Advanced Bind Lifter and Random Attribute Extraction Stone in Happy Hour would be nice
Posts by xLutinex
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Knight/Warden
Shield Bash skill description says, if you are under the effect of "Holy Power Explosion", the aggro of the skill will be increased (like on any other knight ^^).
Unfortunately it does not increase the aggro while under effect.
Kind regards
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Against it. There are many classes that can't use the skills of the secondary class.
Rogue/Knight would be way too strong in tanking
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Changed Cursed Arrow to Cold Flame Shot, Inflicts 225% ranged weapon DPS fire damage to targets within 60 radius of caster, at level 55 with a cooldown time changes depending on ranged weapon with 6% damage reduction for each extra target.
Just a noob-non-scout question: Wouldnt it help changing the skill to deal dmg withing 60 range of TARGET instead of CASTER, additional to giving the shot itself a reasonable range?
would not change a lot because:
1.) If you need a target and the target dies (especially is a ghost -> disappears after few seconds) you need to tab tab tab and need luck to hit. In this case, Ignite would do more sense in my opinion because you don't need a target
2.) Ignite does more damage till 6-8 mobs
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Regarding latest Patch Scout/Mage:
Changed Cursed Arrow to Cold Flame Shot, Inflicts 225% ranged weapon DPS fire damage to targets within 60 radius of caster, at level 55 with a cooldown time changes depending on ranged weapon with 6% damage reduction for each extra target.
This skill is not really usefull. Within large mob groups of 5+ mobs, you are safe dead as a scout if you haven't your damage reduce up. At lower amount of mobs Ignite is still better.I think I know the idea behind the new Cold Flame Shot, but now this class has lower single target without comprehention of higher AOE. I think this is the same problem like the Scout/champ has. Staying in melee range (60) to use this skill is uncomfortable to play.
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Not with Poison Shroud. With "Earth Pulse". Druid skill
Ah, okay. Thanks for the clarification. In that case, if Earth Pulse seems to be overperforming, consider adjusting the CD.
Better not. Earth Pulse is the filler skill, because the class has no other mana based skill. Also Earth Pulse is a non gcd skill and can be used like Power of the Wood Spirit
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re: rogue/druid
You're saying 60kk dps to 15 mobs, which comes out to 4m dmg per hit. I'm assuming this is with cooldowns, since the damage is only 328% on Poison Shroud. 4m damage per mob every 4 seconds (cd of Poison Shroud) when mobs have 40m+ HP really isn't that much, especially considering you're using CDs for this comparison. R/wd can easily match that with 4x Power of the Wood Spirit (not to 15 mobs, but most aoe fights have < 6 mobs grouped up anyways) while also buffing pt dmg by 5% and weaving other skills between.
- RavinousNot with Poison Shroud. With "Earth Pulse". Druid skill
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Hi,
some thoughts about the scout.
As a scout in general you cannot compare with other classes and loose in any situation (burst, sustain, AOE).
Right now, after all steps of the class balancing, there is one scout that can nearly reach other classes. But sadly I need to say doing more damage as champ, warrior or rogue (choose best sec class) with lower weapons than the atm best scout (scout/warden) with t18 weapon and better golden gear makes me sad.
Don't get me wrong. The scout is not useless, but you can do way more damage with same gear but other classes.
Therefor I suggest following changes:
Hi,
I want suggest a change for Scout/warrior.
In the state of the damage all classes do and the HP of trash/bosses, you have a big problem for burst (need to do 3 skills and then a 1sec or higher Snipe - which is often fail cause of immune phases or boss dissappear or or or^^) and sustain dmg.
I would suggest to change the 70th elite that it won't increase the snipe damage anymore. It should reduce the CD ofMana Drain Shot to 6 or 7 seconds and should let Combo Shot deal double damage (each hit should hits twice). This will reduce burst damage slightly (which is not a big problem because you even cannot use full potential of the class :D) but increase sustain damage and trash damage a bit.
Kind regards
Scout/Rogue:
Change back "Deadly Poison Bite" that it will deal extra damage for every vampire arrow debuff.
Change "Joint Blow" on this class, that it will consume Energy instead of Focus.
Increase damage dealt by the 50th Elite "Poisonous Spit" with poison powder. Right now it is some kind of useless to buy those items
Scout/Mage:
Change "Wind's Whistle" (60th elite) that it will hit with every offensive skill but reduce it's damage to 100%.
Scout/Mage should be in my opinion the one AOE Scout. This change will reduce single target and burst damage, but I hope/guess everyone suppose this change.
Scout/Priest:
Change Mana Arrows that it will increase the p-atk and m-atk of nearby raidmembers (increase range to 80) by 5%.
This class is a supporter class, but right now the Mana Arrows are useless.
Scout/Druid:
This class has lost his position in my opinion.
Please change the skill "Focus" (40th elite) that it will increase the p-atk by 100% of range damage.
Change the skill "Efficiency Guidance" (60th elite) that it will restore 50 rage, focus and energy and remove cooldown of "Devour Blood" that this can trigger every 10 seconds. This will result in 5 rage, focus and energy per seconds. Maybe it is still enough to just remove the CD of Devour Blood.
Scout/Knight:
If you want this class to be an off-tank. Please change Holy Strike to scale with range weapon dps and give the skill the range of the range weapon
Kind regards
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rogue/druid is best aoe burst rogue so far, yes it is weak for single target sustain and not so impressive single target burst, but dealing 60kk damage per sec against 15 mob is insane and also sustain against +3 mobs is impressive as well.
cheers
I need to disagree with that. Also rogue/champion does more AOE damage than rogue/druid. With the 70th elite Disassembly Shadow you hit twice every mob with every AOE skill and you have 5 of it. Some of the skills won't hit 15 mobs yes, but 2 of the 5 will do it and this will do many damage, that every trash group with 15 mobs does not even survive till you can do you last skill. (in our groups. I know we are full golden geared. Maybe the damage will scale in other directions if mobs are living longer)
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Scout in general:
The Blood Arrow with 5% damage per second is performing very bad in events like Jerath.
I would suggest to reduce the damage per second amount to maybe 1% like it is on champ/warlock
Kind regards
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Some thoughts on champion/druid:
Recover: Is the crit rate based on physical or magical crit value? If it is based on magic, please change it to physical. Had the feeling to criten with the healing very little, but maybe my feeling is wrong
Kind regards
totally against it.
Scout/Priest has a healing skill as well, but even does not scale with str or dex. It scales with heal bonus, wisdom and m-crit.
So in my opinion m-crit is the correct way how healing skills should crit
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Hi,
I want suggest a change for Scout/warrior.
In the state of the damage all classes do and the HP of trash/bosses, you have a big problem for burst (need to do 3 skills and then a 1sec or higher Snipe - which is often fail cause of immune phases or boss dissappear or or or^^) and sustain dmg.
I would suggest to change the 70th elite that it won't increase the snipe damage anymore. It should reduce the CD ofMana Drain Shot to 6 or 7 seconds and should let Combo Shot deal double damage (each hit should hits twice). This will reduce burst damage slightly (which is not a big problem because you even cannot use full potential of the class :D) but increase sustain damage and trash damage a bit.
Kind regards
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First of all, I'd like to say that Rogue is my favorite class and I'd like to thank you for the idea of balancing. I'd like for all classes to have some advantages unique to them so that we can see those classes being played more often. Though I'm well aware it would take awhile to implement this kind of change to the game. With that being said I really don't like the idea of a class, Rogue to be more precise, having one too OP(R/WD) class combo and relatively so-so few other class combos. R/WL was relatively a good alternative to R/WD but now it's just R/WD and R/WD is kind of optimized for chain. Compared to the leather wearing combos there are already quite a few chain combos. Of course you can always play with leather armor but to be honest it'd be quite disappointing to play only /good/ Rogue class combo that's optimized for chain with leather. Please bring more balance into rogue class combos. Because as it is right now it seems Rogue players with leather gears seem to have a few choices. Either start playing scout or just stick with R/Wd with leather.
I also fully agree with Ravinious. Leather wearing classes need more identity. We are /especially/ lacking that in rogue. When there are already so few class combos for leather wearing rogues that perform decently, nerfing one badly seems quite bad in taste.
Best Regards.
I heeard Dev Bytte is responsible for class balannse( if that not true true my apologisses)
...In my opinion he did the most biggest misteke in this game chenagesd char balance (R/WL)
I have been playing on gobal server last 10 years, peaple seeing this server is better (managment is listening peeople)
After coupless mounths i can say (soorry about my my langage) the managment it very shiet...
I think i weesed my money for this server and i will never donate thiss
Changes for r/wl did not test i my opinion it was one of more mistakes of this managment ( moor classes are moor stronges (dps) on trasch and bosses)
I have hope the supremu authority will be moor carefully for uninentional changes and make not unhappy players
I am not offensive to somebody it is only my opinion about changes R/WL (weest maney)
I woud like to wisch everybody Marry Christmast
Hi,
there are more rogue combinations. Also rogue/champ is a really strong dps (single target) and way better in aoe damage than rogue/wl.
Rogue/druid is also kinda strong because of permanent -10% def on trash and boss with 100% uptime.
And a tip of mine. Don't play scout if you can play rogue ^^. Scout's still need 2 weapons if you want to optimize your damage
Kind regards
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Rogue/Knight
- Poisonous Protection: This skill feels very underwhelming. Maybe it can be changed to something that allowed the class to use Shield of Discipline.
Best,
RavinousGood ideas!
But in my opinion the rogue shouldn't be able to use Shield of Discipline. That would be a PvP horror in combination with Strike of Punishment
Kind regards
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- Increased Dark Soul Assail dark damage increment to 54%.
- Reduced Soul Agility duration to 30 seconds, increased cooldown to 90 seconds, increased dark damage increment to 54%.
In my opinion wrong idea, increased dark damage is to low (maybe 75% and cooldown 60 s willl be better
good for single target poor for trash
Ps Now looks like i will be do more dps on ChR in my leather eq than any Rouge xd
Take me one time in rofl. I want to see your ChR damage in compare with my rogue
I don't think you will do a lot dmg with dex statted gear as champ
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First round of word search. Good luck!
https://playernetgames.net/wordsearch/ -
Hi,
we made the experience, that you have massive lags/fps drops as a healer, if there are more than 6 ppl in raid.
We think, that the new raid skills (heal over time effects, buffs and more) producing massively more lags.
If you are in a group with 6 ppl, there are less problems. if you invite a 7th person, the lags increases massively.
Maybe you could check in this direction.
Thank you and kind regards
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Totally agree with the OP!
Arcadia is nice! Thank you very much for all your time. I hope the next 20 years will be so nice too
Happy Holidays and christmas
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Arcane Transmutor Charges in the Happy Hour would be nice
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Regarding the last posts.
I would suggest, that the mystical guitar and lute will be changed, that they don't share the cooldown. So most parties can be fair for mdps and pdps, because every person can play both
Maybe same for tambourine and rattle.
Kind regards
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Hi Aksi,
you are not doing any comparison. Magma Blade of Mage/Druid was kinda bugged (too strong in Atlas defence). Mage in general is weaker than Scouts.
I can compare my Scout with Mages in our guild. Scouts are ranged dps with instant skills, Mages need to cast (advantage for scout).
Scouts depends on many physical attack buff because the base attack is way lower than from mages.
Please, make some comparison, tell your gear and values (mages gear and values), which instance you ran and maybe show some scruti of your skills.
I never heard about an other scout, that says scouts are useless
Hi Lutine
You're the only one who says scouts are good. I am making comparisons of course, but you cannot be objective. This game is not just your clan with good equipment and weapons. If you want a real observation let me send you my equipment and weapons make a comparison. but do it at random parties. I'm talking about equality. Only this. just scout is not what it should be.but you can't notice that with your good equipment and gun, dear lutin.Actually, if you take what I wrote a little seriously, it will help you, because scouts have been being unfair for a long time and so many people have gone.
Best Regards Always
Sure I can.
But you need to compare with for example a mage with SAME gear like you have. Afaik the mage should use false ring, false stats and so on. You are making statements about me or my guild without knowing us, how we play or what we are doing for ppl.
If you think the scout is useless, fine. I repeat myself, maybe you play it wrong. I've seen scouts in random only spamming Wind Arrow and every 15 seconds Snipe
Kind regards
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Dear Aksi,
I don't know your problem. Yes, the scout is not the op best dps, but scouts are really good.
If you don't know how to play, try to ask others. You can also watch some twitch streams (for example of myself) where players playing scouts.
I also take requests playing a certain leather class combi and stream it via twitch.
Kind regards
Dear Lutin,
You insistently do not understand what I mean. Some classes are exaggeratedly good in this game. For example, the mage druid can do very well with a magma blade with a range of 250 and a medium-range set and weapon. I'm not saying they should make them worse. only physical range dps field hits are bad, other hits are slow. You don't understand or want to understand this because you have good set and equipment. you keep giving the same answers. A request is made for a simple buff bug in your clan and changed instantly. But you ignore our wishes and humiliate them. Respect or not talk to those who play this game free to play. I also play many classes well.
Hi Aksi,
you are not doing any comparison. Magma Blade of Mage/Druid was kinda bugged (too strong in Atlas defence). Mage in general is weaker than Scouts.
I can compare my Scout with Mages in our guild. Scouts are ranged dps with instant skills, Mages need to cast (advantage for scout).
Scouts depends on many physical attack buff because the base attack is way lower than from mages.
Please, make some comparison, tell your gear and values (mages gear and values), which instance you ran and maybe show some scruti of your skills.
I never heard about an other scout, that says scouts are useless
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Scout
- Changed Joint Blow to inflict ranged weapon DPS damage instead, reduced base range to 0, added ranged weapon range scaling.
I can only speak from a rogue/scout perspective. Perhaps a main scout player can also comment on it.
Thanks for changing the damage scale
However, the damage is relatively low. For the rogue/scout, the change currently makes no real difference or improvement. Therefor I propose one of the following suggestions:
Remove the global cooldown from "Joint Blow".
or
Increase the damage to the level of "Shadow Stab" (+- 580%)
Kind regards
The change does not make a real difference. Joint Blow is ~5% stronger than Shot. So you can use Joint Blow instead of Shot. But Shot was already a rare skill to use
All fine for scouts
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Dear Aksi,
I don't know your problem. Yes, the scout is not the op best dps, but scouts are really good.
If you don't know how to play, try to ask others. You can also watch some twitch streams (for example of myself) where players playing scouts.
I also take requests playing a certain leather class combi and stream it via twitch.
Kind regards
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The most recent change to heals seems to have brought my heals on D/P even lower. After some testing, I can see that heals are less than half of what they were before any balancing / lass changes with equivalent stats. Here were my findings:
Healing before any balancing / class changes
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Lv 92 Druid (no subclass, no buff)
Healing Power: 22,720 (Gear: 20,200; Set Bonus: 2520)
Magic Damage: 12,297
Wisdom: 11,172
Lv92 Recover: 70-72k non-crit, 175-180k crit, 14.2k HoT
Lv92 Mother Earth's Fountain: 37-39k non-crit, 95.8k-96.8k critHealing today
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Lv104 Druid (no subclass, only arcadian patience buff)
Healing Power: 22,880
Magic Damage: 15,577
Wisdom: 30,255
Lv 104 Recover: 20.4k non-crit, 54.1k crit, 7.3k HoT
Lv 104 Mother Earth's Fountain: 8.2k non-crit, 21.9k critEssentially, heals have been cut by over 3x from what they were. I think this explains why Kelpi, @Dale Kingston Jr and I are so frustrated with the healing nerfs, as the entire role is quickly becoming unenjoyable.
I understand that there is a need to incentivize healers to upgrade gear as new caps are released, but please reconsider the approach that hurts new players so much. Healers are already at three major disadvantages when starting:
1. No DPS gear (they chose adventurer healing gear) to solo farm with
2. Adventurer gear gives no healing power, and with the stats it gives they can't reliably heal even % ticks on players buffing to 500k+ hp.
3. Stats and gear is tied for most expensive on the server, with the entire "magical dps" category (covering dozens of class combos and playstyles).
Until today, I've strongly felt that all player feedback is listened to (through changes from feedback noted here, item shop suggestions, questions in-game, etc.), but it really felt like Kelpi, Dale and I's concerns seem to have been completely disregarded in the most recent patch and that was really disappointing.
Please reconsider how the healing formula is currently written (logarithmic scaling suggested by melodic seems like a great place to start) and help us understand the goals of healing changes so we can provide useful feedback.Thank you,
Ravinous
Hi,
without heal bonus on gear (starter gear), you will not heal more/less with healing change, because there is no heal bonus on equip?
If you are a new player, why do you want to heal ppl with 500k+ hp? that sounds like you want to heal endcontent statted players with your starter gear?
Also your healing power, magical damage and wisdom seems very low (starter gear?). Is it buffed or unbuffed?
Buffing as healer now increase healing, same like damage for dps classes.
If your values are unbuffed, try buffing (you should come near 60k wisdom for example)