Posts by Serenadae

    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.

    I suggest increasing the damage of Imprisonment Pulse from 217% to 250% and from 260 to 300%, while under the effect of Kinetic Explosion. Still far off the previous 362% and would be fair considering that Champ got multiple nerfs to several skills at once.

    Moreover, as Rakot already said, removing the gcd from Kinetic Explosion would be a nice quality of life improvement.

    Regarding Warrior/Warden:

    Please consider to add to Savage Strike (lvl 15 elite): "Removes the minimum distance needed to perform Surprise Attack."

    Atm it's very stressful to jump/walk away from the enemy & charge again in order to gain the patk buff.

    Thank you for the Ch/S change to Vampiric Enhancement, helps a lot ! However, the problem that Pulsing Shot knocks back and requires movement (which cancels out the bonus to Focus regen) remains.

    Please consider removing it, it serves no purpose and is unnecessarily annoying.

    Agreed. I don't see why a class whose healing-skills scale with strength should be reliant on magical crit-rate.

    Maybe it could be changed to use the higher value. This way anyone who wants to play in healer gear still can do so.

    Welcome back !


    1- The highest regularly available items are t6 and can be farmed best in Ice Blade Plateau. It is not possible to buy t6 items from a vendor. However, the transmutation process has been sped up a lot.

    2- Yes, lvl 70 elite is still the last one (although there are now elites available for combinations like Champion/Druid etc)

    3- For a newcomer/returning player I'd recommend Warlock/Mage, almost no gear required and always needed.

    Increasing the damage of Joint Blow would also benefit Warden/Scout.