Posts by Serenadae

    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.

    The issue seems to have been fixed.

    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 :D


    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 !

    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 !

    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:D

    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.

    Regarding the Ch/Wl changes. 60 sec Endless Pulse reduces the need to recast quite a bit and makes the class more pleasant to play. Same goes for 1% hp drain for Dark Energy Punishment. Both very good changes.

    The change to Soul Forge Mystery however makes little to no difference. Why ? Well, the idea is a pretty good one, especially since you didn't just give the class a permanent dark dmg Rune Pulse - would be way to powerful.

    But atm there are two problems with it. First, the class needs to stack its Forge buff to 7 in order to maximize damage, which contradicts Unleashed Soul proccing on the first whitehit. Moreover, Dark Energy Attack when buffed by Indomitable Will still does more damage than a buffed RP(as it should be). This and the need to buff said Indomitable Will/Rune Growth and maintain them, leaves you with a fraction of the buffs runtime for actual use.

    Hence I'd suggest changing Unleashed Soul to give the player a buff stacked to 5 with 30 sec duration, that converts RP damage to dark and consumes one charge per RP. This way the skill would be far more useful while reducing the theoretical amount of buffed RP's from 10 to 5 as compensation for the change.


    Lastly, Rune Siphon has a healing portion that scales with wisdom/heal boni and currently serves no purpose. I'd suggest changing it to a 10% heal. Wouldn't be as much healing as prior to the Endless Pulse change, hence still would justify the change made to Dark Energy Punishment.

    Thank you for the adjustment of 1h weapon damage on Champion. Very much appreciated.

    Furthermore, great change to Rune Siphon. It's actually worth using in the rotation now, not only as a filler when rage runs out. Doesn't make a huge difference, but definitely spices up the rotation.

    Hello,


    Thats very nice to read.

    I appreciate it that you take the time and look into the feedback given by the community. Thank you !

    I look forward to the future changes you mentioned.

    I have to agree with the previous two posts. 1h hammer was already stronger than 2h on Ch/R without any additional benefits, because of the additional procs.

    With the latest change you made 2h hammer a even worse weapon. Both the best Champions, Ch/R and Ch/M (that got buffed) are better off with 1h.


    Regarding the changes to Ch/M and Ch/Wl, I like them, but please add the healing effect back to Endless Pulse again.

    The class still does less damage than both /mage and /rogue and the healing added something unique (which helped with the 6.5% drain/sec).

    Warlock/Champion has a 4%/sec heal (compared to 5%/2sec) that lasts 5 times as long and doesn't have to deal with a constant, strong degeneration.

    I'm not a Wl/M player myself, but the basics are the following:


    - Buff your group with Sublimation Weave Curse (6% attributes buff)

    - Use Warp Charge on cooldown to buff your group with attack and cast speed

    - Stack and maintain Soulbrand to/on 4 on your target using Perception Extraction and Soul Pain (inceases elemental damage taken)

    - Use Soul Seal and Surge of Awareness when the Group does buff up (damage and patk/matk buff)


    Again, those are just the basics and there are many more skills and item set skills that buff your group/debuff the enemy, but this should get you started.

    Again, I chose to split my post. The two topics, although related, should be separated imho.


    Regarding 1h hammer vs 2h Hammer:

    Sadly 2h hammer is not in a good spot right now(so is wand, but someone playing mdps should adress that). To confirm this, you just have to take a look into the auction house(and the history). So many players are trying to get rid of their 2h hammer or already did.

    This mainly comes down to 3 reasons:

    1. Champion/Rogue with one hander does deal more damage than any other class right now, has the best aoe etc (sustained as well). The difference between 1h and 2h is massive.

    2. The damage difference per hit on the other champion classes between 1h and 2h is already small and you get more Shock Overload and Chain Drive procs out of 1h and a stat stick, pushing in favor of 1h. Ch/M even does more damage with 1h in burst than with 2h and Ch/W is a tank that uses 1h as well. Hence as a Champion player, a class that traditionally used a 2h on this server, you're left with Ch/Wl and Ch/Priest. All other combos fare better with 1h. Both of the mentioned classes don't perform well atm, with /p being the worst.

    3. 2h sword is significantly better than 2h hammer for all warrior classes (and bis for wardens ofc). While I agree that classes should use their own respective weapons, 2h sword provides with so much options. Maybe some kind of benefit for 2h hammer users could be implemented for W/Ch ? The class already has 2h hammer for the highest weapon level, so it would make sense.


    Summarizing, 2h vs 1h hammer for Champion is in the same situation as Scout's x-bow vs bow was. So please consider adding (or altering) a skill that gives 2h users a benefit, like you did with Wind arrow. I get that you try making every weapon type viable, so that should be in your interest as well.

    Regarding Champion after latest patch:

    -/Mage:

    The new Void Armor is really cool, I especially like that you made a completly useless skill viable. Removing the duration of High Energy Barrier made the class a lot more pleasant to play, although the doubled cd lowers overall damage a bit. I'd suggest splitting the damage buff and the shielding part of the skill though, like you did with Wd/R version of Heart of the Oak though

    However, the change to Bloody Experience and Suppression Offensive make up for that.

    Overall, the damage can't compete with /Rogue, but playstyle and added support of Obstacle Force Field is nice. More improvements could be added, but still good job !

    -/Warlock:

    I don't quite know what to think of the changes of last patch. The class was already weaker as /Rogue and now is weaker than /Mage as well.

    It has the downside of constantly losing considerable amounts of life, which heavily impacts performance on 3rd boss rofl and generally makes gameplay more challenging. Imho classes that drain themselves, should do slightly more damage than their counterparts. Else there is no point in playing them.

    After the patch it has lost a large portion of it's burst damage/some overall damage due t the changes to Soul Forge Mystery and has lost the only real upside it had compared to other Champion combinations - the Blast of Remorse 5 sec stun. 2 seconds of stun does not justify playing the class, especially since the draw-together effect does not work in rofl.


    I do get that 5 sec stun with 10 sec cd had to be changed and I generally do like the change of Soul Forge Mystery to a permanent dark damage buff, but why should anyone currently play /Wl over /Rogue or /Mage ?

    Ch/R does everything the class can do, but better. 18.5% atkspeed ? Ch/R has 12.4 (quick hands) + 10% (shadowstep) = 22.4%. 18% weapon damage for 20 sec vs 21% (Shadow Explosion + Shadowstep) ... Blast of Remorse AoE vs many, many Shock Overload procs(main + offhand). And ofc Shadow pulse with it's added Rune Pulse hit that does so much more damage than a normal RP.

    Ch/M as metioned above does far more burst damage and more overall damage and has the added benefit of group support.


    To change this, I would suggest the following:

    - Increase Soul Forge Mystery's dark damage increment to 40% (It does only impact a portion of Dark Energy Strike and Rune Siphon anyway)

    - Increase Endless Pulse attack speed increment to 22%

    Some quality of life changes:

    - Remove Rune Siphon Rage cost(only 20 Focus)

    -Change Blast of Remorse cost to 30 Focus and enable draw-together mechanic in rofl

    Ch/Wl elite skill does add Focus restoration to Forge. Atm you don't need Focus apart from Heart Collection Rune (a buff that can be used every 1:30 minutes) and Rune Siphon (which does cost rage as well), so I think it would make sense.

    Hi and welcome to Arcadia !

    Speaking as someone who used to play on the gf-servers for a long time, you have made the right decision.


    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 infront of the Temple of Mysteries in Dragonfang Ridge.


    Regarding your choice of class, we're currently in a phase of class balancing, where things change constantly. They've already reworked a lot of previously useless classes, so take your pick.

    Generally speaking supporter classes such as Warlock/Mage are the most easy to get you started, since supporting can be done with the starting gear. Warden/Scout with it's Moral Boost and the crystal's buff does fit in this category as well though.

    Agreed. At the moment warden tank is just a worse champion. Less life, less pdef, no interrupt/stun and no group support.

    Since the goal seems to be erasing classes that can both tank and dps, I'd suggest that instead of plainly reducing patk/matk by 65% it converts to pdef or hp.

    The Shadow Pulse part is certainly a point for debate. I do feel like the skill is slightly too strong, in fact my ch/r does more damage than my ch/wl (both played with 2h).

    This may come down to my personal playstyle though. As long as the 1h issue is adressed in any way I'm in.

    My thoughts regarding Champion:


    Champion/Rogue

    Very strong class if played with 2h, ridiculously overpowered when using a 1h. Killing all 3rd boss rofl organs on my own took me 1 minute and 43 seconds, which should say more than enough.

    I get that you want the class to be played with 1h, which is totaly fine, but the 1h hammer damage bonus is far to much. I'd suggest replacing the 15% one-handed-hammer damage on Shadow Explosion with 5% attackspeed while wielding a one handed hammer. Playing the class with 1h is even without any additional benefits a good option, because of more Shock Overload and Chain Drive procs.

    Moreover, Shadow Pulse overall damage should be lowered by ~ 10% imho.


    Champion/Warlock

    Fun class that's in the right place now.


    Champion/Mage

    Nice support capabilities(and tyvm for the mana spammable - much appreciated change), but lacks damage to be competitive and keeping all the short-time buffs up is very stressful.

    My suggestions to change this are:

    - Heavy Bash:

    Remove gcd trigger while under the effect of Elemental Defense

    -Backlash Armor:

    let it trigger on any damage received, not only parried hits

    -Rapid Spread:

    Currently serves no purpose, since it does lower damage than Heavy Bash.

    increase damage to 650% physical mainhand weapon dps at lvl 104

    lower buff duration to 15 seconds

    -Bloody Experience:

    Buffrotation is already very long, so I just don't use this skill, it has very little impact anyway.

    Could be changed to: "Inflicts 750% physical mainhand weapon dps, while under the influence of Rapid Spread buff." 503 mp cost, 5sec cd

    -High Energy Barrier:

    As already mentioned, keeping Rune Growth and Barrier up and generally buffing up is unpleasant atm.

    increase duration from 15 to 30 sec


    Champion/Priest

    Has interesting skills, but can't really shine either as dps or tank atm. Suicide Advance buff is strong though, that should be kept in mind. Having no mana based spammable makes it very clunky to play.

    Some suggestions:

    -Runecraft - Devotion:

    change to: "Improves your Rune Growth, making it increase phsical attack by 20% instead while in Dissasembly Mode and reducing damage received by 25% while in Shield Form respectively."

    -Divine Vengeance:

    reduce damage dealt to 600% mainhand weapon dps physical light damage, remove it's cd, cooldown reduction for Holy Aura & change the cost to 503 mp

    add x2 aggro multiplier while in Shield Form

    -Rune Energy Consecration:

    increase rage gain from 5 to 10

    -Light Pulse:

    add x4 aggro multiplier while in Shield Form (this would help tremendously as a tank) and change the damage type to physical light damage

    -Holy Attack:

    The debuff removal is random and not useful. Replace it with: "Deals 800% mainhand weapon dps physical light damage to the target and reduces it's physical and magical attack by 15% for 8 seconds."

    -Explosion of Righteousness:

    change damage type to physical light damage and increase the buff duration from 15 to 30 sec

    -Reviving Blast:

    increase cd to 5 minutes

    change to: "sacrifice 50% of your health to return a fallen player back to life. This ability can be used while in combat."


    Champion/Warrior

    I like the changes so far, definitly an interesting tank combination. However, having only access to rage makes ressource managment difficult. Furthermore, the class has no spammable with aggro multiplier, which adds to the inconvinience.

    This could be solved by two simple changes:

    -Power Slash:

    add: "Removes the rage cost of Slash and makes it increase your aggro while in Shield Form(x2 multiplier)."

    -Arc Strike:

    remove rage cost and add x3 aggro multiplier while in Shield Form


    General

    -Energy Influx Strike:

    Does less damage than a Heavy Bash and is not used in any way atm. Please consider increasing it's damage.


    I apologize for posting twice in such a short period of time, but I wanted to keep my thoughts on both classes separated.