Posts by xLutinex

    Hello all :)

    I thought a little bit about the server economy and observed for example the auction house prices for dirty and clean stones since the change (a really really good change!) of the arcane transmutor. After the change the people can farm many more stones (clean and dirty) in the same time. This let the prices drops very fast, because a lot more offers in realtion to demands are in the auction house.


    But: tiering an item for example from 6 to 10 does not make a huge different from tiering it to 11, except the costs. That's because each tier (6 -> 7; 7-> 8; 8 -> 9; 9 -> 10) gives exactly the same amount of bonus. It is always related to the base tier. That means the higher the people tier an item, the less effort you have. But the costs increasing exponential. I guess that is a reason, why people don't tier higher (buy more stones in auction house or items directly in IS) than before the change of the arcane transmutor.

    What will I suggest? The effort of each tier of an item should be higher for each additional tier. Because the costs are always trippled, it could be a bit better effort for next tier, than for the last. I don't talk about trippling the effort for each tier, but some kind of an other function than linear :). For example first tier above base tier is 10%, next is 11%, next 12% and so on instead of always 10% of base tier. Or it could be always 10% from actual tier to next one.

    I think it wouldn't effect any class balancing, because everything stays the same in a case of such change, if you compare equal gear. Furthermore the people would also see more difference in the classes if they compare with people with lower gear.


    Also the people only farming tiers and trying to sell it, could get more "customers", because more people want to buy more stones.

    I hope it is understandable, what I wanted to mention here.


    Thank you very much,


    Greetings

    Hi, after a few tests, I want to say thank you for the latest rogue changes. Now rogue/warrior and rogue/scout are an alternative to rogue/warden and rogue/champ and quite decent. Also rogue/priest is ok but needs a mana-regen healer in group, but then it's a good class too in big trash pulls.

    Only one bad point on rogue/scout is the blood arrow as a melee leather dps :D


    Greetings

    Character name: Lutine


    Word one: https://gyazo.com/84a27a437773ffe7c830e603b3c3c812


    Word two: https://gyazo.com/58d7f26181e5f091fb1966e0f1905a1a


    Edit: I needed to scroll down to the word and didn't read in the requirements, that the time needed to be screenshoted too (which isn't possible without zooming out :/ )

    Also I cannot reset it to get 2 new words :( but I know my time was around 1min for first word and 3,5 min for second.


    I hope you have understanding, that the time in screen is missing because of resolution and not being able to reset :(


    Greetings

    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.

    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)

    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 :D

    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 :D


    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 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

    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

    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

    put an Item in IS that make the card of 4 attributes you want with maximum values ^^

    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.

    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.