Would it be possible to add the option for adding a second skill bars profile to the integrated version of vactionbar?
Currently we need to adjust our bars before and after every siege war.
Would it be possible to add the option for adding a second skill bars profile to the integrated version of vactionbar?
Currently we need to adjust our bars before and after every siege war.
You aren't supposed to kill a tank on your own. I can't kill Lutine in 1v1 either and that's fine. If we could, playing a pvp tank would be pointless.
What I can recommend though when dealing with a Warden, kill their pet first. They'll loose a lot of pdef and especially the loss of parry will be very noticeable to you as a pdps. And they'll loose access to their abilities that are tied to the pet.
As I wrote, adding physical attack from dexterity to one of the elite skills could be an option. That way leather players could gain access to a pet class, while nothing changes for those already playing it.
Regarding Scout/Warrior.
The class is currently underperforming. Hence I suggest the following:
-Change Hurricane Downpour to be instant instead of a channel (like Inprisonment Pulse). Atm you don't want to use this skill 99% of time, because Piercing Arrow is much stronger. Other scouts have similar problems and would benefit from this change too.
-Remove 23% patk buff from Shot and add it to Accurate Targeting. Currently Warrior/Scout is way too slow, since it needs to waste one gcd every 8 seconds.
-Allow equiping a two-handed axe for more patk/higher corruption mod.
I heavily disagree with this approach.
I'm all for more class variety, but in a way that adds to the current playstyle instead of destroying the former one. Like the aforementioned Scout/Warrior, which btw is still better in leather gear compared to chain. A possible idea would be to add patk from dex to one of the elites.
An entire rework would be terrible for people that already build weapons for this specific class combination.
Regarding Champion/Mage.
Power Within extra skill shares cd with 1hour chronicles-bufffood.
As far as I can tell Arena Fruit Salad (magical immune food) recipe is missing from the vendor.
Regarding Champion/Warlock.
Dark Energy Punishment's life drain persists even after canceling the buff.
Hi,
I tested with the rings, so checks out I guess.
Thank you for your feedback!
Currently the pvp accessories you can buy from the pvp vendor are useless, since you can't stat them.
Please allow the usage of armor fragment pvp stats.
Edit: Same thing with shields and talismans.
Hey,
changes that are in the post patchnotes section are not visible yet, but they'll affect your damage output like they should.
Usually the tooltips are updated with the next patch.
Display More4. Orkham
Our guild actually liked Orkham itself quite a bit. I disagree that the instance looks boring, especially Zerdeon and Xemen (and their respective rooms) look pretty nice. I for one like the many smaller events spread out through the instance and boss events are decent too.
However, what I don't like at all, is the current state/difficulty of the instance or better said lack thereof. Orkham died for the sins of the corruption system, change my mind. The instance would have been decently challenging without all the crazy powercreep provided through corruption mods.
Lastly, to this day I can't understand why Xemen is burstable. Sure, there have been bugs regarding her event, but appart from that she really feels like an endboss, or much rather would have, if you couldn't just burst her. You can tell that much thought went into her design, so why was there no burst protection?
All that contributed to Orkham beeing way too easy and hence becoming boring too fast. Could have been different.
In my view, new instances don't need events like the 12 math tasks in Orkham, the crystals in Dark Core, or the stone tablets in ROFL - instead, they need an additional challenging boss. The instance length of Orkham was perfect! ROFL, GORGE, Inferno, and Dark Core are significantly too long.
Here's a list of custom bosses that I think are the best so far:
- Heimdall (Inferno)
- 1st Boss Tikal
- 2nd Boss Gorge
- 4th Boss Tikal (magic and physical boss)
- 2nd Boss ROFL but with fewer crystals
- Crystal Boss Orkham
If the bosses are similar to these, maybe with 1-2 more mechanics, then it can only be good.
Sincerely,
Chicki
What I meant with "small events" are the following: Fiery Xemen math event, totem event after b1, Runic Machinery event & alarm event. I don't like puzzles either.
Interesting choice of bosses though, not a big fan of 1st & 4th Tikal or b2 RofL. However, Orkhams Zerdeons Labourer is very well designed, I agree. All a matter of taste I assume.
Display MoreDisplay MoreHey,
here are my thoughts on the current state of the game. I agree with some of the things that have been already brought up, but not with every point stated so far.
1. Monetization
First off, the Prestige Pass. In general, from a lifetime VIP point of view, it's a decent deal if you just complete your daylie quests for diamonds. You get some goodies and utility with not much of an investment. However, buying exp or coins isn't worth it in my opinion, considering the short 3-months cycle. The latest change, that retains some exp based on your subscription, doesn't change that. Moreover, the premium subscription models are not worth it either, since you get little in return. Which is a good thing, a more or less mandatory subscription in a range of up to 50 Euro would be an instant dealbreaker for me (and many others).
Secondly, the monetization of ingame events via 100 dias+ reset tickets. Here I agree with everything said so far, you get way too little for such prices and you can't charge people for things that have not been implemented yet. Especially annoying me is the fact, that event transformation potions (a bufffood that has become a standard) are now locked behind a considerable paywall. To put it into perspective, it's a one out of three chance to get the desired one, bad odds for 100d/ticket. Implementing these potions into other events won't change that. Moreover, people that hunt titles are now missing the reset option for one transportation/portal/whatever rune.
2. Approach to class balancing
I don't understand many of the balancing choices made in the last weeks. While that can be partially can be explained with different groups/setups/perspectives (although that discrepancy seems to be substantial), the massive up and downs some classes have faced can't. Some combinations have gone from completly broken (so much that you could tell by just reading the patchnotes) to underperforming in two patches. Others underwent massive mechanical changes that reshaped the class. And then there's general skill changes, like the recently added 8,6% more patk for Warriors, that affect all subclasses, even those that were already over/underperforming/in a good spot.
Overall, this has created a situation of uncertainty, where players are afraid to build new weapons/gear because they don't know if their class is going to fundamentally change over night. I for one would appreciate a more nuanced approach to balancing, with smaller changes and adjustments.
3. New content
Here I have to agree with Lutine, although I'm part of the problem tbh. Even if Playernet would focus all their time and ressources on churning out new content, they couldn't keep up with the content overfarming of the endgame guilds. More challenging content would help to slow this process down, but there will be always downtime and situational boredom regarding existing content. I think the overall frequency of new content releases is decent given the publishers capacity.
4. Orkham
Our guild actually liked Orkham itself quite a bit. I disagree that the instance looks boring, especially Zerdeon and Xemen (and their respective rooms) look pretty nice. I for one like the many smaller events spread out through the instance and boss events are decent too.
However, what I don't like at all, is the current state/difficulty of the instance or better said lack thereof. Orkham died for the sins of the corruption system, change my mind. The instance would have been decently challenging without all the crazy powercreep provided through corruption mods.
Lastly, to this day I can't understand why Xemen is burstable. Sure, there have been bugs regarding her event, but appart from that she really feels like an endboss, or much rather would have, if you couldn't just burst her. You can tell that much thought went into her design, so why was there no burst protection?
All that contributed to Orkham beeing way too easy and hence becoming boring too fast. Could have been different.
I mostly agree with all your points,also i think its a little bit sad that last boss from Orkham is burst only at this point, but still orkham isnt easy for a lot of people,even with the new gear.I can understand that it becomes a joke inside Living Partys because of t14 gear t18 weps etc but thats jsut normal because devs should not balance game around t14 gear at this point because only like 1% of the server got this insane gear... Also in Terms of balancing i definitly agree with you i would wish they would come to a point where they buff/nerf some classes slowly but stop rebuilding all classes with each patch, rouges and mages where basically completly rebuilded several times instead of once and balancing around it isnt good anymore,if you ask me they should have released orkham wait few weeks until players cleared it and then bring up a awa mode of the instance,same with dc and as they already did with rofl, then with the new gear they should have looked into this awa mode which classes still overperform while also compair guilds that clear it and nerf/buff classes that overperform for real.Inside normal mode of orkham i dont think the balancing went good, it just happend that we got new gear while also nerfing a lot of classes via classbalancing so the real gain of the gear isnt as much as it should have been in the first place i mean they give players for example a dagger with 14% dmg and nerf the skill from the class for 5-6% dmg after so we basically got a 6-8% increase instead of 14% and thats just a scam... when i first runned orkham i had around close to 1mil dmg at my class then after all the class balancing i dropped back to 900k and now after i upgraded my gear to close to max i am back to where i was 2 months ago.... and i have the bad feeling that same thing will happen again when grafu releases with new stuff...
Fair point, however more challenging/engaging content doesn't need to be a damage check. I reckon burst bosses (that include some type of timer mechanic) are more difficult to overcome for guilds with average gear compared to a encounter that involves playing boss mechanics.
It is perfectly understandable that content needs to be designed with decent but average gear in mind.
Hey,
here are my thoughts on the current state of the game. I agree with some of the things that have been already brought up, but not with every point stated so far.
1. Monetization
First off, the Prestige Pass. In general, from a lifetime VIP point of view, it's a decent deal if you just complete your daylie quests for diamonds. You get some goodies and utility with not much of an investment. However, buying exp or coins isn't worth it in my opinion, considering the short 3-months cycle. The latest change, that retains some exp based on your subscription, doesn't change that. Moreover, the premium subscription models are not worth it either, since you get little in return. Which is a good thing, a more or less mandatory subscription in a range of up to 50 Euro would be an instant dealbreaker for me (and many others).
Secondly, the monetization of ingame events via 100 dias+ reset tickets. Here I agree with everything said so far, you get way too little for such prices and you can't charge people for things that have not been implemented yet. Especially annoying me is the fact, that event transformation potions (a bufffood that has become a standard) are now locked behind a considerable paywall. To put it into perspective, it's a one out of three chance to get the desired one, bad odds for 100d/ticket. Implementing these potions into other events won't change that. Moreover, people that hunt titles are now missing the reset option for one transportation/portal/whatever rune.
2. Approach to class balancing
I don't understand many of the balancing choices made in the last weeks. While that can be partially can be explained with different groups/setups/perspectives (although that discrepancy seems to be substantial), the massive up and downs some classes have faced can't. Some combinations have gone from completly broken (so much that you could tell by just reading the patchnotes) to underperforming in two patches. Others underwent massive mechanical changes that reshaped the class. And then there's general skill changes, like the recently added 8,6% more patk for Warriors, that affect all subclasses, even those that were already over/underperforming/in a good spot.
Overall, this has created a situation of uncertainty, where players are afraid to build new weapons/gear because they don't know if their class is going to fundamentally change over night. I for one would appreciate a more nuanced approach to balancing, with smaller changes and adjustments.
3. New content
Here I have to agree with Lutine, although I'm part of the problem tbh. Even if Playernet would focus all their time and ressources on churning out new content, they couldn't keep up with the content overfarming of the endgame guilds. More challenging content would help to slow this process down, but there will be always downtime and situational boredom regarding existing content. I think the overall frequency of new content releases is decent given the publishers capacity.
4. Orkham
Our guild actually liked Orkham itself quite a bit. I disagree that the instance looks boring, especially Zerdeon and Xemen (and their respective rooms) look pretty nice. I for one like the many smaller events spread out through the instance and boss events are decent too.
However, what I don't like at all, is the current state/difficulty of the instance or better said lack thereof. Orkham died for the sins of the corruption system, change my mind. The instance would have been decently challenging without all the crazy powercreep provided through corruption mods.
Lastly, to this day I can't understand why Xemen is burstable. Sure, there have been bugs regarding her event, but appart from that she really feels like an endboss, or much rather would have, if you couldn't just burst her. You can tell that much thought went into her design, so why was there no burst protection?
All that contributed to Orkham being way too easy and hence becoming boring too fast. Could have been different.
Regarding the lastest Rogue changes.
I get why Rogue/Scout got nerfed, however, why did the rest of them get the axe too? From what I've seen in our guild runs those changes are unnecessary and should be reverted.
Regarding Warrior/Champion.
Slash doesn't trigger the 20% attackspeed buff (from lvl 15 elite) anymore.
Honestly I don't get the fuss about Lutines suggestion.
Is it a necessary feature? Quite obviously no. However, neither are priority mail and many of the other features. These, as far as I can tell, are meant to be gimmicky and there is no harm in that.
Display MoreRegarding Champion/Mage.
The class currently overperforms greatly. However, the onhit procs are a lot of fun and I generally like the change.
I suggest reducing Void Armor damage from 365% to 200%.
In addition I think the debuff -45% atkspeed which is basically applied forever is too strong. This reduces dps of targets by 82%.
Imagine Knight/Priest giving you 1kk HP shield every 10 seconds (different topic) + Champ/Mage.
I suggest the debuff to have an internal cooldowns of 10 seconds or to reduce its value to 25%.
It seems that the damage calculation for npcs differs quite significantly from the melee formula (or the - % atkspeed has already been nerfed without adjusting the tooltip). I didn't test it extensively, but it seems the 45% result in a ~ 30% reduction of damage output for some skills, others aren't affected at all (perhaps they were magical spells?). Neither are whitehits, but that was to be expected.
Pretty hard to test, since npc skills still have a certain damage range, so skill x doesn't always deal y damage.
In any case, 30% is still quite a lot and I think lowering the reduction to 25% from 45% would be appropriate.
Regarding Champion/Mage.
The class currently overperforms greatly. However, the onhit procs are a lot of fun and I generally like the change.
I suggest reducing Void Armor damage from 365% to 200%.
Three bugs regarding Champion/Scout:
- Fearless Shot deals damage to immune targets such as Zerdeon's Laborer during shield phase
- The buff granted by Determination (lvl 20 elite) persists through zone changes, so you cant stack both the damage and the damage reduce buff
- Focus Conversion (lvl 30 elite) focus regeneration buff doesn't work. Then again, it would be an useless skill even if it did work. Please consider the suggestion I brought forth some while ago, or fix it and increase the focus regeneration bonus to 100% from 40%. Either way, as Blackkid already stated, Champion/Scout struggles heavily with focus sustain and needs improvement in that regard.
Purified Fusion Stones for the next HH please
Regarding Knight/Warden.
This class is currently unable to compete with other dps classes, neither in an AoE nor a singletarget environment.
I suggest the following:
- Add to Earthly Devotion (lvl 15 elite): "Enables you to equip a shield with a twohanded weapon." This way the pdps worldboss shield would finally have its use and the class would get some much needed patk and damage boost.
- Change Critical Matters (lvl 50 elite) to increase physical damage instead of crit dmg by 15%
Regarding Druid/Warrior.
This class is currently underperforming. This largely stems from its lack of "real" AoE damage.
I suggest the following:
- Change Urgent Aid (lvl 20 elite) to increase pmdg instead of attackspeed by 11,5%
- Change Heart of the Wild (lvl 70 elite) to modify Sandstorm to inflict physical earth damage (270% + 0.4 x str | 360% + 0.4 x str while consuming 1 point of Nature's Power), increase cd to 4 from 2 seconds
Moreover, please increase the 2h axe weapon lvl to 250 from 220. The current weapon lvl is way to low.
I have to agree with Aka concerning Warrior/Rogue.
The damage is still okay, but the whole playstyle has suffered a lot from the channeltime changes. Especially in AoE situations it's very annoying to channel Blood Dance for one second before you can deal damage.
Please consider reverting them.
Regarding Warrior/Bard.
Blasting Cyclone CD is still 12 seconds instead of 6 seconds.
My condolences, rest easy John.