Posts by Serenadae

    Hey Arcadians,

    I'm not sure if this belongs in this thread, but because of the new changes I thought, I'll suggest something about the new Cenedrils. First of all, I would like to emphasize that the combination is really great and all buff combinations meet the player's wishes. Surely most will move to 100 for their class with their hearts. However, all this is of no use without the necessary materials. Especially from my guild in the last 2 weeks people have pulled their Cenedrils to 100 (me included). It wasn't cheap and cost quite a lot of charges. However, the problem have probably all the players on the server, which is really annoying. Therefore, I would suggest a new Item Shop item. How about a reset card of the Cenedril materials for an X-value of diamonds and thus, for example, you get 70% of the materials back. The value can be adjusted according to the ideas, but I think with such an item the community would be very satisfied and you are not so much annoyed for the wasted materials.


    Greetings Ryzek:)

    Great idea ! Would be very helpful, even if it's only 50%.

    Regarding W/Wl:

    • Changed Spirit Blade Storm to be attached to caster, reduced duration to 10 seconds.

    Thank you for this change, will make the class much more pleasant to play. If W/Wl does indeed overperform due to this, the passive always can be cropped further afterwards. However, there are many leather classes atm that deal equal or even more damage than W/Wl, so let's see how it plays out.


    Regarding Champion:


    Thanks for all the changes to the lesser played combinations and especially for

    • Changed Knowledge of Destruction to increase caster’s damage by 12% instead of reducing by 15%.

    Regarding Warrior/Warlock:


    Thank you for the latest changes, W/Wl has become a decent dps. There is still an issue with it though: Spirit Blade Storm, the core mechanic of the class, is very frustrating to use. Especially when playing with different tanks who each do their own pulls, you never know when to use it. Using your stationary 20 sec cd skill when the mobs are pulled out of range feels so bad.

    Please change Spirit Blade Storm to be caster-focused like R/M's Hell Blades or remove its cd.

    • Changed The Final Battle to The Last Duel; Channels on target for 3 seconds to inflict 1200% damage 6 times, while doing so, will force target to focus on you, however your duel mastery will let you parry off each attack they try, increased cooldown to 20 seconds. Each critical hit made during channel will reduce cooldown of this skill by 3 seconds.

    This sounds very interesting, high risk high reward. I like it.

    Regarding Champion.


    /Druid: As already suggested, please consider changing Knowledge of Destruction to benefit the caster as well. This way, the caster would get 24 -15 = 9% increased damage dealt and it wouldn't feel so abysmal to play the class as a dps/support hybrid.


    /Priest: I don't know if the class is intended to be a tank, but since it has several skills that hint at a partial dps identity I suggest to increase the patk increment of Way of Frenzy from 8 to 15% and to change the entirely useless Reviving Blast (neither used as dps or tank) into something useful.


    /Warden: Substantially lacks damage and Rage sustain to compete in the current meta. I suggest changing Shock Overload to work with Axes.


    /Warrior: Currently a tank combination that nobody uses and will use, since it offers no group utility, is less tanky than /K and is excruciatingly painful to play, because all abilities except for Rune Pulse (which requires a proc) cost Rage.

    Since Champion already has a combination exclusively dedicated to tanking (/K) and all other combinations, with the exception of /Wl, offer at least some tanking capabilities as well (most prominently /M & /P), I suggest changing /W accordingly. This way the class could see play.

    Warrior/Champion:

    In this class, the above problem with the outgoing skills occurs despite high attack speed and the critical hit probability that depends on it. For this purpose, my idea would be to change the "Rachelhieb" easily. The Damageboost does not start until the target is below 10%. But in 90% of all cases you have the problem that either 10% will be bursted in 0.5 seconds or the skill is not even ready at this time. For example, with the 2nd Boss in Rofl, this is completely useless because it disappears at 25% and the adds come. You could start the Damageboost at 30% and thus have the chance to use this skill at least 2 times in the burst phases if they take so long. What also struck me is that despite full attackspeed, fewer hits come out, as if you attack more slowly, for example in offburst. The damage numbers are logically much higher, but if the frequency of the skills is so slow, it would be better if you adjusted this so that attack speed skills trigger faster and the hits stay high.

    Personally I had the feeling that warrior/champ is the strongest warrior :O

    Indeed. But if the current state of Rogues is the new benchmark, still not strong enough.

    /Wl (yes, even with the upcoming changes), /D & /S are still borderline useless in the current meta, so changes to them would be appreciated. /P is the worst of them all, but I think (?) the class is intended to be a support and not dps class anyhow.

    • Changed Guitar instrument to provide 20% attack speed additionally.
    • Changed Lute instrument to provide 20% cast speed additionally.

    Thank you ! This in addition to the Storm Assault changes will make the lives of mixed raids much easier.

    Champion/Warlock

    • Increased Psychic Forge damage gain per stack to 3%.

    Much appreciated, since Ch/Wl has fallen behind most good class combinations these days.

    I had the opportunity to test Warlock as mdps over the last two days and wanted to give my feedback, especially regarding a MAJOR (at least in my opinion) problem in the current balancing progress.

    We did a rofl run with two dps yesterday, Warlock/Warrior & Mage/Warrior and overall we had a smooth run, so both classes are actually quite good and able to handle all content. After these first hand experiences I can confirm what was already said by Madoxx and Burningflame, Warlock is pretty good in longer fights and seems to be in overall dps better than Mage (although seems slightly behind on bosses, at least compared to M/W - pre patch).


    Today I did rofl with several pdps involved (S/W, S/R & R/Wl), again as Warlock/Warrior. I stood no chance because 1. Everything died way to fast (casts vs instants) and 2. Because only pdps siege titles and Lute were used.


    So PLEASE, as already suggested, remove shared cd from Lute & Guitar and merge Regal Cry and Storm Assault into ONE skill. Because right now, you can't compare mdps to pdps because there is no equal testing environment atm. This, in my humble opinion, is currently the major problem in the whole balancing process and I can't see balancing coming to an succesful end without solving it.


    Regarding warlock in general: Loosing your Psi after combat ends (especially with the latest changes to it), is very, very unpleasant. Please remove PSI deterioration out of combat. If this proves to be too much, the dark damage passive always can be cropped afterwards. Right now, the core mechanic of Warlock just doesn't work smoothly.

    "The Knight currently has no aggro problems."

    Indeed. That's why K/Ch will be fine, even with 6 sec cd on Shock Strike.

    "The entire point is that aggro should not be changed otherwise there will be issues."

    Not a single Knight combination has to rely on secondary-class specific skills to build and hold aggro. The default Knight skills (and iss) are more than enough.

    Hi i would like to say that nerfing wardens is dumb and totally unnecessary , you should take care of other classes and leave alone wardens , for example champions that still are way too strong......

    This couldn't be more far from the truth. Coming from someone who plays both Champion and Warden, the PotW nerf is perfectly justified.

    ___________________________________________________________________________________________________

    • Changed Shock Overload to do not wear off when you are out of rage. Inflict damage depending on your current rage. (i.e.: 10 Rage = 10% damage, 100 rage = 100% damage), removed cooldown.

    This will be most likely a nerf, since especially during trashfights Rage is almost never full. Moreover, the changes you made to end of combat will result in even more Rage loss.

    Please just reduce the cd to 10 seconds like you first wrote, or leave the skill like it is.


    Edit: Thank you for the quick change, sounds like a pretty good solution to the issue.

    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.