Now without wl/m in pt mage will be crap class, maybe better nerf output physical dmg too and give 20% physical dmg on wl/m buff.
pdps still getting "dmg" from wl/m Warp Charge, because increasing attack speed increase dmg output
Now without wl/m in pt mage will be crap class, maybe better nerf output physical dmg too and give 20% physical dmg on wl/m buff.
pdps still getting "dmg" from wl/m Warp Charge, because increasing attack speed increase dmg output
I don't like mdps :p
- Reduced magical damage output by 20%.
But isn't that too much?
It is compensate with WL/M new skill:Changed Warp Charge to increase magical damage by 20.6% additionally.
And I like it. If WL/M is afk, everyone suffers same xD
Display MoreJust to inform community;
Damage multiplier in Realm of the Forgotten Legends (Hard) instance is 27% as of now, which was 70% before class balance started at 2020 Spring.
With the following patch, it is planned to be reduced by another 30% for every zone instead, to be reduced to 19% for Realm of the Forgotten Legends (Hard) as a result of this reduction.
Greetings
good direction! Thank you @devs for it!
ohmm...
We had only gorge gear Oo... exactly 1 year ago
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 XLutinexI 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.
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 ![]()
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*
Display MoreHoi ,
- Reduced damage output in all kind of damage formula of the player.
Will there be any info made public how much this reduce is/will be ?
Greetings
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
Display More50% of all dmg (on an instance scale) from the toxic splash? Hmmm, what about whirlwind and other skills? Toxic splash is 25% dps in my opinion. Rogue / warrior got 40% nerf on this skill, so referring to the old value you will be doing 0.9 x old value dmg in the whole instance.
But you got a damage boost + 10%, so without going into the mechanics in detail, you will be doing 0.99 x the old value dmg of the whole instance.
With a 7% damage nerf on other rogues, I'm sure that after this patch the rogue / warrior will be the strongest rogue, maybe not as OP as the rogue / scout previously, but still the strongest.
I completely don't understand where this boost dmg came from on the rogue / warrior. They nerf all rogues, including those who did not need this nerf (in relation to other rogue combinations) and okey, then they should nerf too strong combinations and not boost those which in their opinion are too weak.
The meaning of my statement is that in my opinion what is shown in the changes to the rogue / warrior got a boost, not nerf, which, taking into account the fact that he was very strong and most of the other rogues were nerfed, makes the rogue / warrior the strongest rogue. So the season of too strong a combination starts again.
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 ![]()
Display MoreWe got it! The randomization machine has drawn new values!
I announce the Rogue Season on: Rogue / Warrior
https://media.tenor.co/videos/…50882b8cf8ce088bcba0d/mp4
Sorry for the mocking tone, but I'm a bit disappointed with how quickly we moved from the idea of nerfing to the idea of boosting
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
Display MoreI've noticed that there's a big difference between end- and midgame players when it comes to the satisfaction of ROFL, whereas the Midgame-Players feel like it's just not worth it to play the classes they want simply because they're being incredibly outshined by other players while the endgame players often despise ROFL for it's monotony and ease of play once you figure out how to do it.
Therefore I propose this:
-> Turn the current normal mode into easy mode; reduce the amount of core shards needed to 1-> Turn the current hard mode to normal mode and revert some of the buffs to bosses and mobs (Especially nerf the mobs aoe! :D)
-> Finally implement those changes into the new hard mode and buff the bosses again, but also beef up the rewards (e.g. 2 cores, 10k coins, "petrified" pain/knowledge/protection-fragments at endboss, like Gorge and Inferno have?)
- Added physical attack, attack speed and bad luck aura to Nayat, Siddartha and Krishna in Realm of Forgotten Legends Hard Mode.
- Changed Khat in Realm of Forgotten Legends Hard Mode to electrify everyone in room if someone gets caught by a small lightning.
- Added entrance cooldown debuff to Jerath event in Realm of Forgotten Legends Hard Mode that lasts for 180 seconds. Jerath now gains 8% physical attack every time a player participates in the event, and gains 8% physical damage every time a selected player refuse to participate. Every creature killed will inflict 2% damage to the tactic object.
- Changed Balton to re-apply poison every 3 seconds instead of 5 in Realm of Forgotten Legends Hard Mode.
- Added Earth Core Fragment to Realm of Forgotten Legends Normal Mode last boss. (3 Earth Core Fragment provides 1 Earth Core when used.)
This way the very endgame players have a reason to keep pushing themselves while giving the midgame players a chance to catch up without being literally leeched through. It would also give more levers in terms of balancing.
ROFL has put many players in a corner, as Gorge is often more difficult (event wise) than the higher instance and Inferno doesn't bring enough income to properly breach someone into the endgame.
B1-> Nayat is too random to be punishing. This could be changed by keeping the buffs random but needing to KILL the guardians one by one. They then drop a box, where the event then would be playable. If more than one Guardian is killed at a time, the previous box disappears. This would put the flow of the fight into the hands of the players and allow for punishment.
B3-> Perhaps a secondary tank should/could be neccessary here? One to tank the worms and one to keep the boss. Could tie in nicely with Boss 1. Perhaps let the stomach acid recude defense by 5% each in addition to the %-DoT, so that a 20 debuff leaves one with 0 def.
B4-> I would personally put some emphasis on the adds that come; they could be attackable, so that one may need to pull them away from the group to avoid a new debuff (perhaps, like, 50% less damage/heal dealt for 2 seconds).
Have a blessed day,
Midan
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%)
You have xbow? If yes (i think you have as scout/wl), it is 2 sec. That was one of the first changes for scouts months ago
Arcane Transmutor Charges in Happy hour would be great ![]()
Display MoreBut 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
Sorry but you are comparing wrong things.
1. You can't compare with staff, d/r will have way more mdmg than d/m using wand + hammer.
2. You can't compare earth arrows since that isn't the skill those classes spam. d/r use energy skill in most of the cases and d/m earth arrow (4s every 6s will be spammable for d/m so pretty similar to druid/rogue skill)
Retried dmg so you can see:
d/r: ub 35kk, with with dark buff 52kk
d/m: ub 22kk, with its 30s buff (but 90s cd instead of 60s) 26kk.
As you see d/r is 60% higher single dmg ub and half of the time is literally x2 dmg. Yes I agree aoes will probably be higher but with 0 mattack atm and waaaaaaaaay lower single, this isn't viable unless they change more things.
Regards, Madoxx.
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 ![]()
Display MoreMage/Knight
- Changed Light Charge to Illumination; Creates an aura within designated area which inflicts 3600 + 0.3 x INT light damage to enemies within 60 radius with 10% damage decrement for each extra target, every second for 5 seconds.
I think that is a really good idea and will push overaldmg like normal thunderstorm did for all mages, well done.
Druid/Mage
- Changed Inspiration to reduce casting time of all skills for 4 seconds instead of next skill, increased trigger chance to 100% from 72%.
Is an interesting change and I really like it. Different mechanic than other 2 druids and that is good.
The class is half way and need a deep rework. It has elites to be dps, others to be support and also to be healer.
Heal:
Support:
And useless one:
I really think they should be adapted aswell. In those changes class need a magical attack passive source (right now it has 0) and some single dmg buff. I compared with d/r and while that does a 45kk hit, d/m do 25kk. Im not saying it should be that high but also not that low.
You started with this class, please im begging you, don't make us wait another month to change next skill.
Beside this, just wanted to say is nice when our suggestions get heard, thank you.
Regards, Madoxx.
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
Display More
Mage
- Reduced Elemental Knowledge damage gain to 72% from 82%
of course I agree that the mage is a bit too much beating class, but weakening him by as much as 10% is too strong in relation to other class nerf.
I propose to reduce Elemental Knowledge damage gain to 74 - 75%
Greetings
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)
I like the upcoming changes! Damage overall was generally too strong for raids
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
Display MoreDisplay Morebecause 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
Yes, W/P has support, but K/M is a tank, as I said. I fail to see your point here.
Sure classes should have their role, hence my suggestion with changing Shield Form. I heavily disagree on making Champion tanks plate wearers though. There are already enough classes that can/should wear plate. I can't play general Rogue or Scout with my chain gear, althought they fill the same role (dps).
Since you seem to have some problem with Champion in general this will be my last post. All the arguments have been presented and it is now up to the devs to decide.
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
Display MoreDisplay Moreshield 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
If SoD was only hardly nerfed, doesn't that mean it's still too strong ?
Regarding the rest of your post, agreed, Champion can tank effectively with dps gear, which should be adressed. Ch/D however is not on par with a real healer, so I have to disagree on that point.
I suggest reducing the conversion rate of Shield Form to 20%, just like Disassembly Mode. This way Ch-tanks would have to build into their role and not just use dps gear. However, Rune Growth and Rune Craft - Fortify should be reverted to their former state.
This doesn't justify claiming that Knight is a worse tank than Champ though, which both you and Zyrex did repeatedly. There is a reason why the majority of tanks play Knight.
Lastly, in the context of fairness, how is it fair that a fully-fledged tank (k/m) has access to a stronger damage reduction debuff than a class whose sole purpose is supporting (w/p) ?
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....
Display Moreuhhmmm.... 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
im talking about s/ch, s/r, s/m, s/wd, i didn't play other scouts frequently, and yes, i still believe these classes have somewhat aoe sustain and burst.
aoe damage of d/r was really low compared to other skills of the class in overall in my runs, i don't know how it makes it "good" just by being able to spam it, idk, people often do such mistakes, i mean using aoe skill when there are 3-4 mobs by thinking it would be better because its a "crowd", but in reality single target skill is dealing more damage for certain classes as i mentioned on previous message, yet im not sure about d/r.
but to be honest its been a few weeks since i didn't run, maybe things changed
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
...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...
![]()
- 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