Surprise surprise.
There are many setskills that cannot be used together. For example (1 example only!) for knights you have 3 crit setskills with +aggro and can only use 1
Surprise surprise.
There are many setskills that cannot be used together. For example (1 example only!) for knights you have 3 crit setskills with +aggro and can only use 1
w/p is one of the best supports in game in terms of keeping party alive especially for short range squishy classes like rogue, m/r, m/ch, s/ch etc + squishy tanks for bosses, 18% damage loss for bosses is making huge difference and its permanent. so i don't see a reason to turn it into a dps to compete with other classes
i don't know why you want k/wd to compete with other pdps either, it is bulky offtank class 1.3kk hp and 1.5kk defense with dps equipment (it can be even more if you use tank buffs instead of dps) and is almost impossible to die as long as you have a regular tank, im against to make it compete with other dps as long as it keeps this survivality.
also warrior/druid got 5-10% buff with recent patch (check difference between physical damage and damage dealt), i don't know why you think they aren't changing it to be viable.I write Warrior/priest is good support so no need to be meta. Just for sure is the K/warden planned as an off tank, Why he have so much dps changes and 0 support? I think a ch/druid do this way better or even a champ/priest. Becaurse they can support and also deal dmg and off tanking when it’s needed.
Knight/warden deal decent damage Oo. In AOE Burst also a really strong class (knight-AOEs does not have decrement per target)
Display MoreFor me during all this time the balancing process is starting to get on my nerves.
It has become more or less just a bad joke, where some subjective opinions in the forum - call it feedback, but whatever - are finding their ways into the patchnotes.
What I find is rediculous, for example:
On Patch 10.4.0.2013 you changed Power of the Wood Spirit from 434% to 521%
4 Weeks later on patch 10.4.0.3000 you just did it the other way.
Honestly you guys just dont know what you are doing, and especially you rlly dont have a final goal that you try to approach.
In the end i am pretty sure that you will fail, because it is nearly impossible to balance all the different classes in relation to pve content (low,mid,high end + future pve), upcoming pvp AND the huge difference in GEAR (from starer gear to t14 gold gear / t17 gold weapon) - that range is just too wide, and its coz'd of fundamental function of game mechanics which you cannot change unless it is not runes of magic anymore
If all players would be objective and don't only want their own advantage (for example: "i am soooo bad in comparison to the other class. My class need a push!" - instead of recognizing that the person is just a bad player maybe) the balancing could be already finished.
I mean, some ppl here in this thread are crying that their class is bad, but sometimes tbh: their class was really really strong (sometimes OP!), but the player was just simply: bad
That's why the ppl should report buggy skills/formulas whatever instead of just using it for own advantage ![]()
Ich bekomme weder 8% mehr Magiekraft, noch ändert sich die Aggro.
Magiekraft ändert im Charakter-Fenster nichts. Es erhöht den ausgeteilten Schaden. Machst du 100k Schaden mit einem Skill, machst du mit 8% Magiekraft mehr dann 108k Schaden. An deinen Werten ändert sich dabei aber nichts
Why you increased patt gain per strength and in the same time you decreased damage?xd It is pointless to have more patt when you can get through boss defense and have less damage .... Just please stop doing such changes to warden (and other classes too) just because some people that have t17/t18 weapon and are bored keep telling to do so...
If the more patt compensate the reduced skill-damages absolutely, then you will do more damage than before, because the pet will do more. The higher you patt is, the more damage your warden pet will do.
If I should guess: Wardens daamge shall be more dependent of their pet?
Display MoreAlso in regards to
QuoteAdded new character frame tab for combat pet attributes. (i.e.: Cenedrils, Warden pets etc.)
The idea behind it is really nice, the only problem is you don't get any values/ every value is 0 no matter what buffs it has.
https://gyazo.com/a1f152fb983e4e5991075d6e09406a8b
Greetings.
The same goes for me
Display MoreScout/Warlock:
After
QuoteFixed some classes were sharing elite skill levels with some other skills, you may experience level loss on some of your skills after patch
Fixed some classes were sharing elite skill levels with some other skills, you may experience level loss on some of your skills after patch.Poisonous Will and Elemental Discipline both got resettet, but I didn't get the TP back. So if you reset skills, please at least refund the TP, tyvm.
Greetings.
hmm maybe this was your problem Zyrex
Another thing about SCh vs. SWl:
Yesterday I ran inferno with my SWl (t14 staff, t12 magical xbow, golden gear t11/12) and we had a SCh in party (t6 gun, red rofl gear, t7 I think it was) and our dmg overall was quite equal, even burst was more or less equal. So I think, the SCh is waaaaaay too strong atm. I have no comparison from rofl so far, but a class with an untiered weapon and much worse gear shouldn't deal the same damage like my SWl I guess.
So I think, the current planned nerf for SCh is too less, or the SWl isn't as good as I thought... I mean, either the SCh is overpowered as hell, or SWl is weak... or at least feels like this.
You ran...inferno... where mobs are oneshot with reflected shot........ You can make same comparison with scout/x (x = any sec class).
Try the same compare in rofl. scout/ch with t6 weapon! and t7 gear cannot deal much damage. maybe 1/10 of yours xD. Or your s/wl isn't good ![]()
I don't say s/wl is strong, but that is kinda.... strange. I play s/wl from time to time.
Edit: If ppl make comparison in inferno, every class except scout needs a strong push ~.~
Warrior/Champion:
In this class, the above problem with the outgoing skills occurs despite high attack speed and the critical hit probability that depends on it. For this purpose, my idea would be to change the "Rachelhieb" easily. The Damageboost does not start until the target is below 10%. But in 90% of all cases you have the problem that either 10% will be bursted in 0.5 seconds or the skill is not even ready at this time. For example, with the 2nd Boss in Rofl, this is completely useless because it disappears at 25% and the adds come. You could start the Damageboost at 30% and thus have the chance to use this skill at least 2 times in the burst phases if they take so long. What also struck me is that despite full attackspeed, fewer hits come out, as if you attack more slowly, for example in offburst. The damage numbers are logically much higher, but if the frequency of the skills is so slow, it would be better if you adjusted this so that attack speed skills trigger faster and the hits stay high.
Personally I had the feeling that warrior/champ is the strongest warrior :O
Yes but i dont agree its a 9% nerf a good idea
maybe 5 would be ok but 9% is to much.
s/ch might need even more nerf considering even some unskilled damage dealers can deal ok damage with it
it was quite broken last time i tried it compared to some magical dps. i mean i am aware that almost any pdps is able to beat mdps in common circumstances but s/ch just felt broken
Yes sorry. I did quite good dps with s/ch ![]()
Hello Arcadians,
i want you to share my idea to improve single target damage of mages. You could increase the base damage for all burst attacks. So my hope is that the damage output could be enhanced on a fair level that physical dps and magical dps with equal gear have got a similar damage output. Maybe the good thing about it is, that you don't have to change the damage formula and can buff the mages in near time. I've got some examples for Burst Attacks below.
Greetings Miso!
But then I think a nerf on some mage classes in aoe damage is needed ![]()
Just my opinion, but I think one mage is the best AOE class atm
I am just wondering after i spoke to some friends about s/ch. I think that change on gun mastery will be to much from 57% to 48% its 9%? Any1 else played lately s/ch and their opinion on this big nerf.
Yes I did a few days ago. It has the biggest burst of all scouts.
But that would make 1 instrument obsolete. Right now some ppl having tambourine, guitar and lute. Yes, for players it would be better, but for the Itemshop? I guess we can be lucky as it is now ( I thought about not sharing cooldown. Than I would also buy rattle)
Easy, make it double price. They get same diamonds and we are happy.
Not for people buying only once. Guitar or lute
- Changed Guitar instrument to provide 20% attack speed additionally, attack speed portion of this effect will be overridden by attack speed portion of Lute.
Hmm why not do the same as sw titles? turn guitar or lute into both buffs, same numbers, no disadvantage to pdps or mdps. I really thought that was the idea behind this.
But that would make 1 instrument obsolete. Right now some ppl having tambourine, guitar and lute. Yes, for players it would be better, but for the Itemshop? I guess we can be lucky as it is now ( I thought about not sharing cooldown. Than I would also buy rattle)
Hi,
regarding latest patch:
Lute does not provide castspeed and Guitar does not provide physical attack speed.
I tested with mystical Instruments
Kind regards
Lute and Guitar changes -> 1000 👍👍👍
Answer is easy: not worth it. We had a tank with plate gear, he sold plate, bought chain dps gear and he had better aggro, better dmg, more deff and for him better gameplay than in plate gear.
Champion should need new gear (not dps) to tank, but if he dont need, r/k shouldn't need too. If r/k will not be tank then he should be good dps like any rogue, in this moment r/k is crap class.
That is my observation.
sadly yes. The only reason needing a knight would be tanking rofl endboss with 20 stacks of buff or more (without possibility to kite, which is a joke in my eyes). I don't really know if a champ is able to tank it with 20 stacks but i doubt it
Display MoreDisplay MorePersonally I am totally against skills mixing roles with just 1 gear. That's why I also don't want r/k to have full tank ability with full dps gear.
R/k is an offtank in my eyes who can definitly tank a boss for a short time without problems
Sadly I cannot say something about dps. Need to test it soon.
I want to mention that full knight tanks cannot switch to dps with 1 skill;) so please let the tank role at classes with full tank equip
Kind regards
"I want to mention that full knight tanks cannot switch to dps with 1 skill;)"
Yea, but champion can
I agree with you about mixing roles, but if champion can be better tank than knight in dps gear, can heal in dps gear. So why r/k cant tank? Champion dont must create new gear (for example 3x sta/sta + 3x str/str) so why r/k must create new gear. But okey, what if i will have new gear only for r/k? Class will be weaker tank than champion and knight. Still less amount of deff, zero dodges, zero evaporation, cant use shield of discipline. I want see on tank only knight, but if champion can tank in dps gear, let r/k tank in dps gear or forbid this on champion too.
Idea with offtank is not nice for me because we dont need offtank anywhere in this moment. So if we are against mixing roles lets change r/k in only dps, that will be nice too. About mixing gear, in my gear on k/r and on r/k (full tank tranformation) i can do the same dps
In my opinion in this moment tank skills on r/k are totally crap with zero utility, so we should improve this skills or remove and upgrade dps possibilities. I dont know anybody who want play on r/k, propably because he is the weakest dps (about rogues) and the weakest tank, r/p is better
Kind regards
The Champ is a separate topic. But you should ask your own: what shall all main knight tanks do,if every class can tank. Why doing plate Gear?
Display MoreHey,
in my observation, r/k is really bad dps in this moment and he is crap tank.
About dps i will be silent because r/k should be tank in my opinion. I have ultimate t13 gear (4-2 dex-str), i cant tank rofl and inferno. I have jewellery set, raksha dagger and wings with stats:
Sta/sta rofl, gorge, inferno and Sta/dex rofl, gorge, inferno.
With this and with reduction from p/d i can tank inferno. Rofl with sigils is impossible, maybe if i will have full dex/dex gear or sta/sta + sta/dex i will can this but that will be crap gear only for r/k. For example champion can tank in full dps gear. Rogue dps gear is 4-2 or 3-3. R/k have small amount of deff, zero dodge, zero evaporation, have only one reduction (35% duration: 10 sec cd: 2 min). Additionally he is only combination with knight which cant use shield of discipline (s/k cant use too).
My propositions about r/k:
1) let him do dmg without tank trasformation
2) let him use weaker form shields of discipline without shield or let him use shield
3) increase duration of Holy Light Protection or reduce CD
4) maybe sth like on k/r - healing from dodges (but he dont have dodges
)
5) Permanent reduction dmg - 20%
I dont need all changes, that are only my propositions about what we can do to upgrade r/k gameplay and utility. That is only my experience.
Best regards and invite to the discussion
Personally I am totally against skills mixing roles with just 1 gear. That's why I also don't want r/k to have full tank ability with full dps gear.
R/k is an offtank in my eyes who can definitly tank a boss for a short time without problems
Sadly I cannot say something about dps. Need to test it soon.
I want to mention that full knight tanks cannot switch to dps with 1 skill;) so please let the tank role at classes with full tank equip
Kind regards
Hi,
regarding Knight/CHamp:
I found out why the aggro is so insane.
Blessed Hammer passive with 45% hammer damage is a bit buggy.
See tooltip in skillbook and when you post the skill ->
For example here are Knight/CH without EQ
With sword:
And here with hammer:
The hammer damage is increasing by more than 80% instead of only 45%.
Guess it is a bug and should be 45%? The skill is +104 if I post it and in skill book it is capped at 55.
Can a dev clarify it if the tooltip in skillbook is wrong or the damage increase?
Kind regards
*Edit* edited the +104 and +55 difference
Regarding Knight/Champ:
Electrocution Chain is a bit to strong. Resetting several seconds of cooldown within the next 10 seconds result in perma stunning within big pulls. Today I could use it 3 times within 1 big trashpull after b2 and within the big pull after b3.
I would suggest to remove the CD reset function of this skill.
Second is the every 3 second shock strike with massive aggro. I played with sword, not best weapon for this class, and the aggro generated with shock strike was more than with every other class. But the upcoming patch should balance it in my opinion ![]()
Btw: Thank you @dev team for all the good job in balancing process
Display More"The Knight currently has no aggro problems."
Indeed. That's why K/Ch will be fine, even with 6 sec cd on Shock Strike.
"The entire point is that aggro should not be changed otherwise there will be issues."
Not a single Knight combination has to rely on secondary-class specific skills to build and hold aggro. The default Knight skills are more than enough.
The Shock strike will still be on a 3 second cooldown, if the general changes are consistant. The problem is that one must use their aggro skills to keep the aggro. Electrocution chain is a GCD that does not generate extra aggro. In that time you must catch up to the other players aggro. Consistency is key in farming in end-game scenarios. And if aggro is such a non-issue, why should one nerf it? The entire point makes absolutely no sense. It comes across as a knee-jerk reaction over points that aren't even sensible.
QuoteChampion
- Reduced Shock Strike cooldown to 3 seconds from 6 seconds, reduced aggro modifier with Shield Form to 500% from 1000%, same target won’t get stunned again after 3 seconds of first stun, but still will be interrupted.
Knight/Champion
- Changed Mighty Strike to do not reduce cooldown of Shock Strike anymore.
Because nobody wanted to report tanks. Because in 99% player are reporting to OP dps
Again. Even Zyrex said that EVERY TANK has no aggro problems. wo WHY is that a PROBLEM nerfing the shock strike aggro multiplier?
Whirlwind SHield with an aggro multi of 1000% is nearly enough to be afk after 1 WS in a single trash group.
I tried every tank combination. really every. every class can hold aggro but K/R and K/Ch are kinda a joke in aggro as it is now
Because the K/Ch is balanced around it's Electrocution Chain, a skill that provides no aggro multi. You are not able to hold aggro after pulling without an AoE. Whirlwind shield is not enough for aggro if you have high area damage classes. That is the entire issue.
Taking down those multis makes the CC borderline useless. Come on. It's not a hard concept to grasp.
Tell me? How can tanks like K/M, K/P, K/S and K/D can hold aggro in such situations only with their whirlwind shield?
It's not a hard concept to grasp.
No offense.
And btw as K/CH the whirlwind shield is doing 45% more aggro then from K/M, K/P and K/D, because K/CH has a 45% damage passive, which improves all skills. In summary the ability of K/CH and the massive aggro output is like the K/R. both are totally OP in my opinion as a long year playing tank
Edit:
Not a single Knight combination has to rely on secondary-class specific skills to build and hold aggro. The default Knight skills (and iss) are more than enough.
Yes!!! That's my point, so the aggro of Shock Strike doen't affect the overall aggro, but it's CC utility is the core mechanic of this class, but has to stay on 3s to enable this ability of CC how it is. The aggro of Shock Strike does only matter, if you use it in specific situations, but then it does.
The 3 sec CD will be stayed at 3 seconds, because every /ch got 3 sec now
Again. Even Zyrex said that EVERY TANK has no aggro problems. wo WHY is that a PROBLEM nerfing the shock strike aggro multiplier?
Whirlwind SHield with an aggro multi of 1000% is nearly enough to be afk after 1 WS in a single trash group.
I tried every tank combination. really every. every class can hold aggro but K/R and K/Ch are kinda a joke in aggro as it is now
Display MoreAnd 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
"So please don't say something about aggro." Not a very nice way to discuss something. Don't tell people what to say and what not to say unless you want to come across as arrogant and condescending.
The K/Chs whole thing is that he controls monsters. That's it. He needs a good aggro skill since one of his main mechanics, electrocution chain, does not generate any. It's cooldown resets when monsters die, hence removing the need to use it again. The whole argument "you can use it multiple times" is invalid simply because moving dead monsters is frankly useless. A low cooldown hit is absolutely vital to the integrity of the class and whirling shield just does not cut it alone.
If there is any Knight being broken right now it's K/R. Seriously. There's a reason every meta chaser plays that class: Incredibly low skill ceiling, two aggro areas, free crit, extra def and sustaining oneself. Also the attack speed passive, nimble hands, grants a nice boost passive boost to ones aggro, since all aggro skills are based on DPS, not flat damage. Sure it's not as high as the K/Chs, but it's something.
It's seems like you can't see the absolute value of classes because you haven't properly played them yet, but that's just my two cents.
I fully agree on K/P though. Class could use an update to make it more relevant.
Sure I am arrogant, because I can ![]()
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