Posts by Serenadae

    And saying that there are classes that are better than (or as good as) the r/w... well, nothing more to say.

    https://gyazo.com/fc4c654d0608cd6e2eb62c6232b9e98b


    On a serious note, R/W has very good sustained AoE from what I've seen, but that's it. If stuff dies quickly it can't keep up with non-gcd classes that deal their damage quickly.

    Since the general direction taken by the balancing team seems to point towards nerfing all classes to where Champion is now, R/W needs to be adjusted. However, I think the class needs some instant damage in exchange.

    • Decreased Finishing Hammer 1-H hammer damage gain to 57.6%, 2-H hammer damage gain to 72%.*

    I am honestly speechless. Champion already was underperforming, why another nerf ? Especially in fast groups other classes do much more damage. I don't see why anyone would play Champion over Warden or Warrior after this change, please reconsider it.

    • Champion
      • Changed Rune Growth to passive skill.

    Thank you very much, this will make the class much more pleasant to play. Although the problem with Forge stacks running out frequently remains. Please consider my suggestion.

    Champion/Warlock

    • Fixed Blast of Remorse wasn’t pulling targets visually until they change position by manual moving.

    Finally, thank you !



    Some suggestions regarding Champion:

    -Increase the duration of Forge stacks to 60 seconds like those of R/Ch & R/P: Atm it's almost impossible to maintain them in trash, especially when taking beaver knockdowns and plant roots into account.

    -Remove Rune Growth & Wl/Ch Indomitable Spirit gcd: Having to constantly sacrifice gcd's during combat is a major disadvantage compared to other classes.


    These issues make Champion in our relatively fast paced groups much worse(or in case of Ch/M slightly worse) than almost any other chain wearing option atm. I'd say these changes would be reasonable, because most importantly they impact overall balancing not too much, especially when considering that all (traditional) dps classes but Champions got a damage boost from their new iss.

    Don't get me wrong, "Secret Technique of the Ruins" is great and all, but it's a symmetrical effect that doesn't benefit the class in comparison to others.

    Power of the Wood Spirit already has a decrement per additional enemy hit.

    Please take the time to test before commenting.

    Thanks.

    I play all chain classes and I disagree on all points you've made.

    First off, every class (maybe with the exception of Warlock, we'll see after this patch) has at least one class combination that can hold its ground against current top dps.

    Moreover, P/W even without Fairy did very good damage that could compete with all other classes. The bug was just broken and I'm happy they've fixed it. Not to mention that P/W has superb supporting capabilities.

    Warrior: Increases physical damage by 5%, physical critical hit rate by 2500.

    Mage: Increases magical critical hit rate by 1500, magical damage by 1%.


    Hmm guess someone love warriors? xD

    Btw this force us to use this skill, m/ch needed 55 ring rage ISS... now I dont have space for it. You need to improve its rage management like for yesterday like swl have. Class is already sad, low matt, worst single burst, worst-painful-horrible plasma arrow and its burst aoe which was the best, now is nothing compared with some other mages, all this in a mage that needs to play melee xD This class have no buffs so it was a good sustained dmg class, now there is no reason to use it at all.

    Mages have much better iss than Warriors in general. 8% from 99, 15% more int & 10% more mdmg from 75 one. So I'd say it's fine that the new one for Warrior is better.

    I have tested both Knight-pdps (/Wd & /Wl) in rofl and both underperformed.

    My suggestions:

    /Wl: Increase the damage increment of 2h-Weapon Mastery from 87% to 95%.

    /Wd: Change Briar Shield to increase your patk by 10%.


    Those changes would make both classes viable again.

    Regarding Ch/S:

    First of all, thanks for the change, focus management works fine now. However, I agree that the cast time of Crippling Shot should be removed. Right now, I only use it with Chain Drive anyway, so it would just be a neat quality of life change.

    Moreover, I fully support Rakot's suggestion to reduce the amount of life consumed by Blood Arrow. I'd even go further and say the hp cost of Shadowforge's Rage should be reduced to 1%, because Ch/Wl has other skills that consume life.

    Being hit by melee aoes and getting drained by such large amounts may be manageable (yet annoying) for players like Rakot and me, who already finished gold gear and have considerable amounts of hp & pdef, but will break any new players back.


    Regarding Ch/Wl:

    Damage seems fine now, however it's very annoying to sacrifice a gcd every 20 seconds to use Indomitable Spirit. We already have to use Rune Growth (which has a gcd as well) every 30 seconds. Please consider removing at least one of those gcds.

    I think the functionality of stacking the trash is quite useful. Many classes have very limited ranged aoe's that require stacked mobs. So I would appreciate to remove the stun of Electrocution Chain (at least this skill, maybe also the champ one if it makes sense, which I can't estimate?) in order to just pull the mobs instead, because the actual pull is much more viable than an additional stun, even since there is already a viable stun for Knight/Champ available which hits most units with the correct positioning.

    I would much more prefer the implementation of the "old" Blast of Remorse pull & stun (for both skills), which worked just fine.

    But I agree, the stacking component is the part that matters the most.

    Additional comment re wd oak walker - I wonder given that for example psychic shadow increases pcrit by 1200 and pcrit damage by 20%, while oak walker gets only 200 pcrit and 10% pcrit damage, a buff of the oak walker to get it similar to the other pet would make sense for wd combos other than wd/wl? Note that oak walker has ISS (Chaos of greed) that enables 6% damage increase, so I think keeping the pcrit damage of 10% is fine but perhaps consider increasing pcrit to 1200 instead of 200?


    Cheers!

    Sounds good, however I'd suggest making Chaos of Greed work with every warden pet, since it's an iss.

    Talking about iss, Iron Focus (ToS is) should be changed, since it's pointless atm. I'd say change it to increase physical critrate by 1k instead of accuracy.

    They should just be careful with buffing Wd/Wl, because in my experience the class performed as good as any other. I'd hate to see Wd/Wl first buffed and then nerfed into oblivion:|


    I agree that Wd/W needs a buff though, the earth damage variant of Charged Chop & Power of the Wood Spirit sounds good to me.


    Edit:

    • Decreased Corruption of Nature cooldown time to 3 minutes, reduced physical damage gain to 24%.
    • Increased Essence of Poison poison damage gain to 30%.

    These changes should improve sustained damage a bit, while not crippling burst damage too bad. In our group this is going to be a nerf most likely (big pulls, most overall damage comes from burst scenarios), but should be a minor buff for groups that do smaller pulls.


    • Changed Power of the Wood Spirit to do not require a target to be casted, increased radius to 80.

    Huge quality of life change, thank you !


    Speaking about quality of life, I suggest removing the gcd of Energy Absorb. The small delay before you can start hitting the boss is annoying. Same goes for Phantom Cleave. Skills with a channeltime shouldn't trigger a gcd imho.

    • Changed Psychic Rampage to modify Rune Pulse to inflict dark damage when it is active.

    Thank you !


    • Reduced Vampire Shot effect retrigger cooldown to 10 seconds, changes focus regeneration 80% focus consumption reduction.

    This should definitely help with focus sustain a lot.

    Me again:


    It seems that changes are worked on, i would like to bring one more time that ch/s focus issues still there - I made some suggestions before with arguably the easiest to change Pulsing shot to return 50 focus instead of the rage which champ has a lot of options to generate already - please add option to return actual focus not % regen, as % regen is not working very well since you have to move alot. The class has nice design but not comfortable nor pleasing to play atm when half of the time you have 0 focus and nothing you can do to address it unless your intention is to have it not use gun skills half the time - which in my opinion makes class not fun since whole concept is gun based champ. Please consider it.

    Agreed. Some other ideas to solve focus issues: Add Focus regeneration to Forge triggers OR Shock Overload. The Focus regen sadly doesn't help much.

    Also changes to probing attack - warr is still better off with using 2h hammer over same tier 2h axe or sword, thus i suggest to add bleed from slash to be implemented when using 2h weapons, not just axe/sword, would help warr too, else the probing attack buff is largely irrelevant

    At least having such a change for Ch/W would be much appreciated, the class even has 2h hammer as the highest weapon level, so it would make sense.

    Some Feedback regarding the upcoming patchnotes.


    Warrior:

    • Fixed Moon Cleave had unintentionally increased damage. Manageable for /Ch and /Wd (although they can't keep up with R/P and S/M anymore I'm afraid)...

    Need to say that r/p AOE is not so strong anymore after upcoming patch like warriors AOE. r/p is nerfed to 6 targets.

    But yes, S/M AOE is too strong in my opinion as it I already said.

    You forgot to mention that Holy Surge gets capped at 6 targets, BUT gets buffed in terms of damage.

    Moreover, R/P still has the same excellent burst damage. Out of all Warriors (if not all classes across the board) only /Ch can keep up with that. Moon Cleave in its current(290x3) state is too weak compared to most other AoEs. It's only worth using in burst and even then doesn't do much damage. R/P on the other hand has very good sustained AoE and especially excells at damaging smaller packs.

    W/Wd has a weaker non gcd spammable, singletarget and AoE. Not to mention that they both don't do elemental damage like Kick & Holy Surge. R/P has a very strong, permanent patk buff (yes, 18% is still a lot!). I'm absolutely positive that W/Wd can't keep up with that after the Moon Cleave change.

    W/Ch has the same burst potential like R/P I'd say, but looses in terms of sustained damage. We'll have to see how this plays out.

    And thats even without taking into account, that R/P is much, much more tanky than any of the two, thanks to Patience and Salvation, Holy Surge & Target Defense iss.

    Some Feedback regarding the upcoming patchnotes.


    Warrior:

    • Decreased Berserk defense loss to 13.1%. Thank you ! Much needed change, because even with high-tier golden gear it's a struggle for Berserk users to survive multiple mobs at once.
    • Decreased Iron Light Magic Ring Protection item set skill received area damage reduction to 10%. With this one I couldn't disagree more. This completely negates the benefit Warriors got from the Berserk change. Please don't change the AoE reduction.
    • Decreased Defensive Formation attack loss to 10.9%, decreased cooldown time to 60 seconds. Still a useless skill for PvE, at least in my Eyes. No one wants to reduce their patk. Please consider Reducing the defense increment to 30% and remove the downside altogether. Wardens have Elven Amulet, Champions Rune Growth and Rogues their 40% ISS.
    • Fixed Moon Cleave had unintentionally increased damage. Manageable for /Ch and /Wd (although they can't keep up with R/P and S/M anymore I'm afraid), but a strong nerf to any other Warrior. If it was unintended I do understand why you've changed it, but please consider generally increasing Moon Cleave's damage. 290% x3 with 1 sec channeltime just doesn't cut it compared to other AoEs we have nowadays. I think 450% for each hit would be reasonable.
    • Increased Powerhouse Sword duration to 20 seconds, decreased trigger cooldown to 20 seconds. Thank you, this will help, especially for the weak Warrior combinations.
    • Removed Surprise Attack range requirement to use, but knockdown effect still requires being further than 60 distance to be applied. Finally *-* So much quality of life for /Wd. Thank you !

    Druid/Warrior:

    • Removed Natural Attack global cooldown trigger. Thanks, this will make AoE much more smoother.
    • Changed Heart Piercing to trigger global cooldown time. Although using a gdc (Heart Piercing) and non-gcd (Slash) skill is smoother than using two without gcd, I would have much more preferred if you gave Slash a gcd and removed it from Heart Pierce again. Why ? Because it restores rage, hence should be used first.
    • Reduced Heart of the Wild 2-H Axe damage gain to 112%. I don't see why a class that can barely hold its ground against other combinations should be nerfed. Please keep it at 120%.
    • Removed Cross Thorn Blow global cooldown trigger, increased fix damage portion to 4 x STR. Again, a change that makes the rotation smoother.

    Knight/Warden:

    • Reduced Oak Walker’s Blessing received damage increment to 50%. Thank you ! Now the class is playable in rofl again.
    • Fixed Frantic Smash wasn’t consuming Holy Seal effects casted by caster. With the changes to Punishment, Holy Seal management might become an issue. I will test this and give feedback.

    Champion:

    • Increased Imprisonment Pulse damage by 8%. Very nice, thanks.
    • Increased Rune Growth cooldown and duration to 30 seconds. Another great quality of life change. Thanks.
    • Changed Clone Conversion to have 10% damage decrement for each extra target. Reasonable, although its impact on overall dps, especially for the weaker combinations has to be tested.
    • Fixed Soul Forge Mystery was able to retrigger without cooldown time, reduced its cooldown time to 10 seconds, changed critical damage gain to dark damage. Please don't do this. Ch/Wl needs the permanent dark damage Rune Pulse to keep up. For comparison, with better gear I was barely able to stand my ground against a R/D before the fix & the Poison dot buff. Please DON'T take this as a sign to nerf R/D, the class needed the buff. The dark damage buff can't make up for this, at least not in the long run.

    Sorry for the wall of text, but I think if we get the chance to present feedback on upcoming changes, we should use this opportunity thoroughly.

    Regarding Champion/Warlock:

    Soul Forge Mystery's buff doesn't have a cd, contrary to what the description says. Wether this is intended and the localization just hasn't been updated yet, or a bug, I'd highly advise to keep it that way, since it allows Ch/Wl to reasonably keep up with most other classes.

    Your post implies this though, at least to me as a reader. Hence my answer.

    I personally don't think the nerf to Imprisonment Pulse has to be reverted in its entirety.

    While I agree that Imprisonment Pulse definitely was a strong (maybe even too strong) AoE before the nerf, I don't see the problem with the suggested buffs to it.

    From what I've seen, Rogue/Priest has very strong burst damage, much more than any Champion combination currently. Additionally, the class has good AoE damage (spammable !) both in burst and sustained.

    I don't see why a class that doesn't deal comparable burst damage shouldn't be able to have the edge in AoE burst every 60 seconds, even with worse gear.


    On the Scout part I agree (and support Cruvor's suggestion), but please keep in mind that Scout/Mage has excellent spammable AoE (maybe the best atm) and /Warrior & /Warden are generally very good burst classes.