what result do you have?
Maybe try /script DEFAULT_CHAT_FRAME:AddMessage(tostring(GetZoneID()));
what result do you have?
Maybe try /script DEFAULT_CHAT_FRAME:AddMessage(tostring(GetZoneID()));
Hi,
I tested Scout/Knight again some days ago in RofL and a guild mate asked me, whether I play without sec-class, cause of the usage of my skills
Unfortunately I need to say, that the Scout/Knight does a lot more damage than the Scout/Champ regardings the whole instance. In other words a Scout without a sec-class do more damage than scout/champ or, the scout/champ without elite skills will do more damage than with elite
Don't get me wrong. This class can do good burst damage, but thats all atm. A first good change would be, that the casts with Reflected Shot and Deadly Shot will be changed to instant skills like at all other Scout classes. This will increase the trash damage a minimum, will improve the playstyle and maybe getting more players to test this class.
I also would suggest to change Shot at Scout/Champ to a fix 1 second CD skill, that it can be used as a filler and/or stack buff within 5 seconds instead of 10
Kind Regards
Display MoreRegarding Scout/Warlock...
What about changing the concentration skill (for any scout) which currently lowers focus cost by 50% for 62 seconds with a cd of 5 min.
New effect could be like 2 min cd, lowers focus cost by 50% for 30 seconds. This should be a good filler after dwarven beer ran out and could also be used in trash due to the lower cd.
I don't think other scouts are currently really using this effectively, at least I haven't heard of sustain issues of physical scouts - so this change wouldn't change anything for them
Mentioned skill increase focus regeneration by 50% btw
And scouts don't have many skills which cost focus, that's why pdps scouts haven't such a problem
Kind regards
Maybe the whole discussion wouldn't be there, if there would be a fourth instance difficulty. harder than hardmode with a better loot, but nothing that you cannot get with just hardmode (just slower?).
For RofL maybe it would mean that for example the endboss starts with 10 stacks. Or all mobs/boss have higher HP/def/attack/dmg.
Hint at Devs
Maybe it would be a great Idea for future content?
I know that different ppl have different skill / gear / possibilities.
But in my opinion all ppl should have their fun. For ppl, which are handycapped or whatever, there are modes like easy or normal mode. Just having fun.
Hardmode, in the past, was always hard to play and a challenge. this changed a bit with RofL and the class balancing in my opinion.
Yes, you all can have fun in this game, in any instance. But please consider that there are also ppl which are bored, because there is no challenge for them.
I will make an example for myself. I am mainly a tank (in the last weeks) in my guild. For me as a tank, I don't know how I could die in RofL if there is one healer healing. The damage income for my tank is really low. I also tanked astaroth with 20 stacks. I can say up to 14-15 stacks no problem, no stress for me. On an other day, I pulled the guardians at B1 to get their debuff and I ran the whole instance with this debuff.
I mean, yes I can make my challenge for myself, if I use mechanics if you fail something. But this is kinda stupid. Why shall I fail something every time, to get a challenge?
I am a person who grows with his challenges. And I want to have fun too
That are just my opinions
Display MoreDisplay Moresome unfiltered thoughts on current healing balancing:
heals are boring, brain afk spamming raid heals and HoTs
i remember times when heals actually had to make quick decisions on who to heal when and have good time management and positioning. this is all gone now and you only spam anything not caring who gets dmg.
one exmaple for this is when i am playing tank, i usually was able to regenerate mana by regularly using holy power explosion and being directly healed, now i am mainly healed just by HoTs missing out on this manareg.
another one is that having life-draining buffs up all the time does not make any difference, blood arrow from scout main and sec classes, holy candle from priests, or m/r gift of the baron(which on top is a strong raid-hot itself) and ch/wl elites do not mean any disadvantages anymore as long as heals are around, their life-drain just vanishes under all those hots.
this is mainly due to these changes:
healing skills and especially hots are scaling too much with wisdom, having 150k wis is enough to heal anyone to max. health each second, having 200k+ wis is just ridiculous amounts of healing, pls consider reducing the scaling.
we now have many heal combinations with viable healing skills and HoTs that affect the entire raid at once, making targeted healing obsolete as well as many, many more skills reducing dmg taken for the entire raid, preventing in certain situations that the raid takes dmg more than hots heal anyway.
also the class balancing brought us some raid-buffs that increase the healing taken, buffs like priests blessed pring water and k/d potent blessing make healing even more of a joke.
on top of that we have many more aoe-cc skills from tanks and dps-classes, which reduce the incoming dmg even more.
having alts follow you with makros that keep up hots and spam raid-heals is practicly as effective as having a human healer.
this fact is demotivating AF.
nowadays tanks rarely have more than 2kk hp and almost no dps has more than 1kk hp, you can heal them with 1kk+ urgent heals twice each second atm. this is simply too much.
and using urgent heal is not even necessary while having 4 ore more hots on the entire raid, 2 of them heal 2% each tick + ~100k and 2 of them heal 250k+ each tick.
at the moment using short-term buffs like healing slave/healing seed or bufffood like garlic bread or spicy kale chips or even any casting speed increasind buffs/food is just obsolete, because there are no situations where heals do not heal more than enough already.
another way to balance this issue would of course be heavily increasing the incoming dmg for raids. before the class balancing you regularly had to pause for a moment to heal the 50% dot those mantis in rofl have, now we just do not care anymore, simply charging forward into the next mobs while keeping up our hots and maybe blindly spamming mother earths fountain.
dots from other mobs in rofl are not even worth to mention, they just vanish the same way as the buffs i meantioned above.
i would make a list of skills that could need some changes, however this would practicly be all healing skills and combinations, which seem to be quite well balanced one ot another, however this might be hard to really evaluate while all of them heal way too much.
so reducing the healing amount in general would be the easier and more useful approach i guess.
please consider this, to give us heals at least some challenge in this game.
other classes have to make some effort too to be effective, why shouldnt healers.
Cheers!
you no need reducing something if you reduce low player cannot play this game , just put reduce to golden gear who is wear complete golden gear at rofl reduce heal %40 or reduce %30 atk power. this game is not turning around you are golden gear ppl, we are here want play only for your enjoy we are playing bad games, if you want to challenge change your gear and wear gorge gear go rofl with them and you can get your challenge.t14 gold gear already you will heal too much or you will dps too much this game is not only for you are... thanks
First of all: Why should every (easy, normal, hard, insane, god-mode) Instance in any game be possible with just, let me say, ridiculous gear like somehing that is like a starter gear. That is, what I read in your post.
It is a fact, that you can heal (fullbuffed) something like ~5kk recover with ~210k wisdom. I / my healer knows that.
The point of view, Melodic told here, is that all healing is kinda like 2 times high than any HP of a player (except HoT effects).
Don't know why you are in such an aggressive state and telling incorrect facts Oo. Melodic has, btw such a hint, red!!! rofl heal gear, t10!!!.
Don't know where you see rofl gold gear t14 on his healer oO. Even is tank gear is only t8 btw.
Regarding this and your behavior tells me, that you are just unhappy of something being changed, because you cannot heal anymore after the change (class balancing btw).
Hi,
skills are similar to previous.
You can read your skills in skill book and see, that nearly all are the same and Wind Arrow is flawless.
Kind regards
Something additional to Scout/Champ
Because of the 15% damage increase of blood arrow, the class is impossible to play for nearly all players. I am fullbuffed nearly one shot in RofL with my gear. I would say, that every normal player is totally one shot in RofL.
At this state of this class, I would suggest every scout player to play an other sec-class. Don't do the gun right now.
Maybe reconsider the 15% damage increase and remove it or change it to 5% damage decrease, because as a leather class, you have really low def.
Kind regards
Regarding Scout/Champ again.
tested the class a bit. Still the gcd after the casts "Reflected Shot" and "Deadly Shot" are annoying to play this class. The behavior is like you wait 1/3 of the time to use another skill. Because these 2 skills are casts, you need to stay and cannot move. This results from time to time that mobs in trash are of of autoshot range.
If this class should be played as a melee, please consider remove the "cast" mechanic on Deadly Shot and Reflected Shot and make them instant.
I would also suggest to change Shot CD fix to 1 second for this class combination. Right now, you lack of damage in trash and sustain damage.
Kind regards
Just a hint regarding scout/warlock...
What about implementing some sustain support class as warlock/scout that could grant the raid some sustain buffs or instant ressources?
You mean like scout/knight? I guess nobody is playing this class
I've had done some balancing changes in this thread regarding scout/knight. Right now the class can regenerate 100 fokus every 60 seconds for players around 90 range.
Kind regards
Scout/Champ:
The placement skill "Rain of Vengeance" cannot be placed, if autoshot is on. The circle disappears instantly. It behaves like if you are using right click with your mouse.
Display MoreFixed Realm of Forgotten Legends magical weapons were gaining physical attributes upon upgrade.
Just a quick question/bug report. Is it intended that, e.g. the xbow, gains more physical damage than magical damage while tiering. The t12 xbow has 25202.6 pdmdg and 6165.4 mdmg. At t15 the xbow has 28393.0 pdmg and 6945.8 mdmg.
So while the pdmdg is increased by 3190.4, the mdmg is only increased by 780.4.
Is this intended or is this the same as the previous upgrading system?
Greetings.
The damage of weapons (magical and physical) is increased by 10% of the base damage (un-tiered) for each tier. both values, physical and magical, are increased by 12,6%. I would say no bug
Hi,
I would suggest some changes for Scout/Warrior:
The elite skills lvl 20 (Master of Survival) and lvl 30 (Mental Focus) are not really usefull compared to other classes.
I would suggest to change Mental Focus, that it will increase the Strength by 10,4% and change Master of Survival to allow wearing chain gear. This would give more flexibility for players
Kind regards
Hi,
regarding latest Patch for Scout/Champ:
I guess the increment should be 12%?
Also I don't get the buff of Piercing Shot not everytime. It seems to be completely random. It does not depend on crit/noncirt, range to target nor wait time between the buffs. Please check it.
Another point is, that Reflected Shot should reflect 5 times. It is only reflecting 2 times -> 3 targets are hittet.
Thanks for removing GCD on Rain of Vengeance, but on Reflected Shot and Deadly Shot would be better.
This class is anyway still lacking of damage and I will test it soon against the scout/knight, which of both are more useless ^^. I guess scout/champ
Kind regards
Edit: Reflected Shot, not Piercing Shot
Hi,
regarding Scout/Champ.
I tested the class and must say, some things are really annoying.
First: The range of the weapon or more exactly of autoshot, vampire arrow and piercing shot are way to low because of the range of the weapon, which will added to low/no range skills like auto shot, vampire arrow and piercing shot. So autoshot with a range of 20 is not playable for trash and if you use your ISS which reduce your movespeed, you will cry if the boss moves away
Second: The 2 elite skills Deadly Shot (lvl 40 elite) and Reflected Shot (lvl 35 elite) are now casts on this class. This result in a 1 second cast skill but both skills produce a global cooldown trigger for all skills after using, which is not a good playstyle with casts (no other cast produce a global cooldown trigger afaik)
Last but not least: The class is lacking of sustain dmg. In my opinion even worse than scout/knight. At the actual state of class balancing, you should not play it. Low damage compared with melee range scout (blood arrow increase damage taken ) results in many deaths and frustrating
I like the mechanic with the deadly shot buff of this class and hope for upcoming changes.
Thank you so far!
Hello,
regarding Scout/Champion there is an issue with the buff of the elite skill Deadly Shot (lvl 45). From it, you get a buff which stacks up to 10. If you have for example 4 stacks of it and use Combo Shot, the "Snipe" elite skill will disappear for a few seconds. It seems that it trigger changing "elite on/off" for a few moments.
You can see my buffs, my skill book (where Snipe disappears) and my actionbar with slot 25 (crtl + 5 shortcut)
https://gyazo.com/f3d6a5fd386e679ee81381c1b2ea7c3a
Would be cool if you can have a look at it and fix it, that the snipe changes in such constellation. I guess this behavior will occur, if you use a skill (not the Snipe), that will consume the Deadly Shot buff and reduce it below 4 stacks
Kind regards
Hello Devs,
regarding Scout/champ:
Please considering to change the range of auto-shot. 20 is not playable for this class. If you use the lvl 85 ISS which gives you -80% movespeed, you will cry if the mobs are not in 20 range
Also I would suggest to change some skill CDs. Right now the CD of shot and wind shot depends on your weapon attack speed, which results for the gun of a CD of 3 seconds for wind shot and 2 seconds for shot.
All other skill CDs are indepentent from the weapon speed. If I look at the skills in the order of CDs:
piercing Arrow 4 seconds, reflected shot 7 seconds, combo shot 8 seconds, deadly shot 10 seconds, vampire arrow 10 seconds, 45 elite (dont know english name ) 15 sec and snipe 20 seconds.
You will run out of clickable skills after a few seconds and need to wait for CDs. This will result in no sustainable dmg. Snipe "cannot be used in trash" because the long cast time will result in no effect, because mobs dieing too fast.
I would suggest to change shot to a fix 1 sec CD skill combined with the 25th elite skill of this class.
It would be also a good change to reduce the wind shot cd of this class to 1 or 2 second.
Let the class get more sustainable damage, because the burst damage is dependent from Snipe of this class and you can only do 1 snipe with buffs, because of the 20 seconds CD . Even for long fights snipe does not matter 3 times a minute
Display MoreRegarding Scout/champ:
+ what Cruvor said.
And what is the intention, that the range of skills are melee range? Autoshot with range of 20!
Piercing Arrow with range of 60.
Also the level 45 elite (AOE Skill, does not know the english name right now) shares the cooldown with the scout ISS. Also 750% dps for a 3 second cast without cast muliplier is kinda useless
Gun is intentionally not working properly ( short range ) with arrow shoot skills.
Cooldown share is intended and like all other classes, this might be changed depending on state of class in future.
Display MoreHey
is "Ranged Mastery"(490445) for Scout Champ taking the new Gun in consideration with the dmg bonus ? I am asking because atleast in the German Client it says it is not doing it and without that bonus the class combo is heavily weakend
Edit: Just tested it and its no localisation error , gun dmg is not increased with the ranged mastery
Edit2: Scout Champ Autoshot has a 20 Range!
Greetings
The change that was supposed to be applied to compensate it, was missing, it will be corrected with next patch.
Range is intentional.
Greetings
Sorry but was is the intention behind range of 20 for a scout?
To be clear. Skills like autoshot or shot for example have no own range. This results in a range of 20 for the skills with the gun. That means a lower range than all melee skills! Every melee skill can be used within a range of 50.
Why should someone play the scout/champ if you always need to be more than close to enemies to use half of your damage skills?
I would say nobody would play this class in this state.
Regarding the little fact of cooldown share: Skill is kinda useless. It can only hit up to 5 targets, IF there are still 5 targets after the 3 second cast. So with "normal scout abilities" with autoshot, piercing arrow/reflected shot you will do more damage. within big trash groups, 5 targets are not many and you will use the ISS skill.
But please, consider rethinking about the gun range or skill range of scout skills for scout/champ
Kind regards
new magical 2h sword: (2 x Earth, 1 x Ice, 1 x Temple, 2 x Weak, 1 magical fragment)
new magical dagger: (1 x Earth, 1 x Ice, 2 x Fire, 2 x Temple, 1 magical fragment)
new heal crossbow: (1 x Earth, 2 x Ice, 1 x Fire, 2 x Temple, 1 magical fragment)
Priest/warden
the holy crystal pet casts his heal, but no target is getting a heal. There is kinda a bug, that the cast hits nothing
Regarding Scout/champ:
+ what Cruvor said.
And what is the intention, that the range of skills are melee range? Autoshot with range of 20!
Piercing Arrow with range of 60.
Also the level 45 elite (AOE Skill, does not know the english name right now) shares the cooldown with the scout ISS. Also 750% dps for a 3 second cast without cast muliplier is kinda useless
Knight/Druid:
Holy Shield is not a raid effect, like the description say
Hello
I have a question about new class combination and new weapons (guns). When can you expect to implement these changes to the game (which were initially planned for October 30).
Greetings
Hi, a quotation of Grox:
"Class Balance: New Class Combinations along with new weapon type (gun) are planned around 30th October 2020."
So it is not planned FOR 30th October. It is planned AROUND. That means, it could have been patched yesterday or it could be patched on 2nd November. Because "around" does not exactly means "on that day"
And like Cruvor said. We still have not 2 weeks after 30th October
I said the example with student hall because someone said here, that all accounts of the same IP should be banned for DN entrance. I know, that alt accounts should be on the same playernet account
But I also know ppl and that rules are not always be kept by ppl
DN buff, like it is now, is ok in my opinion