Posts by xLutinex

    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

    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

    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 ^^)

    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.

    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

    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 :)