Posts by xLutinex

    Hi,


    regarding Knight/Warlock dps.

    In the current state of the balancing, the class has a big problem. The design with parry conversion that gives you attack and attackspeed isn't worth anymore.

    It would be cool, having an advantage to do a special gear (mixed chain and plate items), that has an advantage only on this class.

    Therefore I suggest to change the following:


    Change Warp Charge to not increase attackspeed anymore and change it to increase your physical damage by 31.2% on lvl 105.


    Furthermore, it would be cool, if it is possible to change a passive, like skill ID 1490837, to let your physical damage increase by 0.5% for each 1% attack speed, that you are over the cap.

    Example: you are exactly at 0.5 attackspeed and then the "Firetraining" buff gives you 5% increased damage, instead of 10% attack speed.

    In that case a mixed gear would be a great alternative to the main stream geared players :D


    Greetings

    Regarding Rogue/Knight:


    the class is quiet interesting. 1 change I would suggest. maybe make Throw or Combo Throw with an aggro multiplier.

    Or maybe instead of aggro multiplier, let Combo Throw work like from rogue/bard and trigger wound attack with it.

    Aggro multiplier would be better imho


    Greetings

    Idea for Knight/Scout:


    Change the Skill ID 491616 ("Arrow of Vengeance") to do 350% dps ranged weapon damage and hitting all targets around radius 80 (like Cross Chop from warden) and give them 1 second knock down effect.

    6-7 seconds cooldown

    Aggro multiplier should be 3 or 4




    Idea for Knight/Warrior:


    The Skill ID 490018 (Authoritative Deterrence) is kinda useless since ID 490240 (Holy Thunder Blade) ISS exists.

    Change Skill ID 490018 to be a selfbuff with 10 seconds uptime and 30 seconds cooldown. Cost 25 Rage.

    While the buff is active, your Authoritative Deterrence is overwhelming your enemies. Each offensive skill, while the buff is active, fears your enemies for 0.5 seconds and reduces their movement speed by 90% for 0.5 seconds.


    Greetings

    Hi,


    regarding this title swap change, I suggest the following, that some classes can benefit from:


    Change Resource Cost reduction skills, like "Raider of the Depths", in the way, that it works for skills which cost resource per second like "Rune Overload" from champ and some other skills from other classes.



    Greetings

    65% is a bit much. anyway. I dont think that this nerf killed a class

    you did the same mistake taking only the numbers and not calculating

    Reduced Blood Arrow damage gain to 73.2% from 94%(-10.5%)
    stand in the patchnotes but its 20% ingame

    100% dmg increased by 94% blood arrow (before) -> 194% dmg

    100% dmg increased by 73.2% now -> 173.2%


    194% -> 173.2% = ~10.5% less dmg.



    P.S. (for easy understanding I didn't calculated double dipping from non stats)

    Idea for Knight/Priest:


    Change the lvl 35 elite (ID 490080) to the following:


    "Your Whirlwind Shield marks every enemy that got hit for 3 seconds. If you hit a marked enemy with Holy Strike, the damage will be reflected to all marked enemies"


    This change would result in less AoE aggro problems for Knight/priest, bcs of only a single valuable aggro AoE skill. Also it's not for free, you need to time your skills properly.


    If possible I would rather have such change on "Tsunami" (490359) than on Whirlwind Shield.


    Greetings

    Hi,


    I just saw that plate jewellery of Orkham loose crit dmg (ring), and even p-dmg (set bonus).

    Is this intended? My math tells me, that the overall aggro will be reduced for physical tanks using this set instead of rofl set


    you'll get more crit rate, where I can understand the loss of crit dmg, but the loss of p-dmg seems like a mistake


    Greetings

    I rly dont understand this new second gloves you have added. In my opinion we dont need to be pushed to play with katana or to be scout. In my opinion 1h with no shiled talisman or any other weapon in offhand will be incresed as i know every rogue is played with double daggers wich means if we take gloves only option is katana.

    Pls reconsider this and change this option witch is not fair to players who dont play with katana.
    I dont like option to be pushed only for normal set or to be scout...

    Thanks in forward

    if the gloves buff is stronger than the offhand weapon, you can theoretically play r/wrd for example without a second weapon

    Regarding WL-Knight Tank:


    Right now with the new modifiers, you can have a full mdps gear + tank artefact, shield and weapon with stamina and you reach incredible high values (more than 10kk def and 15kk hp)

    Additionally the skill Dark Hand (ID 1490590) gives you nearly double amount of bonus from the %-attribute multipliers. So let's say you have a weapon with 25% stamina bonus, you will nearly get 50% stamina as a result of this skill.

    That is broken in my mind.


    My suggestion is to change the skill 1490590 that you need to have much higher stamina values instead of only "more than int", which can be achieved easily in full dps gear as mentioned above.


    Greetings

    Regarding latest patch:


    - Adjusted plate pieces dynamic attributes. Contact with DEV if you had max. rolled pieces.Max roll on plate belt for example has 788 crit. that is around 1330 at T13. The chain belt gives nearly 2.5k crit at t13 o.oIs there still any mistake in the plate set? I fear a massive power creap from dps classes with new sets o.o

    Another idea I got in mind.

    As plate tank you "should" parry a lot.

    Gloves with an effect, that trigger an AoE damage, if you parry a hit. this aoe should have a low aggro multiplier (maybe 1.2-1.5) with a range of 70.


    With such gloves, a parry tank would benefit a lot. Gloves should also be include in set bonus.


    An additional knight change should be increasing the values of the skill ID 490174, to have a better parry rate in orkham.


    Greetings

    This is a getting feedback post, please participate if you are interfering with mentioned weapons.

    If I understand it correct, now it will be easier to roll magical stat in magical 2-H sword for example? How about ppl (like me xD) who spend about 900 crystals (im not joking 900 xD) to roll this weapon before this possible change? xD Because i tried to be fast, i lost it, and now every player will do it with few times less cost? It's a bit not fair if i understand it correct.

    Greetings
    Airforce

    You are not alone. Same for me and other in my guild.

    I tell to myself always "be patient and you'll get it cheaper"

    It never worked XD


    Call it shit happens and forget it. It is the best you can do

    Farmed tiers in arcance forge can be transmuted with charges to corrupted tiers.

    THese corrupted tiers can then be changed to normal ones, without any cost. So in my opinion, corrupted tiers are the same like normal tiers and everyone can access to arcane forge without a limit, because everyone can buy reset tickets.


    I see no problem in it at all. If you want to sell, just sell corrupted tiers.

    Hi,


    maybe for aggro bonus (bcs all dps get now a powercreep), it would be good that a tank skill, for example whirlwind shield get an additional dmg bonus related to your current stamina. (this would not effect the knight/wl)


    Greetings

    sure:


    1. Version with a threaten effect in half of value maybe (useful for warden and champ tank)
    2. Version for aggro: Effect like the chain gloves. Any offensive spell will trigger an Area of Effect hit with 2 sec cd
    3. Version for aggro: Flat additional aggro bonus

    You are losing 4 piece set effect with special gloves so 3 is not a logical option. I will forward other 2 idea to the person who is responsible with tank balance.


    Greetings

    Ah I was'nt sure about that. Maybe then the tank gloves should always give 4 piece set bonus, bcs missing the 50% is not an option.


    Greetings

    I suggest adding the magical xbow and stats like int int_rate, wisdom, wisdom_rate, sta, sta_rate (tank)

    sure:


    1. Version with a threaten effect in half of value maybe (useful for warden and champ tank)
    2. Version for aggro: Effect like the chain gloves. Any offensive spell will trigger an Area of Effect hit with 2 sec cd
    3. Version for aggro: Flat additional aggro bonus


    The problem I saw and tested in the last hour with plate tanks is, that the aggro is really low comparing with new weapon dps, where they have new dmg stats on it. Tanks are getting huge hits in the instance and I guess tanks need more defensive rolls on items for next ini. So the aggro won't raise. That's a huge problem.


    To solve that aggro problem it's maybe also the solution to change the low aggro cap to 5% instead of 10% lowest aggro.


    Greetings


    Edit: Typo changed "useless" -> "useful"

    Correct me i am wrong, but as far as i know, these new items cannot be sold if they are equipped. So if i make my gear with full dark items. I can only sell DC items ? People will no longer say something like WTS gear or WTT gear. This needs to change.

    only weapons cannot be unbind anymore, if you read the tooltip from weapon and gear