- Replaced pull by teleport mechanic to force dash.
This change is responsible for this. Please fix it.
This change is responsible for this. Please fix it.
For me its time to lower the rage cost for the champion primary skill: rune overload
Lower it from 15 to 5 per second. You cant rlly use this skill without dwarf ale, that shouldnt be so
Don't you think this is too much? champion and so very strong class! I even think that it should be weakened a little by about 10-20%
I disagree. Champions are roughly on par with the other classes right now. Especially when taking the substantial Rogue buff of last patch into account.
For me its time to lower the rage cost for the champion primary skill: rune overload
Lower it from 15 to 5 per second. You cant rlly use this skill without dwarf ale, that shouldnt be so
Sustaining Rune Overload on any Champion is already possible if you manage to whitehit and use Rune Pulse consistently. However, since the skill only serves for tanking purposes nowadays, lowering the cost to 10 Rage/sec would be reasonable. With a mere 5 Rage/sec drain the skill would be up at all times, which would be too powerful.
Hello and welcome to Arcadia !
Generally, thanks to class-balancing, there are only a few combinations left that I would consider crappy. I'd recommend Mage/Priest. Very strong class, that provides both good singletarget and very good AoE damage. Althought there are other skills that are worth using (Fireball & Rising Tide don't trigger gcd for example), you're essentially going to spam Tidal Burst for singletarget and Aquatic Storm for AoE.
Moreover, a ranged playstyle avoids most of the nasty AoE's that many mobs in custom instances throw at you.
Ofc there are many other combinations that are worth trying and each have their individual strengths and weaknesses - Pick your poison
Good luck and have fun !
P/W's Chain of Light doesn't hit Astaroth's adds on a frequent basis, although they were in range. Has anyone experienced similar problems ?
Good idea, hope it helps new players
"Lost your interface configurations in a crash ? No problem, the game frequently creates backups for you in your documents folder !"
"Wether you're a new player or a veteran, remember your daily free spin of the Wheel of Fortune !"
Since Champion is a class that is at least partially supposed to be a tank, I suggest increasing its maximum physical defense level (the one among the weapon skills) to 242.
Currently Champion is the only class dedicated to tanking that has such a low cap (for comparison, Champion & Mage 182, Knight 272, Warrior 242, Warden 242).
This should be a useful change, especially when taking into account that Champion/Knight is going to be a tank as well (at least according to charplan).
Display MoreDisplay MoreYou miss the 2,9% more critical damage that the ultimate dex ring provides.
Taking into account my current critical multiplier, this translates to one third, so roughly 1% more damage on all critical hits. My critrate in rofl differs between 65 - 76% (ch/wl), but for this calculation I'll take a supposed critrate of 50%. Hence 1% more critical damage dealt (don't confuse this with raw critical damage) would be a total of 0.5% more damage.
You get 957 additional patk from the 2 piece Aoth setup (I'm going to use the numbers provided by you, forgive me my lazyness :D). Let's assume you can buff it up by 5 times (inaccurate yes, but the actual multiplier is less anyway). So you would have an additional round about 5k patk. My patk with damage food is 1,55kk, so this additional patk would be a damage increment of 0,32%. If I'd take Hot Stew the number would be even smaller (2,1kk patk - 6,5k (5k + 30%) -> 0,3%).
Furthermore, I have only taken trashbuffed values of a player vs a boss without any debuffs into account. Once you reach or surpass enemy defense, the rules of decreasing growth apply and 1% more patk ceases to be 1% more damage dealt, further shifting the advantage towards the 2x dex setup.
So in conclusion, you get slightly more overall damage out of it plus 430 crit. The only exception is ch/m because of the additional 100% crit damage that devalues the 2,9%.
Offtopic:
Bosses actually do have more crit resistance than you might think. Each bosslevel adds a certain amount of critical resistance to the base value. Atleast in my opinion, crit is always more valuable than a comparable amount of patk. Yeah I know, thats a topic for debate and I understand that some may prefer having hard stats instead of a higher random modifier :D.
correct me if im wrong, but in overall 2.6% (for both t12 rings) crit damage won't give you even half of its actual value as damage output, it will give you;
- 0.85% more overall damage if your average crit is 65%
- 0.88% more overall damage if your average crit is 70%
- 0.91% more overall damage if your average crit is 76%
- 0.96% more overall damage if your average crit is 85% which is very hard to achieve
and saying 1% attack gives you 1% damage output wouldn't be entirely correct because it has an exponential graph until you have enough attack then continues to increase logarithmic until you have 2x (not entirely sure about this, it might be 10x too) attack value equal to your targets defense (which is hard to achieve for rofl bosses without mage/warlock), after that points, attack increment will be useless, but, on our current state, even if 1% more attack would give you 1% more damage, another 1% will give you more than 1% damage until you reach that limit as long as formula isn't changed by devs
i would like to know your test method because for me, even when i reach 2.5kk attack values, hot stew was insanely providing more damage output than 18% damage food in rofl. also most of the mages could confirm i believe even 18% matk food is better than 18% damage food in rofl. maybe my results are like this because lack of debuffers but i don't think there is a such buffer who can debuff every single unit in instance defense-wise, unless you are comparing only bosses.
cheers
I did compare t13, hence 2,9 - my bad. Doesn't change my results though, especially since I did largely exxagerate the amount of patk you get out of the 2x Aoth variation.
Yes I agree, my explanation was overly simplified, hence said exxageration to keep the proportions.
Regarding dmg-food vs Stew, there is a certain interaction between several sources of percentual damage increments, but I won't go down that rabbit hole
Display MoreWhile I generally do like the idea of a 5 piece accessory set bonus, please refrain from implementing it. Atm taking the second ring and earring from the golden dexterity set outperforms 2x aoth for chain gear and some people (including myself) have already finished those items.
If you consider this change, please give said players the chance to change them accordingly via support. Yes, we were told to reconsider decisions regarding our gear during class balancing, but I think it's fair to say that this statement doesn't apply to changes regarding items.
If i do the math, i cannot see the golden 2 piece dex is outperforming 2 piece aoth str:
Champ still get 1 Str (2 Patt), 1 Dex (0 Patt) - am i correct?
Golden Dex Ring (T12): 894 Dex (0 Patt), 894 pCrit
Golden Dex Ear (T12): 5111 Patt, 894 pCrit
2 Piece Bonus: 540 Dex (0 Patt), 420 pCrit, 2040 Patt
Total: 2208 pCrit, 7151 Patt
Aoth Str Ring (T12): 714 Str (1428 Patt), 714 pCrit
Aoth Str Ear (T12): 4080 Patt, 714 pCrit
2 Piece Bonus: 450 Str (900 Patt), 1700 Patt, 350 pCrit
Total: 1778 pCrit, 8108 Patt
Or do you prefer pCrit over pAtt?
Or am I mistaken?!
Greetings
You miss the 2,9% more critical damage that the ultimate dex ring provides.
Taking into account my current critical multiplier, this translates to one third, so roughly 1% more damage on all critical hits. My critrate in rofl differs between 65 - 76% (ch/wl), but for this calculation I'll take a supposed critrate of 50%. Hence 1% more critical damage dealt (don't confuse this with raw critical damage) would be a total of 0.5% more damage.
You get 957 additional patk from the 2 piece Aoth setup (I'm going to use the numbers provided by you, forgive me my lazyness :D). Let's assume you can buff it up by 5 times (inaccurate yes, but the actual multiplier is less anyway). So you would have an additional round about 5k patk. My patk with damage food is 1,55kk, so this additional patk would be a damage increment of 0,32%. If I'd take Hot Stew the number would be even smaller (2,1kk patk - 6,5k (5k + 30%) -> 0,3%).
Furthermore, I have only taken trashbuffed values of a player vs a boss without any debuffs into account. Once you reach or surpass enemy defense, the rules of decreasing growth apply and 1% more patk ceases to be 1% more damage dealt, further shifting the advantage towards the 2x dex setup.
So in conclusion, you get slightly more overall damage out of it plus 430 crit. The only exception is ch/m because of the additional 100% crit damage that devalues the 2,9%.
Offtopic:
Bosses actually do have more crit resistance than you might think. Each bosslevel adds a certain amount of critical resistance to the base value. Atleast in my opinion, crit is always more valuable than a comparable amount of patk. Yeah I know, thats a topic for debate and I understand that some may prefer having hard stats instead of a higher random modifier :D.
While I generally do like the idea of a 5 piece accessory set bonus, please refrain from implementing it. Atm taking the second ring and earring from the golden dexterity set outperforms 2x aoth for chain gear and some people (including myself) have already finished those items.
If you consider this change, please give said players the chance to change them accordingly via support. Yes, we were told to reconsider decisions regarding our gear during class balancing, but I think it's fair to say that this statement doesn't apply to changes regarding items.
have a suggestion. Reconsider the positive effect of the relationship (husband-wife) just want the two to benefit from the buff. It can be done so that one buff gives a magical attack and another a physical. I hope I wrote it clearly, since I don't know English)
I wholeheartedly support this suggestion. There are far more dps than healers or tanks (that benefit from the defensive marriage buff) which creates a situation where not everyone gets the buff he or she wants.
I would suggest though that both partners gain the defensive and offensive buff. Would be easier to implement and wouldn't have much of an impact in terms of power creep anyway.
Really? Then i would suggest a 30-40% dmg nerf for scouts snipe. reduce the cd to 1 sec and the snipe will be fine
Dont know what you mean. I hope a missunderstanding because you have written your thoughts in a wrong way, because you are not a native english speaker
(if no missunderstanding, first sentence please
)
What didn't you understand?Skills that have a global cooldown, for example, a charged strike(Beast Awakening), began to work slower. Previously, there were 30 hits in 30 seconds, but now there are 23 and so every skill that has a global cooldown.
Can confirm, please revert this change. It is a major nerf to all classes that use non-gcd skills.
Display MoreDisplay MoreThis may not count as feedback, however its a suggestion/question somehow related to the class balancing, so i will just drop it here, feel free to move it somewhere else if you think of a better place:
Do you plan to implement eliteskills for class combinations, such as Scout/Warlock or Knight/Champion or Warden/Priest, that do not have any yet?
I believe now while you are changing a lot to all the classes and their skills and introducing whole new functions to some classes might a be good opportunity to do this.
Looking forward to the dev-teams and other players points of view on this.
Cheers!
We were already working on this topic since a while.
Greetings
Fantastic ! Super hyped to read this !
Questing works just fine, since you get more exp here like you normally would. Just do some quests in a high level zone and you'll be 104 in no time.
Hello and welcome to Arcadia !
I copied the following from one of my previous posts:
Regarding new players, CoA does offer many goodies, that allow you to catch up quickly with the rest of the server.
First off, The Lost Isle of Atlantis is basically the "new Varanas" here, meaning that it contains all the important npcs.
Atlas City:
- Hillary, to the left of the housekeeper: Exchanges Ancient Mementos for badges, allowing you to advance your siege titles very quickly
- Agnes, 38/49: Exchanges diamonds for gold. As you might have noticed, the auction house currency here is diamonds. Hence the need for such an npc.
-Jimmy Crane/Edward Wilson, 39/44: Arcadia Coins/Proof of Myth merchants. The coins are obtained in the custom instances of CoA, replacing mementos.
-Edwards, 38/56: More npc's that interact with coins
Itnal Camp:
- Training dummies/Baltons, 27/73: Allows you to level up your weapon skills, note that the Baltons have the highest level, you should use them
- Evangeline/Sophia: the daylie reward npc's. Evangeline gives you a great golden hammer (the one that hd's all your gear, making ld gear no problem to wear) and 2 transport runes. Sophia gives you 30 golden eggs, very nice to level up a pet/buy the necessary potions.
Moreover, you have one free spin of the Wheel of Fortune per day & character. Use them.
That being said, CoA offers a pretty neat lvl 80 starting armor once per character, that can be obtained in the starting zone of your respective race. Using this, you can start farming mementos and coins. Groups can ofc be found using the world chat, it's quite alive, trust me.
Mementos can be easily farmed in grotto of horror hardmode and for coins/your first arcadia stat (the purple ones you might have seen on ah) I recommend Secret Temple of Tikal.
Most of the custom instances require a pre quest though, so I'd suggest starting with that. It begins in front of the Temple of Mysteries in Dragonfang Ridge.
Regarding your choice of class, Warden/Druid is indeed a good soloing class ! It even got reworked/buffed on this server, granting you access to new skills/elite skills. Just make sure to play it with magical gear and you're good to go.
Hope this helps.
Display MoreSome propositions from my side for warlock class combinations which are currently (afaik) not played at all:
Warlock/Rogue:
I like the changes to Throw. But please give it some other reason to be in raid (else I can just take my alt...), as it currently does not do damage and is except for Throw not supportive compared to other warlock combinations.
Skill suggestions:
- Soul Poisoned Fang: Increase all elemental damage of the target by 20%
- Crime and Punishment: Decrease cd to 2 seconds, make 'Bleed' on target also give extra damage
- Liquidation Suffering:
- Currently seems to be buggy: target does get the 31% aggro increase, but as a caster I don't get the -31% aggro decrease.
- Suggestion: Similar to Mind Barrier an AOE for obtaining a shield for all people standing inside it, which absorbs 30% of the caster's max. HP
- End of thought:
- Currently much too high cost (15 sec. cd and 3 psi), so not really a reason to use it (Crime and punishment makes more damage with less psi cost and less cd), would need to have less psi cost or less cd to be any useful)
Warlock/Warrior:
Very good burst damage, so this combination does not need a push there. However, it is not very sustainable and lacks the possibilty to obtain psi in offburst in my opinion or other offburst-damage.
Skill suggestions:
- Defensive Formation: Decrease the received damage instead of the cast speed.
- Enraged: Make it restore 100 focus and rage.
- Mind transference: Reduce cooldown to 10 seconds. (Alternative: Make slash a 2 sec cast instead, in order to have a viable offburst skill)
I really like your ideas, except one thing. Please don't add any additional group support buffs/debuffs to trivialize endgame content even further.
Instead, Soul Poisoned Fang could increase the elemental/dark damage inflicted to the target by the caster.
Display MoreMage/Priest's Aquatic Storm doesn't hit multiple targets like the skill description implies.
Nice animation btw !
I have a different experience with this, for me it hits multiple targets (at least on Itnal Camp's dummy targets), but the damage numbers don't show up onscreen until the cast is done.
In the gyazo gif I had to move cause gyazo won't let me record for very long, but you can see that after I moved, it took a second and then all the damage numbers jump on screen at once
https://gyazo.com/6266dc4300066eb3478e4cedb289abd7
Edit: It's just the numbers flying across the screen, in the damage log they appear correctly.
The issue seems to have been fixed.
Mage/Priest's Aquatic Storm doesn't hit multiple targets like the skill description implies.
Nice animation btw !
Participating in the festivities surrounding Arcadia's 6th birthday !
Wether through ascending lofty heights...
or at least attempting...
discovering ancient treasures in forgotten groves and reveling in lush bounty...
waiting for a storm of the special kind to arrive...
talking to frogs...
or...
resorting to a more ... final form of interaction...
gathering our well earned rewards.
Happy birthday Arcadia !
Character: Serenadae
Hi, I hope this is the right section for this
I just wanted to thank the DEVs for the amazing jump puzzle in Celebria.
I'm usually not into those, but this one was a lot of fun to try and finally conquer.
Good job !
Warrior/Priest's Barbarian Battle Cry debuff doesn't apply to Jerath and Inner Organs.
Same goes for Astaroth.
Some thoughts on Champion and Warrior.
Ch/M
-High Energy Barrier: Seperate the shield and the damage increment portion of the skill, like you did with Wd/R's Heart of the Oak
Ch/Wl
- Change Soul Forge Mystery buff to provide 5 stacks of dark dmg Rune Pulse instead of a 10 sec buff
Ch/W
- Remove Rage cost of Slash and add x2 aggro multiplier
- Remove rage cost of Arc Strike, add x3 aggro multiplier and let it restore full rage (when target is under the effect of Electrocution)
This would solve all the rage issues the class has atm.
Ch/P
This is the only one of the Champion combinations, that is completly useless atm. Its support is outclassed by Ch/M and its dmg is so low, that my group urged me to change to something else. I think that should not be the case, all classes should be somewhat useful.
I don't know what approach you are planning to take with this class, but maybe adding light damage would help. Here are some changes I'd suggest regardless of your plans:
- Change Reviving Blast to a toggle buff, that reduces healing taken by 20% and increases attackspeed by 20%. Remove the 20% buff from Explosion of Righteousness. Having to maintain this buff was the most unpleasant thing i noticed while playing the combination in terms of playstyle. Moreover, Ch/P is the only champ that has no toggle buff, so it would make perfect sense.
- Add some kind of mana based spammable, or change one of the existing elite skills accordingly
Warrior/Druid
First off, well done. The class has become somewhat viable. The damage is not too bad, but gaining access to Slash Expert via the 4 skill combo takes to long(literally impossible in trash, everything dies too fast). Moreover, weaving Slashes between your skills can only be sustained under the influence of dwarven ale. My suggestions:
- Remove Earthly Strike's Unbalanced requirement
- Consider changing the cost of Slash to mana, or at least reducing the rage cost to 10, while Slash Expert is active
Warrior/Champion
While the class obviously had to be nerfed, you took it too far in my opinion. Burst damage is still nice, but offburst damage is way to low. Atm it's just a worse W/Wd, that drains itself constantly. In fact, you can't even particpate in b3 event with the class atm because of this.
- Change Unbridled Rage to a 15min buff again. Reduce the damage increment from 16% to 10%
- Reduce the life cost of the skills: Slash to 1%, Bloody Slash to 2%, Stifling Attack to 2% & Vendetta Blow to 3%
The rest of the Warriors have individual strengths and weaknesses, which makes them viable in different situations. Well done !
Warrior/Priest's Barbarian Battle Cry debuff doesn't apply to Jerath and Inner Organs.
Scout/Mage
Seriously, like I said before in this thread. Change "Wind’s Whistle" back to 100% damage or maybe 50%.
Think a player with gear t13/14 and bow t18 shouldn't comment because u have mega patt + dmg from your gear and then maybe this class is op but player with gear t10/11 bow 14/16 it will not feel this strong dmg. I didn't play yet this class but a change 300% to 50% it's absurd think
Then u will have only aoe dmg for trash.
Very questionable approach of yours. This is a feedback thread and everyone has the right to give said feeback, wether it is agreed upon by others, or not.
Feel free to present your perspective and ideas (and to disagree), but don't try to discredit the feedback of others. You didn't even test yourself, so the same could be said about you.
In my humble opinion Lutine did give an accurate display of how the different Scout combinations stand among each other. Regarding Scout/Mage, I don't see why the best aoe class in the game atm should deal high single target damage as well. Maybe 50% is too low for Wind's Whistle, but the current value has to be reduced.
Hey and welcome back !
Seems like Cruvor was faster
I you haven't already, read my response to the OP, hope it helps reintroducing you. If you have any questions left, you can whisper me too.
Ch/P's Divine Vengeance shares cd with Mystical Tambourine.