Hi,
I could check it at Weekend. I don't have time till weekend for such changes (AddOns I don't know
).
Hi,
I could check it at Weekend. I don't have time till weekend for such changes (AddOns I don't know
).
Display MoreDisplay MoreHello,
to be honest with you guys it can't be in your interest to make heal classes completly wisdom based in this short time. Some ppl can't change their whole gear this fast to wisdom... With my heal gear (able to heal every content) I'm not able to heal inferno anymore... this is just ridiculous and makes me wanna quit game...
With all these buff/cooldown/ability changes you destroyed the fun of the game for me. Everyday new changes makes the game not worth playing and you can't focus on your main class because it gets so many changes everyday...
I hope you fix some things back because with the current heal formula and some buff changes it's not the game we used to know
Have a great day!I agree completely with this. I don't know what made you to change healing formula again, but right now most of us who still doesn't have gear with wisdom stats have a big problem. Since this change we can't heal properly (i would say about 50% from what we had before this patch, at least for me). You make such changes too quickly.
P/S
Embrace of the Water Spirit - it doesn't convert 20% ranged damage weapon into magical damage. It convert probably only 1-2%.
You can make wings full of wisdom.
To be honest: the wisdom you need fullbuffed to heal to same like before all class balancing patches is kinda low.
You need ~50k wisdom fullbuffed. That will mean around 22-25k unbuffed. That could be reached with 1 or 2 runes.
I like the changes and I like that healer now have a primary stat
Hmm I use Simple Damage log, but version 1.0 ![]()
And I don't have an user interface. I guess this is from addon manager?
Btw, big thumbs up and thx, that the Knight/Mage now has a magical attack buff ![]()
It is missing in patch notes, but thx for it. Tests will follow ![]()
Please, post your messages in English too, so that all players as well as developers and other team members can understand it
Sorry, i thought if a player does not write in english, he cannot understand english as well ![]()
If there would have been any bug, that i could reproduce, i would have answered also in english with a separate paragraph ![]()
Beim Kundi/Druide scheint der Skill Fokus nach dem Patch nicht mehr richtig zu funktionieren. Zwar wird die phy. Angriffskraft um 47544 erhöht (wird auch angezeigt) aber er hat keinerlei Auswirkung. Seltsam ist auch, dass der Schaden am Trainingsbalton immer gleich bleibt. Bogenschuss z.B. 10x immer genau 267,334 ???
Ansonsten finde ich die Änderung mal eine ziemliche Abwechslung, also zumindest bis jetzt positiv.
Wenn es nicht hierher gehört, dann bitte verschieben.
Servus Peter
Hi Pistan,
das mit dem Fokus skill kann ich so nicht bestätigen. Gerade getestet und funktioniert wie er soll.
Zu dem Schaden: Ja, das ist beabsichtigt. Jede Heilung und jeder Schaden wird jetzt exakt berechnet und unterliegt keinen Schwankungen mehr.
Siehe auch Patch Notes 10-2-1-1254"Removed damage and heal output randomness."
Changing druid/warrior skill Awakening of the wild to self buff is not a very good decision in my opinion, please reconsider that.....
Why? Priest buff is now stronger and druid buff got now percentage damage. So if you have 2 healer in group 1 should be druid and 1 should be priest. I like this balance, because no healer class will be "best". before it was best to have 2 druids. /warrior and /warden.
Hello Arcadia,
how can it be that Pdds can only have one patk buff either from the priest or dudu and Mdds get Essence, Hug and priest buff now on top. (because the Priest's Enhanced Attack now buffed Matk too).Maybe you should give the Pdds more patk buffs which would be fair
This is no Balancing from all Classes Right now , if then you should bring all classes to a same Dmg output by introducing a Dmg limitation. It can't be that a Mage /rouge with inferno gear does three times more damage to a Scout . Or a Mage /Warden can remove Organs(Boss 3 Rofl) within a 20 second burst, while other classes may not even do so in the Boss 3 in rofl.
I hope that the balancing has a positive effect on all classes and not only on a couple
Wait... what... uhhm.. NO. you should read ALL patch notes, not only one single line.
"Changed Mage/Priest skill Essense of Magic to self buff." -> no more buffing for others
"Changed Priest/Scout Embrace of the Water Spirit to convert 20% of ranged damage to magical damage and no longer affects raid." -> no more buffing mdps
"Reduced Priest/Rogue skill Wraith Halo magical attack amount to 2% and added 5% received heal boost." -> lowers from 10% to 2% btw
"Changed Druid/Warden skill Mysterious Grace to self buff." -> no more group buffing as well btw ![]()
Kind regards
Display MoreI have an idea for the Knight/Mage as a mdps class. Atm this class is really far away of all other classes. The class has no possibility to do permanent moderate damage.
Maybe the skill "Enhanced Armor" could increase the magical attack of this class for all, who play it as mdps.
For a tank, which is playing knight/mage, it does not change anything.
If "Enhanced Armor" would increase the magical attack for the same amount like def, the class is maybe able to do moderate damage. Maybe it is enough with 50% attack bonus.
I completely agree that knight/mage lacks the matk buffs to be viable in high instances as a pure DPS class.
However.. I feel like 50% matk is just a ridiculous amount to just give for free and permanently (look at the Ch/R patk nerf, it was for a reason).
I suggest boosting it's matk by a maximum of 20% permanently, with for example said buff Enhanced Armor.
This buff could also be added to the AoE skill Holy Light Domain, it would match the style of W/M then. By turning on the AoE, you gain pdef/mdef and matk, like W/M used to be.
Yes i know what you mean. The champ/rogue had also a permanent aoe
and a damage skill with a 2 sec cast multiplier, why he was so OP with the 50% attack power.
The Knight/Mage is a bit low atm. But 20% for the first step would be better than nothing. So we can test a bit ![]()
I have an idea for the Knight/Mage as a mdps class. Atm this class is really far away of all other classes. The class has no possibility to do permanent moderate damage.
Maybe the skill "Enhanced Armor" could increase the magical attack of this class for all, who play it as mdps.
For a tank, which is playing knight/mage, it does not change anything.
If "Enhanced Armor" would increase the magical attack for the same amount like def, the class is maybe able to do moderate damage. Maybe it is enough with 50% attack bonus.
Hi,
I don't know, if Extended Fusion works together with Arcadia Utilities, cause I don't use Arcadia Utilities and the source code is not public.
But I edited Extended Fusion and it should work now with the new 6 pages. I could not test, because I don't have the new pages ![]()
Kind regards
Hi,
I edited the charplan to use item set bonus of the ultimate gear, because it didnt work on the latest version.
Kind regards
The Druid/Scout 60 Elite Skill (499951) is not working correctly .
In the Tooltip it says that it recovers 268.5 + 2%MP every 2 seconds , but the skill is only recovering the fix 268.5 Mana and is not taking the % Value in consideration
Greetings
I would suggest that the mana recovery will scale with wisdom too, like the buff from priest/mage. 268.5 is a bit low ![]()
I would say you do something wrong. The warden/warrior for example has very high single target dps, even before class balancing. You can hit a target twice per second ![]()
Hi, for me I like the idea to wear Chain on r/ch, I think you will not deal the same dmg like a player with leather gear who has dex too, but I think it will be fine with the new changes on r/ch. And now I want to talk about Warden 😉 I love that class but depence on other classes, his Single target dmg is a little bit to weak. I Liked to see Warden/Druid with pdd gear. But now he got patched and deals normal Warden/pdd dmg. I would share Warden need a little bit buffed too. Btw Ciron got Aggro reduce, Oak Walker need that too.
Gratz Blaxx
Hi,
@warden: definitly not. Warden/Warrior is totally strong, got double aoe damage and more pdmg/attack. Warden/Druid in pdd gear is still totally strong. Yes, beast awakening reduces your damage and attack by 20% ? but therefore you get a cast multiplier on your skills by 3? O.o Maybe the /rogue is weak, but i don't know/never played this class
The chain class, which is lacking of all the pushes other classes got, is the warrior in my opinion. But maybe some main warriors could post their experiences
I would suggest that the bow will become the same attack speed like the xbow, because most people already have built a bow.
Edit: while increasing bow damage for sure, otherwise it would be a hard nerf for all bow user atm ![]()
Display Morethere is source code of chapter 6 runes of magic in a forum that i don't want to share name here, i would suggest you to download it and read physical damage output formula or just do simple tests like i did years ago.
just fyi, there is no other "hidden" attack speed value that breaches the cap
Yes sorry, you are right and ty. It was fixed with the balancing patch. This will make all bows useless btw and should be changed to xbows from support in my opinion because with lute and warlock/mage, i am at 0.53 attack speed. So any further attackspeed will not effect anything.
Any official statement to useless weapons now?
Edit:
As Scout/Rogue, following buffs are useless or partially useless (attack speed bonus)
Elven Agility Flask
Strong Stimulant
Fire Training
Regal Cry
Hunter stance
Arrow of Essence
Body Vitalization
Mechanic Gamble (neurol crysis)
and many more I forgot
Thx for the fast patch. Now you need lute, warlock/mage, elven agility flask and arrow of essence to be at cap for example.
Anyway that will push the xbow way far away from bow. I wish scouts can choose, whether they keep bow or can trade for xbow at same tier, if this is now fix with the attack speed. In my opinion the bow is ~20% worse than xbow at same tier and that hurts a lot for high tiered weapons
Hello,
in relation to this
Patch 10.2.1.1000 - Masked Festival, Class Balance feedback
I would ask, whether the attack speed of the bow will be increased or all player can change their bow for xbow now, because the bow is useless now and nearly unbuffed at attack speed cap ![]()
Kind regards
attack speed in char info screen != damage of skills.
The attack speed cap (2 hits per second per weapon) does not mean, that you does not do more damage with more attack speed buffs with skills. Otherwise you would do less less less damage as rogue than pre patch.
there is source code of chapter 6 runes of magic in a forum that i don't want to share name here, i would suggest you to download it and read physical damage output formula or just do simple tests like i did years ago.
just fyi, there is no other "hidden" attack speed value that breaches the cap
Yes sorry, you are right and ty. It was fixed with the balancing patch. This will make all bows useless btw and should be changed to xbows from support in my opinion because with lute and warlock/mage, i am at 0.53 attack speed. So any further attackspeed will not effect anything.
Any official statement to useless weapons now? ![]()
Edit:
As Scout/Rogue, following buffs are useless or partially useless (attack speed bonus)
Elven Agility Flask
Strong Stimulant
Fire Training
Regal Cry
Hunter stance
Arrow of Essence
Body Vitalization
Mechanic Gamble (neurol crysis)
and many more I forgot ![]()
What do you mean? Attack speed is capped for auto shot, that you can't use it 5 times per sec anymore. More attackspeed still pushes the damage and that makes no difference for e.g. Snipe with bow or xbow. The bow dps counts for Snipe. If you play Scout as "only auto shot", then yes, xbow would be better. But after the fix of attack speed cap, the xbow lost auto-shot machine gun like the bow and that's why skills will do more damage -> bow > xbow.
Don't seduce new or unexperienced players to get a xbow, which is worse than bow
Greetings
i tested it on the first day, if they didn't revert it, attack speed is capped at 0.5 now unlike pre-patch, i was reaching 0.23 speed values with bow, now i can't
attack speed in char info screen != damage of skills.
The attack speed cap (2 hits per second per weapon) does not mean, that you does not do more damage with more attack speed buffs with skills. Otherwise you would do less less less damage as rogue than pre patch.
...idk if you do already, but in case you don't, maybe you should consider using xbow instead of bow then if you want to burst for real since they capped attack speed; clearly, bow is for sustain, not burst anymore
What do you mean? Attack speed is capped for auto shot, that you can't use it 5 times per sec anymore. More attackspeed still pushes the damage and that makes no difference for e.g. Snipe with bow or xbow. The bow dps counts for Snipe. If you play Scout as "only auto shot", then yes, xbow would be better. But after the fix of attack speed cap, the xbow lost auto-shot machine gun like the bow and that's why skills will do more damage -> bow > xbow.
Don't seduce new or unexperienced players to get a xbow, which is worse than bow
Greetings
Regarding Wd/D
Still need some burst from somewhere tho.
idk what you did - burst seems fine for me.
On a more serious note: The current implementation is busted3 when playing Wd/D in pdps gear. Adding cast multiplicator to the phys part of the usual warden skills and converting them into earth damage (which in turn is increased by Magical Awakening and debuffs on the target) results in some absurd damage values, say 70M CC on Balton.
@Devs: please the warden/druid is broken³. I testedafter patch and hoped, I missunderstood the last patch notes. More clearly: the p-dps values of all the skills are still active even with Beast Awakening. If a pdd would do, say 10.000.000 damage on a target unbuffed as only main warden class (without secondary class), the same pdd equip would do more than 3 times the damage if he switches the secondary class to /druid and buffs Beast Awakening. This skill is broken for pdd gear with the warden/druid
Display MoreRaising unplayable ligaments is very good, it had to be done for a long time, but I don’t understand why you are destroying ligaments with which you can play normally?
You took all the basic skills from the Champion and replaced them with useless rubbish, an attack on the square with the champion is now impossible, you should at least return something to the champions, otherwise people who play him all the time and who don’t like other ligaments will start to leave the game.
If you think that the champion is doing heavy damage over the area, it was necessary to reduce the damage from skills and not completely replace the skills with useless garbage, why do this?
I’ll tell you as it is, everyone with whom I spoke on this topic is very nilly unhappy with this, just not everyone writes about it on the forum . Mostly everyone doesn't like the changes with skill Kinetic Burn and Rune Overload.
Rune Overload doesn’t work now without a shield shape, and in the form of a shield there is no use for the skill, this is unacceptable, and removing the Kinetic Burn skill and replacing it with useless trash is also unacceptable, most players do not like the changes with these skills.
You also replaced the skill of Champion/Warrior "Deadland Protection" with a garbage skill, it is certainly not completely useless, but it cannot be compared to what it was before, if you thought that 100% protection was a lot, you had to reduce it to 50% or even less, why Replace core skill with junk skill.
nstead of balancing playable ligaments, you destroy already playable classes and ligaments; this is not correct.
It was necessary to reduce the damage from skills and not completely replace them with others, such a change should always be done very carefully and gradually, and not all at once, otherwise it could lead to bad consequences. These negative aspects cross out all positive changes.
I really hope that part of the changes with the champions will be canceled, they are played by too many players to destroy the class and completely change its task in the group at one point.
Really, to be honest. Did you ever played the champion without being afk or without as a "follow-alt-afk-dps"?
To be honest. The champion does still most dps, especially if you always pull more than 2.
With the new kinetic you are more flexible now, you can set 2 aoe skills and still able to use other skills.
I don't know, with which persons you spoke, but I don't know a single person, that says "the champion is garbage or useless now". You just need to be active now in the instance and you cannot play in leather gear as easy as it was before (like I did).
es!! Thats my point scouts and rogues do scale extreamly with patt they get the highest attackspeeds and critchances /crit dmg so thats why you should be carefule with changes i dont have a finished gear yet but as i sad i notice every single point of patt. lets just look at gorge, in gorge a full equiped scout could do the same dmg as a champ. Now ofc if you go in to rofl with full gorge gear classes that have a higher patt will do more dmg but they also dont scale that crazy like a leather wearer is.
Offtopic: hint from me: the setbonus from chain ultimate set is even stronger than from leather. that's cause 2% attackspeed > 2% damag. You can ask the dev for the damage formula. Maybe it was changed since 2016 ![]()
On Topic: that is your opinion. Mine was that in general scouts and rogues lacking of physical attack.
To close the gap because scouts and rogues are lacking of physical attack atm if you compare with other classes and damage of other classes in several situations (many targets, single target, off-burst, full-burst)
I did many rofl runs since the class balancing and every day after every patch. the main problem of a scout and rogue (except rogue/warlock because of his strong dark-damage boost) is the low physical attack
well we have done some runs aswell and i did run with a lot of diffrent classes. it is easy to be on first place in scrut as scout. well maybe not that easy as it is with other classes but it is also the to hard to do. rogues and scouts dont buff them self up to a lot of patt they get crit and attackspeed. And thats also why the extreamly scale with patt and pdmg. i dont know your gear right now but last time if have seen you you did not have a single ultimate pice. so i can say that your dmg will increass by a lot if you start building the first items. i did see the diffrence on my equipment. And to get more patt i think it would be better to just set the scaling for bouth classes to 1.5 patt from str and dex as it is as my last informations from a dev were 1.2 dex and 1.3 str for scout and 1.3 dex and 1.2 str for rogue.
I compare with classes with same gear. No need to build ultimate gear till balancing is finished. I am just argumenting from a perspective for balancing between different classes in different situations.
yes, it would be a "problem" for me too, if str does not give any point of patk now, but i don't care. I said scouts and rogues lacks of patk, that's a fact and the devs can see the damage from each class in the instances i guess. so whether they think it should changed or not.
It was a suggestion and I agreed because I like the idea
P.S. maybe something around 1.5 - 1.7 patk per point from str/ges is also ok for people already did new Items
To close the gap because scouts and rogues are lacking of physical attack atm if you compare with other classes and damage of other classes in several situations (many targets, single target, off-burst, full-burst)
I did many rofl runs since the class balancing and every day after every patch. the main problem of a scout and rogue (except rogue/warlock because of his strong dark-damage boost) is the low physical attack