe because the value of the buff is lower on the group buff? higher uptime -> lower buff and vise versa
-
im using kitty combo and its quite enough for everything, there is nothing i can't do in kittycombo but in a lua script. i don't think i can do better damage with a lua script either.
is there nowadays a possibility in kitty to use skills depending on classes in group? It's just one example I use. If I play a scout/x and there is a scout/rogue in group, I use Vampire Arrows, otherwise not. Same goes for Manadrain Shot if Scout/warrior is in group. I don't use kitty but I have other several things kitty combo (3-4 years ago) didn't have
For playing rogue, kitty is enough I guess, but as scouts with weapon swap need depending on attack speed, I don't think so
-
Also about these changes:
- Reduced The Inferno damage to 250%/1170% from 250%/1300%.
- Reduced Flame Arrows damage to 478%/1170% from 478%/1434%.
I know the Scout/mage is strong since its release but is it necessary to nerf the magical every patch atm? ofc it has a strong aoe burst but the physical version of this class is stronger in any way than the magical one. The constant damage of the magical is a bit stronger but especially in the burst, burst aoe etc the physical one is way stronger.
Idk how others see it im hoping for some feedback here (and in general).
Hi,
I tested both versions on my own. I did a lot more damage with the magical one (imagine I have not soooo good mdps gear). ~30kk joint blows in burst is stronger than the pdps version can do. Also sustain was higher on magical one
Btw I forgot to mention, that Wind Arrow get lower CD with xbow. Overall maybe a push, definitly in single target burst
-
Also about these changes:
- Reduced The Inferno damage to 250%/1170% from 250%/1300%.
- Reduced Flame Arrows damage to 478%/1170% from 478%/1434%.
I know the Scout/mage is strong since its release but is it necessary to nerf the magical every patch atm? ofc it has a strong aoe burst but the physical version of this class is stronger in any way than the magical one. The constant damage of the magical is a bit stronger but especially in the burst, burst aoe etc the physical one is way stronger.
Idk how others see it im hoping for some feedback here (and in general).
Hi,
I tested both versions on my own. I did a lot more damage with the magical one (imagine I have not soooo good mdps gear). ~30kk joint blows in burst is stronger than the pdps version can do. Also sustain was higher on magical one
-
Regarding Scout/rogue
It is not fair that sapping arrows reduce physical defense. Remove this effect
Furthermore change Exploiting Shot, that it will increase damage of caster instead of debuff for only pdps on target. This way the balance will be improved, because pdps does not benefit anymore from scout/rogue
Scout/priest
Spiritual Leader should not increase attack speed of group anymore. Only for caster
Greetings
-
I see new meta again
Changed Secret Technique of the Ruins set skill to provide effect only to caster, reduced cooldown to 3 minutes from 4
Champ/Scout was very very strong before. With this change, even more.
-
About Rogue/mage
I would recommend to change the elite skill which modifies Premeditation, that it cannot be used in combat. Would make the class maybe more attractive, because right now you cannot use Premeditation very often, while with other rogues you can have it up most of the time in trash.
The elite skill could be changed that Premeditation lasts 5 seconds longer maybe
Greetings
Edit: Btw for all Rogue/mage users. You don't need to buy projectiles for arcadia coins, because you make the same damage with lvl 1 projectiles. So you can buy from any vendor as many as you wish
-
I think r/m is the strongest rogue overall.
i disagree with this entirely. r/ch is currently most broken rogue in overall, and i can easily say r/w, r/ch, r/s can outdps a r/m in equal conditions
even the class which alot people were complained about when its nerfed, r/p, has higher base damage compared to r/m which results in higher sustain, and they both have same patk if you pay extra diamonds to r/m for statted high tier offhand, otherwise its even lower than r/p.
But you are able to buy projectiles.
classes with high mana consumption need to use mana potion every 20 seconds
didn't know there is a support class thats giving projectiles like mp
there are a lot of other classes which have an exclusive weapon only for their combination
exclusive weapon and extra weapon are different things.
2h hammer for r/ch is exclusive weapon, 2x 1h axe for w/r is extra weapon, w/r is an expensive class.
r/ch have insane sustain and burst, w/r has insane aoe burst, r/w has insane aoe burst and insane capability to do challenge runs without supports or some bad supports. while r/m has nothing special, there is no reason to make a 2nd dagger for this class in this state. playing r/m is rather like tiring than funny and enjoyable.
proof it that you can outdps r/m with r/w, r/s or r/ch overall. I compared my r/wrd today with your r/m. I tested r/m today again. I outdps MY r/ch, r/w and r/s overall with r/wrd. only r/ch can burst higher, if there is a lot of attack speed buffs in group. Furthermore I can say that r/m do the same or even more damage than r/wrd. You don't need a high tiered offhand. I have only t12.
I don't know if you play with different ancillary titles. You need an other title if you are not on attack speed cap.
And btw 2h hammer for r/ch is an extra weapon, if you want to play any other rogue. I doubt that someone plays 1 class combi forever. 2x 1h axe for w/r are 2 extra weapons in my opinion.
That are my 2 cents.
-
I can only speak for me: I don't like classes with Auto-Attack skills
auto attack is just 8% of overall damage of this class, just saying
surprise ^^. I only said I don't like such classes. personal preferences. if it is 5% oder 50% doesnt matter.
Don't know if other feel like me
-
about rogue/mage
- this class is consuming around 6-8k throwable knife (450-600 arcadia coins) in an average rofl run which is making is a bit lesser profitable than playing other classes
- it requires quite more effort to reach maximum damage potential compared to other rogues, which is making this class very less popular, i saw only 1 or 2 rogue/mage for months
- it is relying on supports alot, it underperform in every case where you dont have supports to save you every single time, i could say that is most annoying class if you dont have enough/good supports, i believe due to its being least patk rogue amongst other rogues, i have statted dagger in offhand to compensate this but it still has 1.2kk patk and has literally 0 buff to gain higher patk except 12% patk from set skill
- to compare, it is kinda like rogue/priest, but to play rogue/priest you need only one weapon and it doesnt have energy issues unlike rogue/mage.
- it requires 2 high tiered weapon to reach its maximum potential, it is very expensive class but is not worth for this expense.
my suggestion is to give this class slight patk like 6-8% or so and change combo throw to inflict fire damage too, however, due to its design, this class will stay as one of least popular rogues i think.
But you are able to buy projectiles.
classes with high mana consumption need to use mana potion every 20 seconds and there are a lot of other classes which have an exclusive weapon only for their combination
and projectiles also dropping at rofl bosses, mana potions not
I think r/m is the strongest rogue overall. I can only speak for me: I don't like classes with Auto-Attack skills
-
Regarding rogue/champ
after the latest change of Confusion Mechanism, the class does not feel worth anymore to play. Other rogues with non gcd skills seems more worth and do a lot more damage. For example my t15 weapon rogue/warden does more than t17 weapon rogue/champ. I suggest to increase damage gain per stack of lvl 60 elite from 4% to 5%
Greetings
Edit: or increase Power Mechanism self buff gain to 12% back.
-
another thing that is making me think is champ 95/104 set skill
this skill is for "group" and sounds like a supportive skill, in fact this skill is just for 2h weapon user physical damage dealers and entirely useless for rogue, scout (with bow) and magical classes.
classes which are being very similar to each other in comparison where there is no 95/104 champ iss in party starts to have 20-25% damage difference during burst which is leading 2h user physical damage dealers perform better than everything else and making balance impossible between each other since this skill is not something easy to achieve for everyone yet affecting results in big scale.
additionally 2h user classes can also use scorching rage which provides 24.5% damage output while other classes which cant get benefit of this champ set skill must use ironblood will in any case. but i think this is fine and letting player chose depending on party setup.
so, i suggest to change this skill to be self buff, or increase "damage dealt" instead of attack speed. (1% attack speed provides 1.225~% damage dealt to physical damage dealers as long as you do not reach the speed cap)
the same also goes for magical CPS classes like warmage, s/m, s/wl, wrd/druid (attack speed scaling) and other CPS classes I missed.
Furthermore is the whole balance in dealing damage nearly impossible, if there are classes with huge base damage and classes which rely on very strong selfbuffs like Arrow of Essence. In fact, the instance needs to balance, but as long as the bosses are kinda "trash" (does not matter if you nuke or not the bosses) and the overall damage results 80-90% out of the trash, classes with strong AOE always leads in damage output
-
Druid/warior
class is have no Aoe and no have İSS for chain gears (pdps)
Sandstorm hitting only magic i think its will be changed str
Druid/warrior is OP atm. With full golden gear, t13/t14 gear, t13 runes and t15 weapon with my rogue/warden, the Druid/Warrior did the same damage or more with lower gear/runes and Merchant weapon!
Regarding Scout/mage mdps. Kinda too strong everywhere too. A better geared Warrior/champ had no chance at all vs my lower geared mdps Scout/mage
-
Hello,
Purified Package in happy hour would be nice
Greetings
-
Scout/Mage pdps
seems a bit overperformnig even with t11 weapon. I guess same like mdps.
AOE burst is the strongest I ever saw.
Also the single target burst is maybe the strongest of all scouts.
Greetings
-
Furthermore for multi gear ppl, this system is still not usable, sadly
Greetings,
We will definitely consider an option where players can have these opportunities.OK, but if the option is, to farm every card multiple time for all classes, I doubt that this is what the players satisfice
-
Hi .
Regarding personal store please reset it daily because 200 each reset cost so much to upgrade all the cards .
Regarding breakthrough stones maybe you can increase attribute rate because currently it is really low and not worth it to upgrade for it.
I can agree with that. Furthermore for multi gear ppl, this system is still not usable, sadly
-
Hi,
Advanced Bind Lifter in Happy Hour would be great
Greetings
-
Hi,
one suggestion for Rogue/Champ. Let the Power Mechanism be an aura around the player like you did with warrior/warlock, but with less effect on raid member (2-3% instead of 5%). Right now, the Power Mechanism is useless while running phases / trash phases
Greetings
-
How should I now use macros like Cape macro which needs 120 seconds wait to inform me, that my cape is ready again?
Use the addon MacroCooldowns
uhmm no. Why should I use an addon for a minimum functionality. I want to have nearly no addons for better performance, ty