Posts by Serenadae

    To my knowledge Warrior/Bard doesn't have a posion damage increment anymore, since Frenzy got changed to increase 1h axe damage instead. Could you please clarify?

    https://chroniclesofarcadia.co…/#patch-notes-11-1-2-1103


    I’ve gone through the latest patch notes on class balance and I have to say, the explanations from the Game Devs really make a difference. Even though the game is still under maintenance and I haven’t been able to test the changes myself, the thought process behind each adjustment is well-reasoned. What I appreciate most is how these notes open the door for meaningful discussions between the devs and players. This kind of transparency makes it possible to fine-tune the classes based on real feedback, which is key to achieving a balanced system.

    Keep it up!

    Agreed, I just hope these GD notes are not exclusive to changes pertaining to magical classes. Much appreciated.

    I understand it is difficult to balance pets for different types of content, however Wd/R and Wd/D are just too strong for Grafu. I hope some kind of adjustment can be made and look forward to the changes you mentioned.

    If not already planned for the upcoming patch, please reduce the patk/matk scaling of Warden/Rogue and Warden/Druid Oakwalkers. Both pets are currently overperforming.

    As you can see, hits go up to nearly 100kk on some bosses in the highest instance right now (Grafu). Even the best burst classes can hardly compete with that kind of dmg and sustain is even more unmatched.

    Regarding Warrior/Warlock.

    This class currently has very low single target damage. I suggest changing Spirit-Cracking Blow dot to be unique, so you can stack it with Spirit Wound dot. This way the skill would be more useful, since atm you don't need to use it, except as a filler.

    Three suggestions regarding Bard/Warden.

    1. Change The Best Song (ID 1491088), Oppression (ID 1491089), Measure Rest (ID 1491107) and Soul Cleanse (ID 1491106) to require a 2h axe instead of an instrument. It just feels bad to to not have access to the general Bard utility skills.

    2. Change Tempo (ID 1491764) to affect the whole raid (like the base skill). Since Bard was changed to be the "backup Warlock" B/Wd should be able to buff the raid like every other secondary.

    3. Increase Incredible Riff (ID 1491385) buff duration back to 30 seconds, increase the damage increment or reduce the cooldown. When Incredible Riff got buffed from 30% to 40% B/Wd's version of it stayed at 10%. With the latest change to buff durations it's now a 10% pdmg buff for 15 seconds with 3 min cd, which is pretty bad.

    Regarding Champion in general.
    Currently Organic Deconstruction and Clone Conversion ISS are annoying to use, especially while buffing up. You need to change to the opposite form, use the skill and then swap back. If you lag and the macro gets stuck, you can't use Shadowforge's Rage, because you are not in any mode. And if you are unlucky enough to get stuck in the wrong mode and then use the lvl 104 iss, you can't change modes for 20 seconds which is terrible. Overall, pretty convoluted skills that are especially hard to handle for new players.

    I suggest to change both skills to not cancel their respective modes. This way buffing up will be easier and tanks can get use out of Clone Conversion too.

    Regarding patch 11.1.2.1100.

    Since the patch consisted of 3 main categories (titles nerf, AC nerf & buff duration nerf) I'd like to adress them seperately.


    1. ATF-titles nerf

    First off, titles nerf. I get where you come from and personally I don't care too much. Nerfs always feel kinda bad, but this one will not be that noticeable, at least for me.

    However, if the main goal is to equalize opportunity for new and veteran players, you have to realize that the major inequality stems from Orkham's corruption system. While this (to my knowledge) doesn't concern mdps, most pdps classes need more than one weapon, sometimes several of the same type, to maximize damage. The difference in damage is not a small one either.

    For example, let's look at Warrior/Scout. When played with a Katana, the class does mediocre AoE dps and has strong singletarget damage. When played with a Spear, singletarget suffers and W/S is suddenly able to dish out a lot of AoE. However, if you switch Katana and Spear according to the situation, your overall damage in Orkham increases by roughly 30-40% compared to only playing with Katana and aprox. 15-20% when compared to Spear only.

    In other words, you can't compete with someone playing the same class that is weapon swapping. This does not only apply to weapon types, but also to weapon mods. I chose W/S as an example, because I can estimate numbers. Classes like W/Ch for example need 3x the same hammer with different corruption mods. Atkspeed, damage & patk for the dot. All this additional investment and micromanagement is much more daunting than any title to a new player, that is just getting into instances. To be honest, I'm a bit scared what is going to happen to weapon swapping - since some classes depend on it to stay competitive, but I had to put it out there nonetheless.


    2. AC nerf

    You said this change was for more variety in endcontent. However, I don't think any of the older instances like Inferno will get more attention. I'm pretty sure nothing below rofl will be run by the majority of the players still, hence the change is just a big nerf to AC. Doesn't bother me too much, since you still get enough AC in my opinion, but Orkham pulls might be a problem in the future, given it's 30k/pull.


    3. Buff duration nerf

    Now this is the part of the patch I personally take issue with. Bosses that could be bursted in 30 sec will still get bursted in 15 sec, so that won't change anything for raids with good damage. For raids with less damage however (new players!) it's a considerable nerf. I see what you are trying to do, but I'm pretty sure it doesn't work the way you want it too.

    Moreover, classes that have a lot of buildup to do, like Bards stacking their runes, Ch/Wl stacking their Forge, Rogues with their bleeds, classes with gcd skills that have buffs tied to them, etc. are at an disadvantage now, which is a balancing issue. Overall just a feels bad change that doesn't change.


    On a positive note though, thank you for only buffing player damage in Grafu etc. and thus nerfing pets indirectly. Much needed and much appreciated, we'll see if it's enough!


    TLDR:

    1. Titles nerf: doesn't matter much, weapon swaps/having to build several weapons for one class is way worse for new players

    2. AC nerf: feels bad but isn't that drastical, Orkham pulls could be a problem in the future though

    3. Buff duration nerf: hurts new players way more than veterans, just feels bad

    4. Death to all pet classes!

    Hi,


    please change "Traces of the Cross Sword", that lower shields can not overwrite bigger ones or just remove shield effect somehow from dps versions of knight


    Greetings

    This is still a very much needed change.

    Everytime I play Knight dps, I get side-eyed for exactly this reason.

    Regarding Warrior/Bard.
    Please consider either changing Focused Madness to not be canceled upon reaching zero rage, or removing its global cooldown. Currently you have to reuse it way too often, which just feels bad.

    Since the barbarian gloves are not used at their current state, I suggest the following.
    Change them to deal damage based on either your mainhand, your offhand, or your ranged damage, whatever value is higher (similar to the new moon artifact). This way they would be at least useful for some classes in singletarget encounters.

    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.

    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.

    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.


    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.