Posts by Serenadae

    My impression from the last patches:


    On a serious note though, what is going on with physical class balancing? Magical classes get a lot of balancing changes and interesting mechanical reworks and we get neither.
    Instead we get breadcrumbs and nerfs, without any explanation regarding the reasoning behind the decision, like this one:


    Druid/Warrior

    • Reverted Heart of the Wild damage gain to 60% back from 75%.

    In what world does Druid/Warrior compete with Champions and most Warriors?


    Meanwhile, there are several (chain) classes that have been overperforming for ages. Conversely, classes like Champion/Druid, Warrior/Priest etc. have been long lacking. It can't be due to the lack of feedback. I and many others have asked many times for changes and we have made concrete suggestions. Still, Bard/Warrior has major sustain issues, Warrior/Priest overcaps attack speed way too easily etc. The list goes on.

    And that's not even touching the issue of incohesiveness and lack of creativity. Just one example, Champion/Mage got a skill that requires you to target the farthest enemy, whereas all champions want to target the nearest enemy at all times, to maximize Shock Overload damage. Another example is Warrior/Scout, that uses spear for AoE and katana for single target, but has a skill that requires a 2h sword - which is never used.

    Then there are classes like Bard/Warden and Warden/Mage, that basically only spam two skills for the most time. There are of course classes that got nice mechanics going for them, I'm not saying the entire physical balancing was bad.


    All this is ofc only from the perspective of chain player, but from what I've heard and seen, leather classes face the same issues. Looking at you Scout/Bard.


    Is the physical balancing team vacant atm? Do the responsible individuals think physical classes are balanced well in their current state? Is there a big physical balancing patch planned? Please give us some information and don't leave us in the dark.

    Are there any plans to add some kind of repeatable content to the prestige pass?
    Currently it seems very hard to progress past level 15, especially if you already upgraded the cards from certain zones.

    Regarding Warrior/Druid.

    After today's patch Slash and Whirlwind change their positions in the spellbook when under the influence of Earthly Strike. I guess that's the case with all buffs that modify skill IDs.

    Regarding Warden/Warlock.

    Unfortunately this class is currently underperforming greatly - even with weapon swapping (attackspeed 2h axe for AoE, patk 2h sword for single target).

    First off, it's not worth to use Phantom Cleave (ID: 1490534) and Noxious Slash (ID: 1490533) at all. You are better off just using Poisoned Chop for single target (ID: 1490529), since it causes your pet to use Shadow Chop. Conversly for AoE, wasting a gcd is not feasible. Hence I suggest the following:

    1. Remove Poisoned Chop gcd
    2. Change Phantom Cleave to proc Shadow Chop too

    Moreover, please consider raising the physical damage increment of Phantom Contract (ID: 1490536) from 20% to 30%.

    Regarding Druid/Warrior.
    This class currently struggles greatly with sustaining Rage. I suggest either increasing the Rage provided by Heart Piercing (ID: 494216) from 15 to 30, or adding a 40% Rage buildup bonus to Urgent Aid (ID: 494017).

    Moreover, sustaining Nature's Power in single target situations is impossible nowadays. Please consider to increase the duration of Focus of Mother Nature (ID: 493548) back to 30 seconds - at least for the portion of the buff that reduces Nature's Power consumption to zero.

    Apart from ressource issues, this class also isn't able to compete with stronger classes. Hence some form of damage increase would be very welcome as well. Personally, I'd like to see a dot (about 650) attached to Natural Attack (ID: 494016).

    Greetings,

    Currently it is way too expensive to change your cards from strength only to leather (str-dex-stam-patk) via a second cardset - without losing the maxed out stats. Same thing if you want to switch from defense to hp. I'm talking about 400k diamonds for 2k cards.
    Are there any plans to implement an item that replaces one stat on all your cards with another? Or something similar? I don't mind if it is expensive, but the price should reflect the fact that you are only changing a single stat and don't get access to a second set.

    Currently, we don't have plans to implement such changes. However, we may revisit this matter in the future and potentially introduce your suggestion or an alternative solution.

    Thank for answering.
    Some adjustment that adresses this issue would be much appreciated. It feels quite bad to be more or less stuck with a stat you don't want anymore on your cards.

    Currently it is way too expensive to change your cards from strength only to leather (str-dex-stam-patk) via a second cardset - without losing the maxed out stats. Same thing if you want to switch from defense to hp. I'm talking about 400k diamonds for 2k cards.
    Are there any plans to implement an item that replaces one stat on all your cards with another? Or something similar? I don't mind if it is expensive, but the price should reflect the fact that you are only changing a single stat and don't get access to a second set.

    Regarding Champion in general.
    I suggest changing Feedback Defense to be usable without Shield Form active, since Wardens Protection of Nature can be used by a dps too.
    This way both classes can provide utility to their groups, if there is no tank of the same class present.

    Regarding Warden/Warrior.

    The class has way to many buffs to be played comfortably. This observation mainly comes from a dps point of view, however I've been told by our tank that they face the same issue.

    I suggest modifying Berserk via one of the elite skills to be a toglle skill without duration. The rage cost should be removed too, so tanks can easily toggle it whenever they want.

    Regarding Distance artefact rune.

    Since this rune isn't used in any capacity at the moment (at least to my knowledge, please correct me if I'm wrong), I suggest the following:

    Change the item to reduce ranged weapon distance by 30 instead. This way it would be a useful rune for Scout single target damage to maximize Distant Friend damage bonus in instances.

    This issue occurs with all dynamic cooldown skills, such as Joint Blow, Shade of the Ocean etc. To my knowledge it was already reported by Cruvor in the past, but an update on this matter would be nice.
    As you said, once you reach hight attackspeed it gets especially annoying.

    A fix would be highly appreciated.

    Regarding Warrior/Priest.

    This class always had problems with overcapping attackspeed in burst since it has a 24% attackspeed buff and Opportunity (lvl 35 elite) forces you to use a Katana, which is a very fast weapon. With the latest changes to Frenzy Warrior/Priest substantially lacks burst damage. You can't even mitigate the overcapping issue by switching to a 2h sword, because of the aforementioned weapon requirement.

    I suggest the following approach:

    Modify Frenzy to increase attackspeed by 10% and weapon damage by 20% via elite skill.

    A pure "stun tank" is not viable in endcontent. There simply are too many damage sources for the group that cannot be avoided by interrupting. Tanks need to bring reliable damage mitigation in some form to the table.
    The only way of providing "preventative defense", as Brontes put it, via stuns would be some form of permastun. I'm very glad they stay away from such boring design choices.

    Could we get an official response to this suggestion?
    Today's patch made my str/patk/stam/defense cards much worse compared to /hp, since new Grace of Life brings % hp boost to the table and Warden hp buff forces you to use life instead of def food.

    This means I'm now stuck with an unoptimized card deck, since paying 1k for each card in a second deck is not feasible at all.
    Please consider said suggestion or provide an alternate way to change a single attribute only without needing to maximize values again.

    Regarding Freakshow Sidekick card.

    Since the door event in front of b1 in Grafu Awakened has been changed to include a timer (and a delay for klicking), it's nigh impossible to spawn the mob.

    Please consider adding the card to the event reward chest.

    Well, if you just want to change one stat, having to do an entire second deck is quite annyoing. I too wish there was another option for that.

    Regarding Warden/Scout.

    The class is currently overperforming in all content. This largely stems from powerful buffs and their low cooldown.

    I suggest reducing the pdmg increment of Sacrifice of the Pirate from 30% to 20% and to increase Morale and Desire/ Dark Waters cooldown from 60 to 90 and 90 to 180 seconds respectively.


    Regarding Warden/Warlock.

    The class is currently underperforming, both compared to other Wardens and other classes in general. I suggest increasing Phantom Contract pdmg increment from 20% to 30%.

    Regarding Champion/Warden.

    Currently Thorny Strike (ID: 1490565) is almost never used, since despite it requiring another skill beforehand, Rune Pulse deals more damage. I suggest adding a 2 seconds cast time.

    This way the classes weak singletarget damage would be improved a bit.

    • Changed Clone Conversion to reduce movement speed by 10% instead of putting Shield Form into cooldown state.
    • Changed Organic Reconstruction to reduce maximum HP by 25% instead of putting Disassembly Mode into cooldown state.

    Credit where credit is due, thank you for this much appreciated change!

    Glad to hear, ty. I hope the debuff is not going to impact dps output though.

    Is it intended that Organic Deconstruction still cancels Disassembly Mode?

    If so, today's patch was a MASSIVE nerf to all Champion dps, but especially for those that have elite skills tied to Disassembly Mode, such as Ch/S or Ch/M. Let me elaborate. Before the patch, you used a macro that entered Shieldform, used Clone Conversion and reentered Disassembly Mode. Now you get a miniscule patk boost from Organic Deconstruction compared to Disassembly Mode, that's only usable on Ch/Wl and Ch/Wd.

    The skill is straight up much worse compared to prepatch.

    Please change Organic Deconstruction to increase patk by old 20% value and not cancel Disassembly Mode anymore or revert the changes altogether.

    To my knowledge Warrior/Bard doesn't have a posion damage increment anymore, since Frenzy got changed to increase 1h axe damage instead. Could you please clarify?

    https://chroniclesofarcadia.co…/#patch-notes-11-1-2-1103


    I’ve gone through the latest patch notes on class balance and I have to say, the explanations from the Game Devs really make a difference. Even though the game is still under maintenance and I haven’t been able to test the changes myself, the thought process behind each adjustment is well-reasoned. What I appreciate most is how these notes open the door for meaningful discussions between the devs and players. This kind of transparency makes it possible to fine-tune the classes based on real feedback, which is key to achieving a balanced system.

    Keep it up!

    Agreed, I just hope these GD notes are not exclusive to changes pertaining to magical classes. Much appreciated.