But don't forget r/d supports with permanent -10% def reduce for pdps and mdps. I will test r/d soon again
Posts by xLutinex
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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)
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Warden/Mage
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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.
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Changed Spiritual Feedback to provide 24% physical damage instead of 30% physical attack.
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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 😍
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Good to see changes on RoFL! Hope it will increase total difficulty of the instance!
1 boss - can you tell us some more details about those auras? The auras are from the beginning of tactic or bosses gets one of them if someone will fail?
Also im not sure if it was asked, but could you try fix that sometimes tank gets aggro on guardians, even if he wont use any dmg skills/taunt on them? I know that tanking it with 0 deff now is possible but not sure what will happen with those auras
2 boss - more vigilance on boss, good change. But if u want to implement it, i hope u will fix those "lags" in spawning of the small circles. Even now its annoying
3 boss - yay, finally 80% of the party wont be afk during the fight
I think you could also add some more hp/deff to mobs there to not burst them instantly.
4 boss - check for heals, atleast those high number of wis will be helpful !
5 boss - maybe also more hp/deff there could be added to boss? Not sure about it and feelings from other guilds, but more tactics would definitely increase difficulty of boss. Atleast boss wont be bursted with autoclicking math tactic with maybe 1 tactic. But its my feeling, maybe someone from other guilds can share here with his feelings.
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
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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 👍
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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
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"
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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
Thanks for that run! It shows not only that r/w is... like we said a little op relative to other combinations, but also r/ch is not bad. I wish it was a r/wd in party to compare
1.5.kk over mage and 1,6kk over r/p - it confirms our words.
And you proved that even on fast runs (like yours) where mobs/bosses are killed really fast - r/w is dealing too much.
Probably here will be also (if not i will upload it then) scruts from other raids on rofl to compare what is output in normal raids where mobs are not killed so fast. And there difference between r/w and r/p is more like 3.5kk...
Regards!
Don't see nyex as a good dps in my screen.... He had 2000-5000 ping whole time. Ty
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Mage/druid
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I have to say, then your rouges probalby dind´t play the other combinations right. No offense
And that´s just wrong. Just comparing different secondary combinations with one another does not help at all for the entire balancing. When do you only have dds with the same main class and different secondary classes? You should compare all classes with each other. Of course, the individual secondary classes must be balanced with each other, but also with other classes.
But to give you a proof we like to run with rogues tonight and will post the direct comparison here in the forum.
In my opinion balance should be first done in one class and it's different combos(so every combo of this call will be viable), and then level all classes to same/similar dmg(so everything will be playable). (but this is how i would do balance)
Ok so i wait to see what you guys will get with this run
i hope we all get some new experience and more usefull informations.
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
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That is probably a question of how one would like to carry out the balancing. In my opinion it is difficult to balance all classes in their combinations first and then to other classes because there is no real component that can be adjusted to make all secondary classes better or worse with one change. So I prefer to set a benchmark and then adjust all classes to the value. You would then have to decide whether you want to divide the classes into categories (aoe, support, single target damage, burst damage...) and how much you weight which category. (By that I mean how much damage can you "take away" from a class if it has good support skills.)
Well but that is probably an independent topic and is decided by the devs.
I think we are circling around for some days/weeks. Only a few classes get balanced atm, most is about warden and champ, sometimes a rogue appears in patchnotes (as I feel it). Imho balancing is not possible in the current content, since we have a too massive gap in the playerbase in terms of gear.
On one hand we got the (more or less) golden player raids which just destroy all inis and bosses in a leap. On the other hand we got guilds that still struggle on Inferno, Tikal, maybe Gorge. BUT we need a balancing that matches them all, or at least most of them.
The way how it's done currently is not the way I think it's effective nor efficient. Most players complaining about their very own favorite classes and are not objective, that's a problem. Also all our raids are completely different, in our guild runs the wardens are absolute overpowered, on others the mages, and so on. It all depends on so many factors, such as available support, gear, rota engine (custom lua, kitty, diyce, slayer, whatever). So that all makes no sense at all to me.
What we need is a unite environment to test stuff. On other games I saw dummy parses where you burst on a dummy to reach a specific amount of damage and check the time after that. Same could be done for AoE with multiple dummys. But ROFL is imho the worst example to compare classes/raids or to balance classes at all.
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 😁
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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
I know
But I don't like such skills xd
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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
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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
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https://gyazo.com/8f8eea46779b9ac767619525b99ceb82 wl/ch using the iss full run, The skill defiantly needed the nerf
Scout/mage Ignite has no cd with bow and does fullbuffed in rofl with only wl/mage support ~15-20kk Oo
Your ISS isn't that much strong
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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...
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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
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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
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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
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ur heal is for example a priest and spamming urgent heal on tank at b1 and it is lagging like hell on all group members.
I tested this yesterday as well after I realized some decent fps drops on several bosses/events. It was all about priest/scout's urgent heal spammed on our tank (me).
I also think, some skills of scout/priest might also cause some fps issues sometimes, at least that was my personal feeling while being in the same party.
But all this isn't ontopic I guess, but I wanted to state it at this point anyways.
Not only on this class. we also had this with priest/warrior and other classes
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We have the same problem with fps drops/lags.
Furthermore I need to say, that I think, that some healing mechanics sometimes provide massive lags. Sometimes (yes, sometimes) our heal is for example a priest and spamming urgent heal on tank at b1 and it is lagging like hell on all group members. if she stopps healing, no lags anymore. But it isn't always this behavior that spamming for example urgent heal is providing lags, but kinda often.
The problem wasnt this big with 32 bit clientKind regards
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Yes and no. Compared to the amount of maxHP players currently have, all healers still heal too much with compareable gear, especially when they are statted full wisdom. That rofl is too easy just makes it worse.
W can't say healers heal too much until we get harder ini. RoFL healing:
- 1 boss focus on tank, because DDs don't get any dmg,
- 2 boss focus on tank and sometimes heal DDs which forgot to run away from the circles,
- 3 boss full focus on tank,
- 4 boss full dps,
- 5 boss sometimes heal tank and full dps.
Wait with nerfs.
....and exactly stuff like that shouldnt be even remotely possible.
This perfectly shows that healers are too strong.
Also the skill itself is too strong imo. Too much range, too much heal, too low CD and too long HoT duration.
Remember that this class has Holy Candle AND Blood Arrow to increase its healoutput even further.
This shows only Curing Shot deserves nerf because it really heals too much and it's not because of range or CD, it's because of healing. Holy Candle is ok but Blood Arrow is waste of HP (11% HP per second with both buffs isn't worth it).
with 200k wisdom buffed and full golden gear, 1,2kk - 1,5kk urgent heal is not kinda strong? xD the problem is, no instance is hard enough for this. you cannot heal one-shots. there must be an other design for healing in instances like it is for dps in lower/higher instances with lower/higher gear
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Maybe with CASTING_START Event? There you can check name of the spell. and if no CASTING_FAILED event triggered, your spell was successful?
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(Consider I'm not talking about playing with full golden highly-tiered gear, because with that you could even tank as a scout or rogue (as we've alredy seen). I am talking about medium content gear from Gorge and maybe some red rofl stuff!)
I want to see people tanking as scout or rogue in dps gear :O
Don't forget that the person worn 6+ tank items and the raid had a lot of dmg-reduce buffs/skills permanently up / used them wisely
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Hi All!
what is the point of class balancing, when there is no balancing at all? Currently Warden is a highly OP class and makes about 2 times more damage than other classes with same equipment level. Even the Priest/Warrior with the old fairy could not even get near the dmg. Now after patch, Warden got new OP set setskill and other classes (especially Priest/Warrrior) got changed in a way that you even cannot play it anymore.
Dev's please keep an eye on balancing and maybe test your changes before they get applied with same equipment level, etc..
thanks!
Trust me that wardens does not 2 times more damage than any other class. I for myself can say that the best scout class is at the same level like the best warden. The same goes for rogue. Rogue classes need to bei tested with latest patch, maybe a bit to strong like snickars said