The classes needs a balancing and no more pushes for one class.
Greetings
The classes needs a balancing and no more pushes for one class.
Greetings
I totally disagree with it. This system with set bonus was always like it is now. Your point is probably, that the agility set now gives agility and is not like the lvl 100 set.
The chain dps classes still have better! set bonus on upper AND lower body. both sets gives all chain classes attackspeed as a bonus (4% + 2%) while the leather classes gets physical dmg (3% + 2%). If you know the damage calculation, you know that 4% more attack results in a damage boost which is a little higher than 4%. Getting 3% more physical damage results in 3% more damage..
Also you got as a champion (which you are playing) double attack speed set bonus + new fast hammer. this is totally more than enough for the champion in my opinion.
Greetings
Projectiles working as intended like melodic said.
Interface in German language but you can see Ranged-Damage, because projectiles are ranged weapons.
Pushing all classes up to god mode is not what a game like this needs.
You can open a Bugreport for magical damage, if you think that the calculation (mainhand + offhand are added together) of it is not correct, but also there I would say it is intended.
first: this Post has nothing to do with this bug, please move it in an extra topic.
But nevertheless I need to say, that a BALANCING can be made in two ways. getting all classes up to the champion or getting all classes down to the maybe priest/warrior? damage dealer.
Whatever will be choosen, every class has nearly the same power like an other class, regardless of whether a push of all or a nerf of all.
I would prefer a nerf of all instead of pushing all up to the champion, because a champion can do everything except healing
This is supposed to be same for all other damage boost types that is dedicated especially to a weapon type or type group.
hmm like Melodic said. It is not like you said Byte.
Because of no reaction ![]()
Here are some proof screens of a melee class (like champion). It is the same mechanic on ALL MELEE classes!
Without anything (no %-dmg card btw)
Physical Damage with a weapon.
All fine so far. But now, Physical damage with an upper body with "Physical Damage" on it. Like you said byte, it is no "Hammer damage" so it should not be buffed by "Finishing Hammer" Skill, but it is like you see here
The Upper Body I used is shown here
That is one point. All melee damages are effected by their "specific" passives for dagger and others. You said Byte, that this should not be like it is right?
Here is one more bug then. The damage calculation for melee physical damage (only melee damage!) when you have an active buff which increases "Physical Damage"
In the screen above you see, that the buff is somehow like double calculated for the upper body and the 100 physical damage card.
The buff I used is
So btw: Even the card Physical Damage of this card is buffed from "Finishing Hammer"
So summarized I can say, that the damage calculation for melee damage is a bug in some way, because it is totally different from ranged damage and is totally different from what you said Byte. Please check the code, I guess it is not intended, when you say
"This is supposed to be same for all other damage boost types that is dedicated especially to a weapon type or type group."
Display MoreHello everyone,
So, I would like to share my opinion about the whole situation and the state of the game.
First of all, the new Instance Rofl:
The design is great, it looks awesome and it’s a nice contrast to the icy region of gorge. But that’s the only positive point on it.
Let’s talk about the difficulty:
Trash: So, the trash is something I’m not sure about by now. One of the reasons is the one hits if you’re not a tank class, in my opinion they do way too much dmg to the group and the tank does not even take dmg (ok right at some points even the tank gets dmg but only on a few pulls). When it comes to non-Champion DPS on the first trash mobs in the instance they’re just one hitting if you pull more than 2 ranks. For some reasons even a warden that buffs himself on deff (about 2kk deff) just falls like a mage. And let’s not talk about the trash to the last boss it’s easy to wipe there.
So as far as we noticed the dmg of the most trash mobs are deff related and my question is why did you not make it percentual-dmg? So, the healers have something to do (and I’m not talking about reviving death players), just like the monkeys after boss 3.
Bosses: I did like to figure out the different boss mechanics I have to say. But if you’re running the 10th time you just get annoyed by the RNG of the first boss.
The second boss is well designed but not a real challenge at all but one of the better bosses in this instance.
As we come to boss 3, I just have to ask: what did you think here DEV-Team? It does require a bit of Teamwork and I really mean a bit. You designed a boss where you need 3 players to play and the rest of the party can go AFK for 10 minutes. The event is more than annoying and not even hard to play.
Boss 4 is somehow a nice boss but it is just free loot. The mechanic behind him is way too easy and if you really intended to have a DPS check boss there, well I like the idea but this boss is no challenge at all.
Boss 5 is, in my opinion, the only real boss fight in this instance. You have a nice DMG check with the pigs that spawn and if you don’t kill them fast enough the boss gets really hard for the tank. Also, you have mechanics where you get a hard punishment if you fail them. Overall, the DEV-Team made a good job on this one.
To say it short, I do not see where or why you needed 2 years to release us this instance. I'M DISAPPOINTED!!
So now let’s talk about the Ultimate Gear:
Over all I like the idea to have a new rarity in game but you did not think good enough about the players and what they really want.
Please DEV-Team no not only DEV-Team PLEASE PLAYERNET this Game has its origins in Runes of Magic and at least I (but also many others, I think) love how the gear system works. In my opinion it is also the only thing why I play this game, there is no other game that can offer me such kind a of a gearing system. And when it comes to other parts of the game there are other, a lot newer and better running games on the Market.
So, and again this is my opinion but you guys (and I'm speaking to the whole PLAYERNETTEAM) have made the biggest mistake you could do with the ultimate gear system. THIS DOES NOT FEEL A SINGLE BIT LIKE THE GAME I LOVE. I can understand that you don’t want us get bored fast and crying for new content. But I don’t think that this is the right way to do it. Also, the fact that we don’t get any information from either the NPC or the DEV-Team on the number of cores needed to get the 100% chance of an upgrade is just poor. And the fact that we have to run OLD AND BORING content that we have done multiple times before, does not make the whole situation better.
I do think that the suggestion of Melamania is a great idea.
PlayerNet PLS DO SOMTHING BEFORE 50% OF THE SERVER IS GONE!!!!
In my opinion you don’t need to do that much, completely new and complex Instances. No question they are good but for me something like Tikal (old Instance with new Monsters) all 6 to 8 months with either an upper body, lower body or accessory set would be much better.
So, this is what I think and how I feel about the state of the game right now.
Greetings, Varondil
I can agree with that post except the trash and last boss. Even rogues can survive up to 4 ranks in trash. Please do not nerf the trash again. It would be brain-afk running ._.
To the bosses: If you know all boss mechanics, the second boss is the hardest. Even the last boss is no gear check, if you know all mechanics :O. If the boss would be like the first time, as we reached to him, yes, that was a real hard gear counter (now it is like freeloot rofl)
The differences between the equipments of tikal and inferno or inferno and gorge was much bigger than the difference between gorge and new red gear.
So why should someone, who already have full gorge equipment, getting new red gear. You don't need that gear, because first: it is similar the same like gorge and second: the new instance is a joke in difficulty.
Not only the player who still run the new instance are complaining about the new system. If you would have thinking about and for the community, the 5 cores would have been at least unbound for trading. The allmighty core could still be bound, but as it is at the moment, the economy will be stagnated, player will be frustrated etc.
It's your choice as playernet yes, but it's also your problem in the future if there would be a future for this server
Sâcrêd (this message must have at least 15 characters..)
It is not about a weapon, if I can go afk as a tank in instance. You need a tikal geared tank, that's all. You need 1 heal for whole instance, maybe except the trash.
T18 weapons or new weapons does NOT count. We cleared and farmed the instance with the old gear like you, didnt we?
My opinion is just, that this hardmode is not really a hardmode like gorge, when we ran with inferno gear.
I do not even have gorge stats on my tank gear and I think, I do not even need inferno stats, maybe not even tikal stats to tank easily. I had the hope of an instance, where is a lot more single target dmg on the tank and maybe more dmg to the whole group in bossfights.
The trash is hard, that is nice, really. Maybe the birds were a little bit too strong at the beginning.
You don't need to cry if our opinions differ from yours. It is all from our / my POV. My wish is an instance where I can have a challenge and not an instance, where you can run with 6 people after the first week, when you are perfectly playing the events.
Please be objective. Everyone has his/her own opinion and wishes
Kind Regards
First of all, nice patch with nice performance improvements.
But the instance is way too easy for a hardmode. A good geared champion without skilled shieldform can tank whole instance.
As a tank perspective, like me, you don't even need full gorge equipment/stats to tank all. I guess I do not need to say something about boss 1 and 2. Waiting for tank, that's all ^^.
Even boss 3, you only need 1 tank btw, i can go AFK <--- for the whole bossfight and can return after i took a shower or something else. I Hope this shouldnt be intended. If some DEV needs a proof vid where the tank goes afk, let me know it.
Boss 4 is something like trash. Even a Scout can tank it. Maybe because of the abbreviation of the instance name rofl.
Boss 5 hmm... at the beginning it was hard, really hard. Seemed like impossible to kill. Yes it would be a really hard challenge for a HARD mode. But now, the last boss is even freeloot -.- I hope you will fix it like it was a we played him the first time.
It would be good for Mage/Scout, but think about other classes like healer priest/scout and druid/scout. They would become a massive maybe? unbalanced push if you have a bow with magical dmg like a staff.
Maybe let's see what the class balancing patch changes and then we can think about a magical bow ![]()
Hi,
in view of the forthcoming class balancing, I would suggest to implement new setskills for Inferno of Divinity, Gorge of The Ice Giants and Realm of Fogotten Legends.
This could make it easier to balance certain skills/classes.
But I want also mention, that one new (or more than one) slot for set skills would be needed. Some classes don't really need 5 slots atm and other classes would need more than 5 currently.
Greetings
Hi,
you need to kill the four bosses after you finished the first phase of killing 25 enemies.
Each of the four bosses are dropping one stabilization stone.
After all are dead, the main boss Fydolax (i hope it's the correct name ^^) spawns. The main boss himself does not drop stones. So you need to reset after the four mini bosses and kill them again
I know "ranged damage". But stats like "Physical damage" on Items increasing melee and ranged physical damage. So why wouldn't increase buffs like arrow of essence the extra damage from items, which are increasing the ranged weapon.
Maybe miss understanding of the question? ![]()
Hi,
I am a Scout. Scout/Rogue only. In my opinion is this combination better than the Scout/Warden because you should not underestimate support skills. That's why a Warlock/Mage is always in the group :D. My guild has 3 main Scout/Rogue btw.
Other class combinations we have in our guild and running the highest instance:
Priest/Warlock
Druid/Warrior
Warrior/Warden and Warden/Warrior if Serenadae don't want to play Champion ![]()
Mage/Warlock
Mage/Warrior
Champion/Knight
Kind regards
Display MoreYou should play what u want. But if you wanna be used for many different situations play Ch/r.
Whit this class you can easy Tank or playing as top dps depends on shildform skilled or not
But it is almost perfect balanced u can keep up with scout or warrior too.
Knight is for tanking still rly robust and has nice skills for buffing the party in burst, and you see this class rly rare in randome runes.
Druids and Priest both a rly good for healing
You can have 10 classes on Arcadia so feel free
Mela
The Ch/R is the number one op class in the game atm. He can easily tank, is doing most damage in whole instance overall and this at the same time. Like Serenadae who tanked without skilled shildform as a normal damage dealer. no other class have this abilities. Only in healing the Ch/r is not good,because he has no skill like the Ch/Warlock.
But yes. If you want a "best" class, play a supporter or Ch/r.
Yes you are right. If they would fix this without balancing the classes like warrior, warden or rogue, they would suffer a lot and would be more and more useless in camparison with champ. So pls if someone would check this and mark this as a bug, get in mind that classes like the champ would be more op
I tested more about weapon damage on melee now.
In the first picture you see my physical damage without eq (1% dmg card is active).
In the second you see my physical damage with only the upper body. Third picture shows the stats on the item.
In the fourth picture you see the holy Illumination+50 skill, which i use.
The last picture shows the calculated physical damage after the buff is active. It is way beyond the 10% in the tooltip. This is not only for this skill. I tested around and guess, the ALL buff which increase the "physical damage" or "damage" will calculated twice on stats of items and set bonus. But only for melee damage calculation ![]()
Maybe someone could check the code. I guess there is a mistake that dmg stats and set bonus will calculated twice with those buffs.
Kind regards
Hi there,
thanks for the last performance patch. The camelia flower is now better and does not produce heavy fps drops anymore.
Only mini lags at the mentioned coordinates ![]()
I checked the code and tried the version from curse. That's all i can say, that it does not work for me with those things.
I tried the uploaded version here and it works for itemshop items. as i said. this was just a quickfix
Kind regards
Ist mal angepasst. ohne gewähr. einfach mal probieren
-.-
Edit in English: (brainlag)
I changed it. without guarantee. just try it
Hi,
if you mean the vActionbar Addon on curse (https://www.curseforge.com/rom/addons/vactionbar) yes. Itemshop items like music instruments and emotes won't work with this version.
Additional informations:
I have tested this skill a little bit. I guess, that the lags are coming with some objects in the area around yourself.
At the Island of Atlantis at coordinates 52.1/46.4 I got heavy lags if I cast the spell on myself between the fences there.
Kind regards
Hi,
I noticed, that the camelia flower now produces lags if you use it. Even if I spam it only 2-3 times in a group with 2 member.
Maybe it's a problem, that this skill hit (or could hit) all objects? earlier you could heal even doors with it ^^. It is also possible right now, that you heal a player with it, which is not in the raid.
Maybe someone could check it, why it produces so heavy lags? Maybe it's possible to change it, that it hits only targets in the own raid (but please also players not in the same group
{fixed here: Camellia Flower (ID: 499954) does not work across groups anymore })
Kind regards
Guys, don't be so hateful.
I like the nostalgia dungeon and have a greate feeling in dl. Only the point with the low defence is a bit bad
KR