Posts by xLutinex

    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 ;)

    Hi,

    overall the post is good, but there are some points which are questionable.


    In either way you should choose the highest possible stats you can get and effort. I would also recomment to use a Light elemtal Pet or magical Aurora (for additional wisdom). The more wisdom you have, the more is regenerated by Holy Power Explosion. But also a physical Aurora is possible for some more HP through the strength attribute.

    Why additional wisdom? Wisdom for a knight is like dex. You don't need it. You will only regenerate more mana with more wisdom by Holy Power Explosion, because it will regenerate 3% mana. But the main mana regeneration will come from healers which are healing you while you have Holy Power Explosion active.



    Furthermore this


    I would recommend 2 different builds: Max-HP and Average.

    Max-HP build takes 5 Protector (Sta/Sta/HP/Def) and 1 red Keeper (Sta/HP). If possible, use 6 Protectors. (but at this moment there are only 5 available)

    Average build takes 4 Protector and 2 Endurance (Sta/Str/Patt/Def).

    contradicts to this


    Using a High-Patt-Build is nonsense in my opinion. No tank needs Patt to do its job right. It might be much easier but one day you come to a point to decide if you want to stand bosses or die because of too low defense. I saw tanks working with High-Patt but they always had been on a risk. And as a tank I do not take any risks. I would recommend not to go for a High-Patt build but the Average build with 2 Endurance stats is still okay.

    Having 2 Endurance on each item on your full gear with the runes you listed is waste if you do this for the physical attack on the Endurance. The physical attack is still so low (I am only speaking for highest instances. On lower instances it might be pushing your aggro), that your aggro is the same like with full protector build.


    Kind regards

    But don't forget r/d supports with permanent -10% def reduce for pdps and mdps. I will test r/d soon again

    I tested r/d now and I don't know. Little bit weaker than r/wrd in fullburst but AOE burst and AOE sustain is way stronger. Furthermore you can reduce 10% def of every mob. In my eyes the class is overall a little bit to strong compared for example with r/ch (a lot of group support, which you don't have on the group at every trash group and r/ch has also weaker aoe).

    Hi,


    I also tested rogue/warrior after the last patch now. I didn't played this class for a long time and never saw a rogue/warrior doing more damage than my rogue/warden.

    I need to say: this class is still kinda to strong. I would suggest to reduce the damage over time damage from the skill ID 499476 and increase the CD of whirlwind (ID 499481) to 2 seconds (or reduce damage of it significantly).


    I also need to say I was solo rogue and I only can image what damage this class will do with rogues that make bleedings for me. (Nayat bursted with 70kk+ dps and did 538kk damage -> without wound attack Oo)


    Warden/Mage

    • Changed Spiritual Feedback to provide 24% physical damage instead of 30% physical attack.

      who will give me back my diamonds and setskill from the golden equipment?

    Let me tell you:

    Greetings,

    ...

    It is suggested that you do not make any irrational decisions pertaining to your own equipment items as a result of this patch.


    Keep in mind that this is the beta stage of class balancing and testing on the live server.

    You can expect changes based on our observations and feedback provided from the community over the next month.

    After seeing you are planning to make rofl harder, doing tons of nerfs in next patch... What about implementing hell rofl mode instead? Making harder ini with same loot 8 months after instance is out isn't fair for those guilds without golden gear I think. If you want more challenge make a new mode with extra loot so strong guilds can have fun and those in the process don't quit. Server finally have good amount of people, I wouldn't want them to leave.

    • Added physical attack, attack speed and bad luck aura to Nayat, Siddartha and Krishna in Realm of Forgotten Legends Hard Mode.

    I really hope this bad luck thing isn't about boxes rng because is already a disaster. We spent 22 minutes the other day to do the freaking event cose most boxes appear outside the room or never match our buffs.

    totally agree!!!!

    I have a few ideas for such a hell mode xd like last boss starts with 10 stacks, has minimum 2 add phases and get move speed, that you cannot kite it to avoid damage 😍

    Increase of def is not a good idea. That would change balancing between many classes. Only possible solution in my opinion is to increase HP, which can now exceed 2.147.483.647 HP native with 64bit client xd

    regarding latest notes

    "Added entrance cooldown debuff to Jerath event in Realm of Forgotten Legends Hard Mode that lasts for 180 seconds. Jerath nows gains 8% physical attack everytime a player participates to the event, and gains 8% physical damage everytime selected player refuse to participate. Every creature killed will inflict 2% damage to tactic object."


    I hope the group will not killed, if you only have 2 dps in group and both was in event room and have cooldown. That would be a very disappointing change, if we are forced to have more than 2 dps if we are only 6 ppl online



    The change to the creatures is very good. Now the group can do something while 1 person is in event room 👍

    If my observations are different i should say why. I agree with you, that is why i propose go rofl together, then we can compare rogues + our gameplay. Maybe my feeligs are bad, maybe i have a right, maybe not. Connected run (Lutine, Nyex, Snickars, Merkur, Hanzou, Ramer) propaply will get solution this problem. In my opinion r/w and r/d are too strong, we can come on r/d (Merkur) and r/w (Hanzou, Ramer), you can come on r/p, r/wd, r/ch. If our point of view is bad then we are lost, but if we will do more dmg, then we will find op rogue. This idea is really interesting for me.


    "Personally I have already tested all rogue combinations. Unfortunately, we don´t have many rogues in the guild that we cannot compare all combinations at the same time in one run."

    So we can go together <3

    I will not run random with any random tank I don't and cannot hold aggro, If one run is supposed to you for "the truth" ;)

    Don't see nyex as a good dps in my screen.... He had 2000-5000 ping whole time. Ty

    https://gyazo.com/ac7b95e6bda627a320d504477ff725de


    I was rogue/champ, snickars was rogue/warrior and nyex rogue/priest. 4 dps in group.

    You need to reduce my damage by ~1,4kkk because I made b3. Rogue/champ is for me one of the best rogues


    Kind regards

    Even in RoFL it could be realized. If nobody runs normal mode, change it to 12 ppl instance and increase hp of all by 5-8 times. Than you have burst + sustain at same boss because of many hp and you also see good or less good aoe classes if mobs have 250kk hp 😁

    First: I compare single boss and full run damage.

    Second: rogue/warden was 1 example. Did you ever played rogue/priest or rogue/champ for example. Rogue/Champ is maybe worst aoe class in my example but it is still good


    I play all classes except auto-attack classes. That is why I cannot say anything about /Magen and /warlock

    rogue/mage is actually far from being an auto attack class :D

    I know ^^

    But I don't like such skills xd

    issue of most rogues are, if party is fast because of any other dps, most of rogues can't reach their max damage potential due to unfinished combos on mobs, even rogue/warrior needs 6 seconds to finish his poison damage to reach maximum damage. in the other and if party is fast enough even warden/warrior (worst warden in my opinion currently) is inflicting decent damage because you can use the short time with your buffs active.


    so if rogue/warrior feels too strong to you, that means people in your guild are trying to destroy damage of each other rather than trying to make run faster, like how it is happening in my guild, like everyone buffing up at same place in mobs so 75% of your buff durations are being wasted etc. it is like going inferno b4 and bursting from 90% to 64% with all dpses instead of using just one in 2017.

    What we want to say is that we compare rouges betwen rouges and in this comparison r/w and r/d are much more superior than other combos (maybe r/wd also as Lutine mentioned) and that should be fixed.

    Oh and to say so, we compare full run dmg output not one single burst on mobs/bosses.

    First: I compare single boss and full run damage.

    Second: rogue/warden was 1 example. Did you ever played rogue/priest or rogue/champ for example. Rogue/Champ is maybe worst aoe class in my example but it is still good


    I play all classes except auto-attack classes. That is why I cannot say anything about /Magen and /warlock

    Sorry, but i must say that u probably havn't played as r/w properly if u say so. And saying that there are classes that are better than (or as good as) the r/w... well, nothing more to say. You have told before that u are running most of time in party with ~ max 1-2x pdps, maybe thats why u cant see such a difference :).


    Just no offence ;)

    Anyway, developers pls look into it! Thx!

    I did with rogue/warden for example 35-40kk charged chop damage on nayat and 15-20kk Power of the Wood Spirit in trash if I was fullbuffed.

    I know my rogue ist not well geared, only t15 weapon, but burst single dps with nearly 60-70kk damage per second is more than rogue/warrior I guess

    The Oak Walker still have -75% aggro. If you are at -90% and doing something alone, you should increase your aggro. Tanks also need a job. Decreasing more aggro would destroy the need of a tank in some was.

    I, as a tank, never had a problem with warden pets aggro since it is at -75%


    Kind regards

    How many warden/druids in your party and how often? I not talk about any other wardens. So, now I should wear +aggro rune if I want to go at some solo/duo instance to make my pet not die? Sorry, but it sounds ridicilous. Cenedrils also have -75 aggro and never had that problem that he was tanking boss because of his aggro, also not had that problem in solo/duo runs with warden/druid Oak Walker before, he wasn't tanking boss or pack of mobs when Power of The Oak was active . It's happened after last patch. Why decreasing aggro would destroy the need of tank? I am not telling to decrease mine aggro, I am telling to decrease warden/druid pets aggro or at least to let him have the same aggro as I have. It's not normal that he have more aggro than I do. If it could be mine aggro problem - I prefer to see boss looking at me, not on my pet and let him attack / kill me ^^

    1 warden/Druid.

    This is a MMO.

    Your Oak Walker still have -75% aggro!

    Why need more. That is ridiculous.

    Best solution: nerf damage of oak walker. It seems to do more damage than you.

    Cenedrils haven't this problem because they do not even 1/10 of oak walker damage...


    Irony: i have a problem as knight to do aggro. Please give knights perma +1000% aggro thx...

    The Oak Walker still have -75% aggro. If you are at -90% and doing something alone, you should increase your aggro. Tanks also need a job. Decreasing more aggro would destroy the need of a tank in some was.

    I, as a tank, never had a problem with warden pets aggro since it is at -75%


    Kind regards

    After the last update, the pet's damage has increased. Because of this, problems with aggro

    Again. Any Tank can easy hold the aggro.

    If you have problems doing something solo (in a MMO), use an other rune to increase your aggro.


    MMO is for playing together and teamplay and you should/need to pay attention if your tank is lower equipped


    Kind regards

    I also ran as Warden/druid these last few days and I never had that problem. Oak Walker already has a 75% aggro decrease and in my case he never had aggro, except face aggro, which the tank easily took/spotted.


    Greetings.

    I have the same problem when run dungeons as Warden / Druid. Also I was testing him in atlas defense duo with healer. And it's a dissaster, because I had to summon Oak Walker on every wave of mobs when I was using aoe skills under Power of the Oak buff, mobs targeting Oak (because he also attacks few mobs with Sepal Stab) and he just dies. The same happens in dungeons, Oak dies and I lose half of my damage + it destroys tactics on bosses, if boss gone in immune phase tank can't even take boss till Oak not dies. Very annoying to play this class because of this.

    Also I tested it solo in 100 lvl dungeon hard mode, twice killed 1st boss and both times my Oak Walker was tanking him, not me, so he does more aggro than I do. Please, fix this issue, decrease his aggro :)

    The Oak Walker still have -75% aggro. If you are at -90% and doing something alone, you should increase your aggro. Tanks also need a job. Decreasing more aggro would destroy the need of a tank in some was.

    I, as a tank, never had a problem with warden pets aggro since it is at -75%


    Kind regards

    I did a few changes on raidheal.

    2 Member of my guild tested and said, fps/lags are better (fewer ^^)


    I changed following: No more requesting bufftime/debufftime left on raidmembers, because the version 0.9.7c hasn't it in UI visually with left time (don't know why, but it didn't show me).

    Furthermore I decreased the intervall of requesting raidmembers buffs/debuffs from ~20 times per second to 2 times per second.



    All settings are the same (for version 0.9.7c). No reconfiguring of addon needed


    Kind regards

    Not only on this class. we also had this with priest/warrior and other classes