Posts by xLutinex

    If all players would be objective and don't only want their own advantage (for example: "i am soooo bad in comparison to the other class. My class need a push!" - instead of recognizing that the person is just a bad player maybe) the balancing could be already finished.

    I mean, some ppl here in this thread are crying that their class is bad, but sometimes tbh: their class was really really strong (sometimes OP!), but the player was just simply: bad


    That's why the ppl should report buggy skills/formulas whatever instead of just using it for own advantage :)

    Why you increased patt gain per strength and in the same time you decreased damage?xd It is pointless to have more patt when you can get through boss defense and have less damage .... Just please stop doing such changes to warden (and other classes too) just because some people that have t17/t18 weapon and are bored keep telling to do so...

    If the more patt compensate the reduced skill-damages absolutely, then you will do more damage than before, because the pet will do more. The higher you patt is, the more damage your warden pet will do.


    If I should guess: Wardens daamge shall be more dependent of their pet?

    hmm maybe this was your problem Zyrex

    Another thing about SCh vs. SWl:


    Yesterday I ran inferno with my SWl (t14 staff, t12 magical xbow, golden gear t11/12) and we had a SCh in party (t6 gun, red rofl gear, t7 I think it was) and our dmg overall was quite equal, even burst was more or less equal. So I think, the SCh is waaaaaay too strong atm. I have no comparison from rofl so far, but a class with an untiered weapon and much worse gear shouldn't deal the same damage like my SWl I guess.

    So I think, the current planned nerf for SCh is too less, or the SWl isn't as good as I thought... I mean, either the SCh is overpowered as hell, or SWl is weak... or at least feels like this.

    You ran...inferno... where mobs are oneshot with reflected shot........ You can make same comparison with scout/x (x = any sec class).

    Try the same compare in rofl. scout/ch with t6 weapon! and t7 gear cannot deal much damage. maybe 1/10 of yours xD. Or your s/wl isn't good ^^


    I don't say s/wl is strong, but that is kinda.... strange. I play s/wl from time to time.


    Edit: If ppl make comparison in inferno, every class except scout needs a strong push ~.~

    Warrior/Champion:

    In this class, the above problem with the outgoing skills occurs despite high attack speed and the critical hit probability that depends on it. For this purpose, my idea would be to change the "Rachelhieb" easily. The Damageboost does not start until the target is below 10%. But in 90% of all cases you have the problem that either 10% will be bursted in 0.5 seconds or the skill is not even ready at this time. For example, with the 2nd Boss in Rofl, this is completely useless because it disappears at 25% and the adds come. You could start the Damageboost at 30% and thus have the chance to use this skill at least 2 times in the burst phases if they take so long. What also struck me is that despite full attackspeed, fewer hits come out, as if you attack more slowly, for example in offburst. The damage numbers are logically much higher, but if the frequency of the skills is so slow, it would be better if you adjusted this so that attack speed skills trigger faster and the hits stay high.

    Personally I had the feeling that warrior/champ is the strongest warrior :O

    Yes but i dont agree its a 9% nerf a good idea :) maybe 5 would be ok but 9% is to much.

    s/ch might need even more nerf considering even some unskilled damage dealers can deal ok damage with it :/


    it was quite broken last time i tried it compared to some magical dps. i mean i am aware that almost any pdps is able to beat mdps in common circumstances but s/ch just felt broken

    Yes sorry. I did quite good dps with s/ch :D

    Hello Arcadians, ^^

    i want you to share my idea to improve single target damage of mages. You could increase the base damage for all burst attacks. So my hope is that the damage output could be enhanced on a fair level that physical dps and magical dps with equal gear have got a similar damage output. Maybe the good thing about it is, that you don't have to change the damage formula and can buff the mages in near time. I've got some examples for Burst Attacks below.

    Greetings Miso! :)

    But then I think a nerf on some mage classes in aoe damage is needed :D

    Just my opinion, but I think one mage is the best AOE class atm

    But that would make 1 instrument obsolete. Right now some ppl having tambourine, guitar and lute. Yes, for players it would be better, but for the Itemshop? I guess we can be lucky as it is now ( I thought about not sharing cooldown. Than I would also buy rattle)

    Easy, make it double price. They get same diamonds and we are happy.

    Not for people buying only once. Guitar or lute

    • Changed Guitar instrument to provide 20% attack speed additionally, attack speed portion of this effect will be overridden by attack speed portion of Lute.

    Hmm why not do the same as sw titles? turn guitar or lute into both buffs, same numbers, no disadvantage to pdps or mdps. I really thought that was the idea behind this.

    But that would make 1 instrument obsolete. Right now some ppl having tambourine, guitar and lute. Yes, for players it would be better, but for the Itemshop? I guess we can be lucky as it is now ( I thought about not sharing cooldown. Than I would also buy rattle)

    Answer is easy: not worth it. We had a tank with plate gear, he sold plate, bought chain dps gear and he had better aggro, better dmg, more deff and for him better gameplay than in plate gear.

    Champion should need new gear (not dps) to tank, but if he dont need, r/k shouldn't need too. If r/k will not be tank then he should be good dps like any rogue, in this moment r/k is crap class.

    That is my observation.

    sadly yes. The only reason needing a knight would be tanking rofl endboss with 20 stacks of buff or more (without possibility to kite, which is a joke in my eyes). I don't really know if a champ is able to tank it with 20 stacks but i doubt it

    The Champ is a separate topic. But you should ask your own: what shall all main knight tanks do,if every class can tank. Why doing plate Gear?

    Personally I am totally against skills mixing roles with just 1 gear. That's why I also don't want r/k to have full tank ability with full dps gear.

    R/k is an offtank in my eyes who can definitly tank a boss for a short time without problems


    Sadly I cannot say something about dps. Need to test it soon.


    I want to mention that full knight tanks cannot switch to dps with 1 skill;) so please let the tank role at classes with full tank equip


    Kind regards

    Hi,


    regarding Knight/CHamp:

    I found out why the aggro is so insane.


    Blessed Hammer passive with 45% hammer damage is a bit buggy.

    See tooltip in skillbook and when you post the skill ->



    For example here are Knight/CH without EQ



    With sword:



    And here with hammer:



    The hammer damage is increasing by more than 80% instead of only 45%.


    Guess it is a bug and should be 45%? The skill is +104 if I post it and in skill book it is capped at 55.


    Can a dev clarify it if the tooltip in skillbook is wrong or the damage increase?


    Kind regards


    *Edit* edited the +104 and +55 difference

    Regarding Knight/Champ:


    Electrocution Chain is a bit to strong. Resetting several seconds of cooldown within the next 10 seconds result in perma stunning within big pulls. Today I could use it 3 times within 1 big trashpull after b2 and within the big pull after b3.

    I would suggest to remove the CD reset function of this skill.


    Second is the every 3 second shock strike with massive aggro. I played with sword, not best weapon for this class, and the aggro generated with shock strike was more than with every other class. But the upcoming patch should balance it in my opinion :)



    Btw: Thank you @dev team for all the good job in balancing process

    Because nobody wanted to report tanks. Because in 99% player are reporting to OP dps

    Again. Even Zyrex said that EVERY TANK has no aggro problems. wo WHY is that a PROBLEM nerfing the shock strike aggro multiplier?

    Whirlwind SHield with an aggro multi of 1000% is nearly enough to be afk after 1 WS in a single trash group.


    I tried every tank combination. really every. every class can hold aggro but K/R and K/Ch are kinda a joke in aggro as it is now

    Because the K/Ch is balanced around it's Electrocution Chain, a skill that provides no aggro multi. You are not able to hold aggro after pulling without an AoE. Whirlwind shield is not enough for aggro if you have high area damage classes. That is the entire issue.
    Taking down those multis makes the CC borderline useless. Come on. It's not a hard concept to grasp.

    Tell me? How can tanks like K/M, K/P, K/S and K/D can hold aggro in such situations only with their whirlwind shield?

    It's not a hard concept to grasp.


    No offense.


    And btw as K/CH the whirlwind shield is doing 45% more aggro then from K/M, K/P and K/D, because K/CH has a 45% damage passive, which improves all skills. In summary the ability of K/CH and the massive aggro output is like the K/R. both are totally OP in my opinion as a long year playing tank



    Edit:

    Not a single Knight combination has to rely on secondary-class specific skills to build and hold aggro. The default Knight skills (and iss) are more than enough.

    Yes!!! That's my point, so the aggro of Shock Strike doen't affect the overall aggro, but it's CC utility is the core mechanic of this class, but has to stay on 3s to enable this ability of CC how it is. The aggro of Shock Strike does only matter, if you use it in specific situations, but then it does.

    The 3 sec CD will be stayed at 3 seconds, because every /ch got 3 sec now

    Again. Even Zyrex said that EVERY TANK has no aggro problems. wo WHY is that a PROBLEM nerfing the shock strike aggro multiplier?

    Whirlwind SHield with an aggro multi of 1000% is nearly enough to be afk after 1 WS in a single trash group.


    I tried every tank combination. really every. every class can hold aggro but K/R and K/Ch are kinda a joke in aggro as it is now

    Sure I am arrogant, because I can :P


    The "problem" in my eyes is the contradiction. First saying to not reduce aggro multi


    2) Will the aggro multiplier of Shok Strike for K/Ch also be reduced? In that case please don't, this skill deals the perfect amount of aggro to use it on range in our runs, reducing it would make it kinda useless in my eyes

    and then saying no knight have aggro issues



    However, talking about knight tank balancing seems to be a waste of time imho, because as mentioned, you can even play without any sec class to hold aggro, it doesn't matter if you have 100kk aggro after burst or 150kk.

    And the whole thing is only about the aggro Oo. Because the next patch will reduce shock strike CD to 3 sec for all classes. So what is the problem to reduce the aggro multiplier to 500%?


    And yes, I played the K/Ch. Some mechanics can be kinda broken in some situations.

    Regarding the K/R. He is strong yes, but has definitly not the best aggro. it is at rank 3 or 4.


    And btw I know the values of the classes, maybe more than almost every other player, because I test things in detail.


    Ontopic: Even 500% 3 sec aggro AOE is one of the strongest a knight have. And yes, only whirling shield + ISS is enough for every tank, because you can hold the aggro in rofl without any secondary class which means, that it is easier on harder content to do more aggro than dps classes comparing the damage the tank and dps dealing in rofl and new content


    Kind regards

    Originally I was considering to suggest an increase of Shock Strikes CD on Knight/Champ as well to 6sec, as it normally is/was.

    I play K/Ch only, since 1 week after it came out. I think talking about aggro potential as a knight is useless since all knight combos can hold aggro without any problem. So it's just a matter of utility and K/Ch has a lot of this, which is the core functionality of this class.
    You don't just tank and do your own stuff, but you support your entire raid by a huge CC mechanic. The stacking, stunning, interrupting mechanics make this class unique, also the 3s are required for some specific parts in rofl. Increasing the cd would fail the purpose of the class imo. It's not that tanky as others and you always need to keep your stacks at 10 not to loose your def. Also the cone AoE requires some movement on many situation, even in our greater pulls.


    However, talking about knight tank balancing seems to be a waste of time imho, because as mentioned, you can even play without any sec class to hold aggro, it doesn't matter if you have 100kk aggro after burst or 150kk. And every tank subclass has its own playstyle, that's why I'm playing this class and not a Ch/K. And if it comes to the topic which knight subclasses are too strong, the K/Ch wouldn't be on the first 2 or 3 places (but that could be a discussion for itself I guess). :/ Also seeing few tanks not playing K/R is a good thing in my opinion ;)

    Just one point of view of myself.

    K/Ch has the ability the nearly stun all mobs in every trash group, even in massive pulls. The most dangerous for other classes than the tank can be the big pulls, where many mobs can use any AOE and kills the players. K/CH can stun all of them, pull them together and reset his cooldown while the mobs are killed Oo. If I think about our 2-3 dps runs, the 2 seconds stun is nearly enough to kill every mob of big pulls Oo -> resetting CD of AOE stun/pull instantl.

    If I compare this mechanic to the Ch/Wl, it is kinda OP because the CH/Wl cannot reset his CD :D


    And yes, shock strike, a nearly spammable 1000% aggro multiplier skill hmmm.... the reduce to 500% is also not noticable as a K/CH, because you have the highest damage passive of all knights. So please don't say something about aggro. The one knight which is having aggro "problems" is the K/P, because reducing aggro of raidmembers in 2021 is kinda useless, if all are at 10% without this skill ^^

    The problem of "Holy Thunder Blade" (Lv 98 ISS)

    There is also the Lv 98 Holy Thunder Blade, which does a Non-Aggro hit but increases your total aggro by 5%. Through the fact that your Holy Strike deals (more or less) equal damage but has an aggro multiplier, the 5% only matter if your total aggro is about 100kk or more. Only then this skill is better than Holy Strike if it comes to aggro only. But Holy Strike additionally puts Holy Seal on the target, which is required for several skills, so the Holy Thunder Blade (and also the Lv 75 Myrmex Sickle) is just useless in my eyes

    Hi,


    this ISS is a taunt btw. So it is not as useless as you think ;)