Posts by xLutinex
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Hi,
I guess we all are wondering and waiting for an update of the new card system. Some improvements were anounced in white color before the last patch and are now in purple color.
I think not only me is now wondering, if there will really come an update/improvement/change. I know many players waiting for it...
Kind regards
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My sugestion about W/Ch
elite skill 35: Moon Cleave no need rage but consumes vitality points, after accurate hit increase bleed damage from slash for few sec.
elite skill 60: -||-. If target have bleed, (slash bleed effect) shock strike deal additional damage.
elite skill 70: Blood Whirlwind have eqeal bleed damage like bleed efect from slash.
As others have already written, this would push the class over the edge in terms of damage.
However, since the level 35 elite is outright useless atm, I partially agree with changing it too "Moon Cleave consumes Life instead of Rage." (10%). Keep in mind, without any added bleed.
Display MoreRegarding R/Ch
I thought a long time about this class. Need to say that in my opinion the change a few weeks/months ago, that "Electrocution" triggers a "Low Blow" if you have enough energy, results in a bit more burst damage, that you can nearly compete with other rogues (still a bit lower, but ok) but in sustain or aoe damage, you lack hard in comparison with for example r/w, r/d, r/p or r/wrd. Why? Because the energy consumption of Electrocution is heavy -> permanent out of energy. If you use other skills for single target hits like "Heavy Bash" or "Energy Influx Strike" you go fast out of rage (Electrocution only needs 10 rage).
This class lacks a bit of things like r/d, r/wrd or r/p have -> non global cooldown skills
Maybe change Heavy Bash on this class to be flawless and give it a chance to recover some rage or energy and cost 10 rage instead of 20? There could also be a reduce of the level 60 elite to 3% damage per stack to not overpower this class. But atm the playstyle is kinda "laggy" because of both resource problems
Kind regards
Solid suggestion in terms of convenience, but reducing the damage increment of the level 60 elite by a mere 1% is not enough to counteract the damage gain of a flawless Heavy Bash. It would be at least needed to be cut in half (2%).
After all, R/Ch has lots of group support (lvl 15, lvl 20, lvl 45 elite) and shouldn't be as strong as other Rogues.
Cutting lvl elite by half depends in change. If Heavy Bash is changed to be flawless without any other changes, you will be same like before without dwarven ale. The support of the class works only on static enemies (bosses). A change like for CH/m costing mana for Heavy Bash is not possible.
Changing Heavy Bash to not cost any resource would be not in my mind, therefore the lvl elite needs to be cut by 75% or more.
It depends on the devs ^^, but the main problem of this class is to be always out of both resources without dwarven ale. Other classes still have minimum 1 skill without resource cost or with resource you have infinitly (mana) like at CH/m, r/d, r/wrd or r/p.
Even with r/w you have nearly no resource problems (except spamming whirlwind), because the class have a good rotation with rage and energy skills
Edit: even with his own support IT is nowadays weaker at jerath event than r/p without any supp
Kind regards
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Regarding R/Ch
I thought a long time about this class. Need to say that in my opinion the change a few weeks/months ago, that "Electrocution" triggers a "Low Blow" if you have enough energy, results in a bit more burst damage, that you can nearly compete with other rogues (still a bit lower, but ok) but in sustain or aoe damage, you lack hard in comparison with for example r/w, r/d, r/p or r/wrd. Why? Because the energy consumption of Electrocution is heavy -> permanent out of energy. If you use other skills for single target hits like "Heavy Bash" or "Energy Influx Strike" you go fast out of rage (Electrocution only needs 10 rage).
This class lacks a bit of things like r/d, r/wrd or r/p have -> non global cooldown skills
Maybe change Heavy Bash on this class to be flawless and give it a chance to recover some rage or energy and cost 10 rage instead of 20? There could also be a reduce of the level 60 elite to 3% damage per stack to not overpower this class. But atm the playstyle is kinda "laggy" because of both resource problems
Kind regards
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My sugestion about W/Ch
elite skill 35: Moon Cleave no need rage but consumes vitality points, after accurate hit increase bleed damage from slash for few sec.
elite skill 60: -||-. If target have bleed, (slash bleed effect) shock strike deal additional damage.
elite skill 70: Blood Whirlwind have eqeal bleed damage like bleed efect from slash.
I am against such change. W/Ch is not weak and your suggestions would increase the AOE damage of the class to a level, that might be even higher than ch/m. This would only change the ch/m meta to w/ch meta. Better focus on classes, that can not compete with such classes
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I wrote a bit

I've been looking at these changes to mag dps for a few patches now and some of the changes are so badly missed.... So far I've played practically every mage combo except m/ch ( don't like rage combo XD), wrl/wd, wrl/r and d/wrl.
First of all general change on storm x2, in my opinion it doesn't weaken dps of mages on instance, because it's not main skill of aoe ( due to it has cd). You want to actually nerf the dps of mages change static field, which on every mage is the strongest aoe skill. Personally I think that this skill should get a mega nerf, because practically every mage has his individual aoe skill from elite skills, but in general it's not worth to use them ( except m/wd and m/d, because there you can use these skills practically simultaneously and m/k, which has aoe giving bonus to light).
Evaluating the recent m/d changes, of course they are all for a big +, but they don't make this combination suddenly the best mage ( hard to compete with a mega good m/s or m/wd). My bet is that he is currently somewhere on the level of m/r, meaning he will do good dps, but not the best of all mags. I'm waiting for m/p corrections, which has been forgotten a bit????
I kinda don't understand forumers who say that d/wrl is weaker than mages, I walk around with it quite often, and after the recent changes ( where we can practically keep 20 points of nature all the time) and strengthening the dmg from poison, it makes a very good dps. ( well and it is in my opinion the perfect combination for beginner magic dps, because it has very much mattu ). I haven't played d/r yet, but seeing elite skills it seems to be such a druid equivalent of m/s in making dps.
For wrl/wd in my opinion nothing has changed after a few nerfs, continues to be a super combination with good dps overall. Changes on wrl/r all for +, but to play it well in ROFL, we need a w/p in the team to not die from aoe trash skills.
And then there's that w/m XDD. A combination that is in my opinion the weakest magic dps because there are no specific reinforcements on it. You changed that skills don't cause gcd, increased aoe ranges, cast time of 1 skill to 1 second. Everything is fine, but why do these skills still hit from wind instead of fire>???? I think that 1h weapon+ talisman combination is meant for w/m only we have one small problem here. Talisman only amplifies fire damage, where on w/m fire damage is dealt by white attack and 1 skill. Everything else deals wind damage. Personally I would suggest changing the talisman ( that would be best) to give bonus to all element types, but I'm realistic and I'd rather see a change that all w/m skills deal fire damage ( it's a bit weird to introduce 2 elemental dmg without giving bonus to any element, like on mages)
Finally I would like to add my idea. We have many set skills which are duplicated ( some even repeat 3 times). A lot of skills are unchanged and give ridiculous bonuses like magic accuracy. Maybe it is worth to change weaker equivalents of set skils and introduce skills for those unusual combinations like magic warrior, magic/physical beating druid, physical beating priest, healing sorcerer etc.The game only starts on the final instances anyway and low level skills are only pulled by collectors, and so there would be more interest.
Hi,
1 hint. W/M is played with 2h. The auto attacks does not do the most damage anymore. Furthermore you need castspeed on this class instead of attack speed
Greetings
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there is a problem with treatment because when you need this treatment you don't have it, and don't tell me that it's my only problem and that you have such a pro guild because you don't have a pro guild, every cure has the same problem as me, you don't play with treatment, so don't say anything about it if you don't know something. ;))
When I need healing, I take with me heal with medium+ skills and he can heal me without any problems.
You wrote that when someone needs healing, they don't have it, does it have to do with reducing the "Arcadia Patience" buff? If it were, then the healing should be too little, but you wrote that it was missing.
So, are you sure you are making good use of your character's skills? Maybe you should try cast any healing skills?
Why you said me "your guild is not pro"? That hurt me, maybe you spoken the truth, but our heals don't have any problems, so my guild is guild with pro heals

I guess I know her problem. There is a new Interface setting, which will by default disable overheal values

Maybe that is why she think there is no heal anymore
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These is not "spoil", these can be your skills, maybe you should try improve them, in our guild we don't find any problems with "treatment".
there is a problem with treatment because when you need this treatment you don't have it, and don't tell me that it's my only problem and that you have such a pro guild because you don't have a pro guild, every cure has the same problem as me, you don't play with treatment, so don't say anything about it if you don't know something. ;))
Hi,
do you speak about?:Reduced Arcadian Patience rate to 1% from 10%.If yes, you know this buff will be removed totally at some time in future, as it was announced months ago?Furthermore no heals should have a problem with healing because of reducing this buff. healer had several months dealing with the "remove Arcadia Patience" in the future
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I've borrowed a full gorge equipment (gorge statted) and used 2 weapons from merchant at RoFL entrance. You can see in the video, that also player with full golden gear didn't make my damage. Btw last time I played warrior is a few months ago. All in all you can say that a full raid of skilled ppl in gorge gear can clear RoFL in less than 1,5 hours, even in less than 1 hour. There can be a way better raid setup
Kind regards
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again thets what u think , and i l repeat as everyone say it go ahead and try it then tell us once u try u will know. just with thinking with logic if u got more magical , physical dmg and power you do more dmg so you need less time to do it... i m saying dont talk about something if u didnt try it now. also i did speak with few guild and with 1 guild thet done rofl within first guild who has done it and they also confirmed it took them 2+ hours untill they got few stats , gear from rofl... so its not just me saying it. and damage dealing people have no idea is true in some cases , but in cases thet is not true , what about it then... i l repeat go test it with people gorge gear and tell me how long it took u. btw again i l say this server is lacking players so if it requires more people to do inis its gna get even harder , and it should be done with 8-10 people gorge gear again cos there is not many people playing this game ...
There is the mistake in your research. Only speaking to one guild. I also know that the 6-7 guilds clearing rofl 1 year ago, needed different time to clear rofl. Some more, some less time. You should ask the GM/DEVs, which have the values

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and you are saying u did rofl in 1h with old gorge gear is a lie i know for fact it took 2+ hours
Wow... I am a liar? Really you want to say I am a liar? Ask a GM/Dev how long the guild rofl runs took 1 months after the release where my guild still had gorge gear. We made 2 rofl runs at the evening and never would have had the time if we would needed 2 hours for 1 run.
I also support the statement of Revenant. Learn to maximize your setup
you are complaining not because gorge equipment can't run rofl, but because people who have no idea about damage dealing and can't breach the dps check of instance at b4 and b5.
every single person who cleared rofl before class balance knows that this instance was alot harder when we had only 2 class to use before balance. warrior/mage was top single target damage dealer just with its white hits, now its white hits are just 10-20% of total damage and its one of the weakest damage dealers in my opinion.
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Is this because your Guild needs longer to run rofl/longer now after patch ? Just curious
Greetings
No, because making new items does not give me anything, because in a moment there are nerfs that take me back to the moment before making items.
I've never played a game where you invest your time or even money, and it turns out you gained nothing xDDD
Think from an other perspective: Every player deals less damage now. Comparing yourself with other players in your guild/runs, you are still dealing the same percentage damage of the instance.
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...text...lutine go waste your diamonds and try rofl with gorge gear... text......
that was MidanLauert said.
Why you ppl always crying instead of looking for mistakes in your own playstyle or raid setup? There is more than one WL/Mage to build the best raid setup...... most ppl just looking for their own dmg output in scruti to be top 1 instead of playing classes making the whole instance way faster.
So please, STOP crying. I/We WOULD do rofl in gorge gear like 1 year ago, but you should also realize, that we don't have gorge gear anymore. So if you want to force us doing this, YOU should GIVE US the gear. And if we would proof it, you should pay us, excuses yourself and never speak such things again... I'm annoyed of ppl not knowing the mechanics, how to push the RAID DAMAGE instead of just the own one...
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The biggest problem i currently see is that we cant use the full system. We have too many green stones (i have almost 30k which i cant spend cuse im currently busy saving dias), and on the other hand we dont have a SINGLE yellow stone, which means we cant obtain 100% of the stones CURRENTLY. And if you think about it, the whole system is based off of rng. First you need to farm a card, which has a "low" dropchance. (If you like to) you need to roll the stat you need with a high value. Then you need to buy different stones to add even more stats, reroll the stats or even change the value. But imagine it wouldnt be all random. People, both the player that farm the cards and the people that buy the cards, would be in (lets say) 2-3 months done with all obtainable cards, each card with perfect, highest stats. 1 card = 40 cards if you compare the stats (i didnt do the math). Its fuckign hilarious broken on the long term when you think about it. all those RNG's make it harder/more expensive to obtain the perfect card for you. And with that, it would mean not everyone would have perfect cards. Only people who have the wish to get those cards which will take alot of effort.
Personally, i like the rng, because it gives you wonderfull feelings once you got your desired stats rolled. Obviously, it can be more frustrating than enjoyable, but once you got your first 10str card, go to the shop, buy a reroll stone, and get an additional 28.6 patk, its a really good feeling and you feel like all the work payed off. And since you can obtain everyone with time (even tho i doubt its possible without personal shop) for free, its not as bad as plussing stones, which you can only obtain for diamonds/a shit load of rubis. Yes, i can exchange gold/mems for diamonds, but in the end you pay with diamonds. You can farm 60 cards daily and try to get the best first stat, then pray and start rolling with the stones you bought from disenchanting the other 59 cards and some gold.
and here we have the lucky ppl and not so lucky ppl. I didn't dropped a single 10 attribute card myself within about 200 cards or more. With such luckyness you can also drop random values on stats in rofl and/or random values on golden gear.
I'd better pay an amount of diamonds for which I know, what I will get. Some plusstones with which I can plus my equip (I also use perfect stones).
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Greetings,
Display MoreHeyo,
Essentially i like the basic principle of the new Card System.
But after trying out the new Card System / Rerolling and farming Cards,
there is 1 Major Things that bothers me about the System.
The Overall Randomness/for my taste too much RNG with the Shop/NPC where u can buy Upgrade Stones for Cards.
Super nice Idea to offer Players a way to Upgrade their Cards even more with extra Stones that you get for disenchanting bad rolled Cards .
Big Big thing that bothers me is that there are around 160 Different Stones (correct me if im wrong) but the Shop offers only 20 Different Stones at a Time and if you want more /different Stones you either have to wait 6 Hours! for a restock or 24h for a refill with new Random Stones and random count each Time . And waiting those times does not even guarantee you that you get the stones you want or guarantee you even that you get any stones at all because everyone has access to the same Stones. What i have witnessed over the last days is people camping infront of the NPC and waiting for a restock/refill and just buying all stones out nearly instantly.The only thing to avoid this is to have your own "personal" NPC by restocking the Merchant, costing 250 Diamonds. But then again you only have a choice of 20 different stones with a different count each time. So theoretically(!) you would have to spend 2.000 Diamonds too see each stone atleast once or wait a horrendous amount of time with Luck on your Side.
My Suggestion to improve this would be at first , Make the Shop personal nevertheless if you wait for restocks or buy the refresh/restock.
Another Suggestion from my Side would be to either remove the Diamonds Costs for refreshing the shop completly and add the option to refresh the Shop for Green or Blue (maybe even Purple?) SoulStones . For example currently 1000-2000 Green SoulStones for a refresh and when new zones come out who naturally drop cards better (e.g the Islands Korris Vortis etc) increase the priece of the refresh accordingly or Change the NPC too have all Stones at all Times available for everyone but adjust the priece accordingly (e.g Change the Green from 100 too 1000 or 2000) .
( The Values are not part of the Suggestions , they are just here to give a better view for my suggestion and should be obviously changed accordingly what the Team would see fit)
Greetings

I totally agree with Cruvor here. Seeing in the past days every time the shop refills/restocks about 5-10 people standing there. If you aren't fast enough to buy stones, or as some friends of mine experienced that after a refill/restock they had longer loading times for the new stones than other players (which only took maybe 3 seconds longer but 3 seconds are enough that everything is completely sold out in terms of stones for the green value) you kind of are forced to pay to diamonds to refresh the store for yourself in order to get some stones.
I support the suggestion to make the shop personal big time!
I am also a big fan of refreshing the store with these different values from disenchanting bad rolled cards. Experiencing now only my time I have farmed in Howling Mountains and seeing the amount of green value I already gained I only support the suggestion!
With the store beeing refreshed by for example green value and especially for you personal I would have no problem that everytime you only see about 1/10 of all stones there are. Card farming was since the beginning something for players with endurance and these suggestions would give players who farm a lot and have a lot of "bad" cards a great reward instead of standing at the shop and see everything beeing sold out in 5 seconds like it is currently.
Kind RegardsWhy not allow to buy as much stones as you want? even all possible stones at once to choose without the luck to get the right one. You would still need to farm the cards and trade them to soul stones. A complete randomness results in, worst case, never getting what you want (for example 30 rofl runs and no Knowledge stat)
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If you give us red gear...
You could ask a gm if they could give us the equip for 1 run.... If you want a proof and even after that, you would still arguing the damage is to low.
Ppl which has cleared RoFL right after release know, that it is not to hard now. Not even harder than at release date. And if I remember correct, that should be ppl from 6-7 guilds
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If goal is to run rofl for 4-5 hours one run , then yea you can clear whit full gorge gear, and thats if all alredy know good tactics ,but new guild have no chance in that setup . Also you sholdnt nerf 30% , 15% would be ok i think. Or you should just nerf dmg in rofl by adding some buffs to def to mobs, bosses, something like in RT where you have broneze,silver, gold difficulty . Greetings
We ran RoFL a year ago with t11-t12 full gorge gear and t14-15 weapons and didnt even need 2 hours after we know all tactics!
Why ppl always think in this way: Publisher push classes by 70% -> "OK. Cool. Nice for me. Ty good publisher"
After that, nerfing by 20% -> "OMG NOOOOO. ARE YOU SERIOUS? WTFFFF!!!!!!1111111 HOW SHOULD ANYONE NOW CAN CLEAR THIS INSTANCE? IMPOSSIBLE!!!!!!!!1111 "
Kinda funny. It seems, that some ppl lost the comparison to the classes after RoFL release. If you need 4-5 hours running RoFL in a full gorge equipped raid, then it's all about the raid. 1-1,5 hours are possible at farm status in gorge gear with 12 ppl
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pls nerf warden he is OP now

I guess warden pets and cenedrils wasn't affected by the 30% damage reduction of "players"

Should also adjusted in my opinions. Seems a bit crazy if your pet/cenedrils deals more damage than yourself
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Or one suggestion (still a huge grinding):
farm a card like fungus 20 times, then you can convert it to "ultimate fungus" which replace the fungus in compendium and the ultimate version has fixed stats with fixed values. No pain for multi class players with multi gear
Still huge grinding if you think about rare cards like ayelo (20 timest would be to much for this one i think ^^)
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Huhu,
two suggestions:
1: can you buff champ/rogue , because of nerfing the other classcombi? maybe balance the 1hand hammer reduce into "Schattenexplosion" ID 499844. c/r isnt anyway broken or st. 24% to 28% or st.
2: in my opinion the knight/champ got not enough pdeff compared to k/r or k/w. Furthermore the stacking of "Angriffslustiges Opfer" ID 1490482 is so weak. you lose pdps for a little bit pdeff that you can stack at a boss after the burstphase. Maybe add an passive skill of pdeff or increase the stacking % of the pdeff.
Additionally "Rüstungsbrecher" ID 1490488 is more weak then "Gebieterische Abschreckung" ID 490018. maybe balance the 8% to 12-15%, means a stacking number of 3-4% each seal.
Greetings
Knight/Champ has more permanent pdef than K/W Oo
Also you "Rüstungsbrecher" can be applied more often than "Gebieterische Abschreckung" and is therefor designed for longer fights
Kind regards.
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Hello,
Just wondering what will happend with people that can’t afford gold gear? A full group of gorge geared ppl will be able to clean rofl like they should ?? Maybe some players need it more difficult to enjoy it (easy when you use 3kk dias gear) but what about low geared ppl that already don’t do much dps? They will just quit the game, then CoA will die just as any other server did. RIP CoA?
For my parts, I think donating here isn’t safe anymore because I feel like this server is going nowhere and slowly dying.
What about PVP patch instead of destroying every PVE class combo while trying to do balances?
My last questions : do you even ever tried to play before doing changes ? Becaus some of them make no sense to me. Nerfing classes that already sucks...
Regards,
Fun fact: some ppl cleared RoFL where all classes did way way less damage (before class balancing or better before class pushing trip)
Those mysterious ppl had only gorge gear with gorge weapons. Maybe it could be a legend for most player, but I think the legend is true. At this mysterious time, most classes sucks in damage and still many many ppl/guilds cleared RoFL
Kind regards
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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
It's all speculation for now, but the card system should be a bit like the cenedril system - where you can easily swap which cards you want active (or perhaps even automatically change it) so that you can have multiple sets for each class you want to play - or the "buffs" need to be small or generic enough to fit into all builds.
Some games like League of Legends or Path of Exile have a system of adaptive stats, whereas the rest of your build decides that other boost, too. Maybe something like that would be perfect...?
I'm definitely very excited about the upcoming patch and once the server is back up, I'll be super happy looking into the system more

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

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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