Posts by xLutinex

    The wiki is online. Sadly you need to choose which attributes you want on the cards :/

    Now cat is safe, thanks for that and thanks MidanLauert , we can sleep peacefully.


    Great Arcadia!


    New system cards look really nice, great idea in my mind.

    Hmmm the card system in the video is a double edged sword in my eyes.

    If I need to choose which attribute I want at one card, I cannot maximize my equip for 2 classes for example pdps and tank :/

    This would not make sense for me to do ans new equipment.

    I don't know how other endgame player think about it. Would be nice to share the opinions


    Kind regards

    Ah ok.

    Can't see patch notes xd

    all get -30%

    mages get -10%

    warlock gets -14%

    Additionally:

    • Reduced magical damage output to 90.6% from 100%.

    But the counterpart of that nerf is the Warp Charge buff from warlock, we will have to see how it will affect the future of mages in general.

    easy. 90,6% *20,6% buff of Warp Charge means a push of mdps by ~9,26%

    I don't think that mdps classes were underperforming in general. We'll see but I guess some mdps classes are overperforming after the change

    Mages get cast speed too, pdps have limit about speed.

    20,6% speed = 20,6% dmg? :/


    But i like general idea of this changes <3

    The limit for pdps attack speed is the same. mdps got also cast speed before. It is just for compensate this in patch notes:Reduced magical damage output by 20%.-> should be the same damage output like before, but only with wl/m warp charge :-)(but don't forget the overall -30% damage output tomorrow ;) )

    good direction! Thank you @devs for it!

    ohmm...


    We had only gorge gear Oo... exactly 1 year ago :D

    15% doesnt make a difference. Keep in mind, that a full 12 ppl group is such strong, that you mostly can only do 2-3 hits on balton before it's dead. Caster have a hard life with this *g*

    afaik rofl has been buffed significantly since, or am I wrong?

    Not so much like all classes while balancing process in my mind. RoFL had some hard bosses on the first version in the first 2 days after release ;)

    Hey, while we're at changing the meta a bit, could the "master of aggro" skill of the ch/wd be changed to just allow the usage of plate armour? It's such a cool tank, but really not worth to play. :/


    Quote from XLutinex

    I would suggest a reduce by 35-50% (better ~50).

    Keep in mind that people need to be able to run rofl with red rofl gear. :D being fully golden at t12+ isn't the standard for the average player. A damage reduction of overall ~15% would be fine, but everything above that will absolutely kill the next generation of players.

    ohmm...


    1 year ago I could not make 20% of organs at Jerath event without buffs with a Scout.

    We had only gorge gear Oo... exactly 1 year ago :D

    15% doesnt make a difference. Keep in mind, that a full 12 ppl group is such strong, that you mostly can only do 2-3 hits on balton before it's dead. Caster have a hard life with this *g*

    I would suggest a reduce by 35-50% (better ~50).

    With 50% we will have a full golden group burst boss fights for maybe 5-8 seconds instead of 2-4 seconds like now.

    If I think about how it was to clear rofl with gorge gear and compare it with the actual damage output, 50% would be the best. 1 year ago I could not make 20% of organs at Jerath event without buffs with a Scout. I needed minimum 3 min CD skills to make 20% damage. The golden gear is pushing the damage out by maybe 30-50% comparing to gorge ?

    After the class balancing there are many changes with the classes which increased the base damage of all classes. Even more support dmg skills were introduced.

    Maybe reducing the damage 50% seems to high, but if I think about some bossfights and that you can burst bosses with 1 dps O.o....

    Just my opinion :)


    P.S. I wanted to mention "Thanks" again for such big patch notes. *thumbs up*


    Kind regards

    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