Posts by xLutinex

    I said the skill is nerfed by 50% and not doing 50% dmg of all dmg. it was like 30% of overall damage. nerfing it by 50% means ~15% nerf of overall damage. buffing by 4,8% axe damage (offhand you use dagger atm) means buffed by ~7% / 2 because you always do half mainhand and half offhand damage. -> buffing by 3,5%. 15% - 3,5% = 11,5%. Not 100% correctly but I guess this class is nerfed by around 10% (additionally to dagger offhand nerf). I don't think many random parties will have only r/w ^^


    Other rogues still have ~10% damage nerf.


    I say it again: nerfing a passive like dagger passive by 6,6% does not mean a damage nerf of 6,6% of the skills. it will result in ~10% damage nerf ;)

    Am I miss something? The main damage skill of rogue/warrior is nerfed by more than 50% (the damage of time). It was always on #1 in my scruti

    even though I think there won't be such changes for rofl, you should also buff the endboss. It is a joke that you don't need a tank for it, because you can kite the boss. The movement speed should be increased significantly, that it will always be faster than players with boots (~600%)

    Furthermore in relation to a new hardmode, the events of the last boss are too random. You can have 0 add phases in 5 minutes fight or 20. To random to be a good hardmode boss that challenge the party. A good change would be only add phases at fix hp of boss like every 5% or 10% like it is at targonharl worldboss. That would be a challenge if you always need to do 19 add phases (every 5%)

    as I said, I tested this way to see/show the base damage the classes do. If you remove all heal/support capability of D/M ok, then you can buff the class significantly. I am looking at the overall package of the class. Sure I know D/M as mdps isnt strong as pure mdps :)

    But pls don't let D/M overperform with all those skills. I tested on dummies. Selfbuffed as D/R Earth Arrow deals 6,1kk + 9,6kk damage (earth + dark damage). Poisonous Widow Embrace deals 13,3kk + 10*1,3kk (all hits critical).


    As D/M my Earth Arrow dealt 6,6kk + 13,2kk (Fire and Earth damage). Sure D/R does more damage, because I tested both with same weapon (2h staff). But I think the AOE of D/M is already stronger than from D/R. If D/M gets a buff, don't overdo it pls *g*. Your elemental damage buffs on D/M are permanently active while of D/R 1 skill is only 50% uptime


    Kind regards

    in relation to the nerf of which class? Rogues get a nerf in dagger passive which will decrease their damage by ~10%

    Champions get nerfed by ~12%


    (In relation to the damage formula of pdps. Get in mind that nerfing a passive like hammer by 8% results in a damage loss more than 8% . It is different than mdps)

    1. This class is balanced with the above changes in values according to calculation equal to knight classes and in my opinion much better balanced than before. I would like to see a small change in the Skill "Holy Roar", namely that an aggro multiplier is added as in the whirlwind shield.

    Good Ideas!

    Just one suggestion of me. Holy Roar should get a maximum of 500% aggro multiplier. 1000% as whirlwind shield would be to much, because still have a bonus damage passively as a champ.

    Furthermore, Shield of Discipline should be increased for this class to 35-40% in my eyes.


    Kind regards

    You didn't get the point. Like Madox said, Shield Form was never fair.

    1 separate gear for 1 role, like all other must do, would be fair. That is, what I said. In which direction a solution WOULD be implemented (plate gear for shield form or any other solution, that you cannot tank anymore in dps gear), we will see. But stop lay words in my mouth, which I never wrote/said. In the whole discussion I was always against the multi role with 1 gear. It has nothing to do with Champ in general. Champ is sadly the one and only class which is able to do this


    Kind regards

    because the w/p has more supp than only damage migitation. And the damage migitation overrides the k/m debuff. Furthermore the debuff of w/p applies on immune mobs. All in all stronger.

    Healing the whole raid with more than 200k in a dps gear is kinda too strong. I don't Know how much it is, but I guess on an endgame CH/d it heals more than 500k


    In my opinion delete Knight/m damage migitation debuff. But delete shield form too. It is OK for me.


    Classes should have their role. And If they can fit more than 1 role, they should need more than 1 gear. All other is just game destroying and ridiculous



    As I said in previous. Add plate gear to shield form and disable ability wearing chain while active. Best solution. After it, some shield form values can be adjusted, if needed

    ... And don't even get me started on Shield of Discipline, a skill that never should have been implemented in the first way, because it offers way too much mitigation with 50% uptime. ....


    ... Hence I don't get why some people claim Champion is vastly superior in terms of tanking and Knight far worse (even read useless once or twice)...

    shield of discipline was hardly nerfed some patches ago, where the damage migitation calculation was changed.


    Secondly why ppl maybe claim so much about Champions is: you can effectively tank, do dps and heal as a champ in chain dps gear. Something that no other classes can. A raid of 12 champions is same effective running an instance like any other group. For fairness every class should get a skill like shield form and reaching full tank values in their dps gear or none class should have it. Actually there is no need atm doing other gear than chain. The joke was the healing ability of Champ/druid. Just saying but a leather gear rogue/priest or rogue/druid heals nothing while champ/druid is a good healer in dps gear.


    It's all about fairness, balancing and class roles. Nobody can deny, that champions can do all jobs in a group effectively with 1 gear


    Kind regards


    Edit: I don't get the problem, why it would be a problem, if shield form can only be used with plate gear and disables ability to wear chain while active

    (if you ask me, I would entirely remove shield form from game and make it only available for champ/knight, but fortunately I don't do balancing here :D)

    I thought this would never happen, but I agree more than 100% with you. But even for champ/knight it needs to be kinda nerfed, because I have in leather gear 4kk p-def as champ/knight... without any short time buffs....

    Yes, I didnt said I use the aoe on small amount of mobs, but on 8 or more ^^

    Anyway, more main mdps player can give maybe better feedback, because I don't play mdps so often. Wrong thread for it btw too.

    Sorry for offtopic

    i don't think d/r has aoes the scout has

    uhhmmm.... Scout and AOE? You mean Piercing Arrow and Reflected Shot? Because Hurricane Downpour has 1 min cd. D/R has an AOE which can be used permanently and can hit all targets (no limit). Scouts Reflected Shot is strongly limited to few mobs and Piercing Arrow.... pls don't call this as an AOE if you did. Piercing Arrow cannot really hit many targets because of the crap area/stone/flower in the way. I guess the most amount of mobs I had hit with Piercing Arrow was 9 or 10 at B2 after all mobs were pulled to the tank on the same place. In trash it often hits only 1 target, even if 20 mobs there (mantis after b2 for example).


    Now im out. I said my opinion ^^


    Edit: Scout have more full buffed AOE damage yes, but D/R has higher permanent AOE damage (if mobs living longer than 2 seconds)

    ...

    Nowadays it's the druid/rogue and warlock/scout which are most overpovered (imo)

    i believe druid/rogue looks op because it is very easy class to play and there is lesser diversity among the players unlike many other dps classes that 80% of community cries that they are too weak and 20% which knows how to play it thinks they are fine compared to other classes :P

    ...

    cheers

    I believe, that druid/rogue IS op in some way. this class has full burst (except siege war title) every 90 seconds and I do nearly same damage with my mage gear which is far behind my leather gear, like my scout or rogue classes. The main reason of this class is the CD of selfbuffs for maximum damage. You don't need any other cast speed buffs. Classes like Scouts have Arrow of Essence, which has 5 minutes CD and increase the damage really really strong (strongest buff in game?). So you are doing every 5 minutes your maximum damage, which is really extremly higher than the damage you can do every 90 seconds with a scout.


    For me: This is nothing with "fine class for some players".


    Kind regards

    WdW


    I played the Warden/Warrior these days in rofl, it's a pretty funny class to tank with, but lacks a bit in HP and Def compared to other tanks. Even a chain dps Champion is Shield form has higher values than the Warden with tank plate, which is kinda strange. So I collected some suggestions that could make the class more useful and viable to play.


    • Change Resilience of Life494354 should additionally increase physical defense by 30% to give the class more def than dps champs... :rolleyes:
    • The Lv 50 eilte Coat of Arms494611 is a bit useless in my eyes. It could buff the entire party or raid instead of only one target and the caster.
    • Also the Lv 60 eilte Elf Blessing499902 could reduce the cooldown of Elven Guidance499903 by 30 seconds additionally. My mana consume was a bit too high, even while using a wisdom transformation potion and additional support. So the skill was always having about 20 seconds left, when I wanted to use it again.
    • Feral Leader499900 should increase the damage of party members by 5% instead of reducing the aggro, which is pretty useless, bcz everyone is already at the 10% aggro cap.

    Good points, but why "Even a chain dps Champion is Shield form has higher values than the Warden with tank plate". Champs in shield form have higher values than any plate tank with same gear? ^^


    And not every class is on 10% aggro cap. There are some classes like Scout/Warlock and Mage/Rogue which has extra +aggro selfbuffs. And again a 5% dmg buff for the group isn't really needed if you compare the outgoing damage now with that 1 year ago. 5-10% incoming damage reduce instead of aggro reduce would be better in my eyes for the Feral Leader.


    Kind regards

    Regarding rogue/Champ


    The Power mechanism lasts 30 seconds with a CD of 30 seconds. This mechanism is kinda useless to use in trash / move phases. Can you please change the Power mechanism that this would follow the caster or will be an aura of the caster like the change of warrior/warlock you did a few weeks ago.

    Therefore you could reduce the buff for raidmembers to 2-3% from 5%


    Kind regards

    (...) Actually there is no need anymore to play Knight imho. .

    (...)

    Maybe knights should support the survivability much more? Maybe with more/better crowd control or damage reduction (for trash phases) since this isn't additively calculated anymore? Just like for example Knight/Mage (dmg reduction on AoE), Knight/Druid (shields and heal) and somehow also Knight/Champ (with its stuns) already do.

    One problem or bug at the moment is, that the dmg debuff of warrior/priest overrides the dmg debuff of Knight/Mage. And the debuff of Knight/mage is stronger!!! Please fix


    Another point is, like you said all is burned in seconds or maybe less than seconds in trash. More CC or DMG reduction of Knights wouldn't help in my opinion. 3 mages dps can also perma stun everything.

    If you see for example the damage of a shield form champ/mage in big trash pulls, you can only cry as a knight tank, because the champ tank is a full dps in such a situation.

    For me it is still fail that a full dps geared class can simultanously be a full tank. No other class has this ability. Please change it or implement the same ability for all other classes. I want to have ~2kk HP and 5-10kk def as rogue or scout or mage in full dps gear too


    Kind regards

    Hmm could be. Makes some classes a bit weak imho. Didnt thought about it because I thought "Absorb" is different than dmg reduce skills ^^

    Hi,


    I noticed that somehing was changed with calculating damage reduce skills for example magical damage reduce of the knight. (and I didnt found in patch notes)

    I know a few weeks ago, that you were magical immune as a Knight if you had the new ISS (30%) + Shield of Discipline (68,8%) + Fire Ward (11,4%) because it was added in the formula (30 + 68 + 11).

    Today I noticed that something changed, that all buffs were multiplied which means, you cannot be magical immune as a Knight anymore (ok, that is something good in some way) but this results more and more in a way, that knights will be more and more useless. Less aggro than champion in dps gear, less def/hp than champions in dps gear and now less damage reduce with Shield of Discipline which results in a way that even this main tanky skill of the class is less effective.

    Actually there is no need anymore to play Knight imho. If you want to wear plate gear (why ever you want), play champ/knight -> more aggro/def/hp/utility and nearly same damage reduce (base damage will be even smaller on champ/knight)


    Kind regards

    You think overall the class is underperforming? :O

    I did not test mage for a long time, but what I did with druid/rogue with my gear was good. It could depend on fast/slow pace and the rhythm how the tank pulls If we have different experience. Maybe I need to test mage again.

    Hi,


    in my tests Poisonous Widow Embrace needs 30 energy. But every additional hit with NP will give you some energy back.

    Furthermore I don't think the class needs NP with dwarven Ale. Wach Druid have their own skill which reduce the NP cost of all skills to 0 . It is like a class specific dwarven ale.


    The Druid/rogue cannot be a burst class, because you have not such selfbuffs like rogue or scout. But the sustained damage is strong



    Edit: to slow on phone writing xd