Posts by Serenadae

    Regarding Champion.

    There currently is a bug occuring with Shock Overload. When a skill is used in the very moment Shock Overload procs, its damage is reduced according to the players missing rage as well.

    Here is a screenshot made as Ch/M (tested it with Ch/Wl too, seems to be a general bug).

    Gyazo

    First "Schwerer Schlag" (=Heavy Bash) is downscaled, the second isn't.

    Regarding Mage/Warrior.

    Since the class is still not worth using at all, even after the recent patch - 6-8k more magical damage with good buff gear make no substantial difference, I suggest the following change to Focused Beam (lvl 20 elite):

    -Also reduces the AoE malus of Static Field by 20% (40 -> 20)

    This way M/W wouldn't be as strong as prior to the nerf, but viable again.

    Regarding Champion/Knight.

    Unlike both Ch/P and Ch/W, who both have spammable AoE's that generate more aggro (Slash & Light Pulse), Ch/K struggles in medium and large pulls, where you don't have Rune Overload up. A prime example for this is the desert in Dark Core.

    Shock Strike is not a reliable way to build aggro, it doesn't guarantee hitting all mobs and doesn't hit at all if there is any obstacle in the way. Holy Strike only hits 3 targets.

    Hence I suggest adding an aggro multiplier to Holy Roar. The skill has 5 seconds cd, so both Ch/P and Ch/W wouldn't loose their "identity" as AoE-tanks.

    I support this and suggest Giant Sewer Rat ID 109547 as the pet template.

    First off, the housing rework looks really fun. I like the idea of customizable ground & sky and I think the whole concept has a lot of potential for expansion/updates etc.

    However, I think the base game housing editor needs some work. Moving and especially turning object is quite a hassle.

    I would very much appreciate the option to use arrow keys instead of just the mouse, which would make placement much more precise.

    Lastly, please implement a mirrored (right sided) version of ID: 1245273. Currently my poor dragon has no legs on his right side. :|

    Are there any plans to reduce the upgrade cost of a card via the stardom mechanic/diamonds upgrade button according to the numeric value of the individual attributes on that card ?

    So 14 -> 15 does cost less than 1 -> 15.

    I made the majority of my cards with the stones (some before stardom even got introduced), that seem to be more or less only usefull for getting the 4 desired stats nowadays. Atm it's only worth to either pay diamonds to max out your card instantly, or farm all 5 stars and then upgrade to max.

    In other words, I have more or less lost the diamonds I've invested into the cards, since I have to pay the same amount to max out as if the card was vanilla with 4 stats.

    It would be quite upsetting if all those diamonds invested into the randomizing stones are just wasted.

    This is the approach I'm already using and which I, technically incorrectly, referred to as a timer.

    My point is all that additional code could have been a single, short line in the past and I still don't see why the latest change to UnitBuffInfo was necessary.

    Appreciate it though Amzi!

    So we need to use clunky timers again for skill procs ? That is very unfortunate and means a lot of work.

    I honestly don't see why this was seen as a problem in the first place.


    Moreover, there seems to be a general issue with UnitBuffInfo after the patch, that is not directly related to hidden buffs.

    I had to switch to UnitBuff for my stack-counters (for skills such as Forge-Effect from Champion) since UnitBuffInfo ceased to work. Forge-Effect is not a hidden buff, it is displayed and has both name and ID.

    Not quite sure what causes this, but I suspect the latest change to hidden buffs prevents my function from iterating through my (ordinary) buffs as it should. Using UnitBuff it works.

    Not sure where to ask this. So please move it somewhere else, if appropriate.

    • Fixed UnitBuffInfo was able to access hidden buffs information unintentionally.

    Could a DEV explain why this change was necessary ?

    Hello, please make it possible to use bard/warden skills without using a musical instrument, if you conceived it with a two-handed axe. (Stolen Music, Tempo, Concerto, Rhythmic delusion). I also suggest reducing the cast time on skills that have a cast time for bard/warden.


    The amount of focus drops to 15 when changing weapons, this is wrong)

    Agreed. Bard/Warden currently has one of the most boring rotations of all time. Moreover, the weapon swap needed to use Tempo (main reason to play the class atm) is quite annoying.

    Regarding Mage/Warrior.

    I honestly don't see why the class would need such a substantial nerf. The class is strong, but by no means overperforming in Dark Core.

    Sure, its Static Field destroys older content, but I really hope you didn't take RofL as a point of reference. Any fast and ideally ranged class has a major advantage there, given the surplus of damage output we currently deal with.

    The latest content should always be the one referred to in balancing.

    By the way, this comes from someone who has done countless runs with the probably best geared M/W on the server. He has played the class for ages and most certainly knows what he's doing. Yet I fail to see why the class should see a nerf.

    If you absolutely must, please restrict the nerf to older content and not DC.

    Regarding Warrior/Priest.

    Since Threaten and Barbarian Battle Cry are mutually exclusive, Slash and Probing Attack almost never get to deal their second hit. This makes the already pathetic damage of the class even worse.

    Please change the two mentioned skills to hit twice without any condition.

    Regarding upcoming K/Wl changes:

    • Reduced Holy Power Explosion cooldown to 30 seconds from 40, increased duration to 30 seconds from 20, changed resource recovery to 2% HP + 20 Focus every 2 seconds, no longer recovers Focus on heal.

    Thank you very much for this change, it will most definitely help a lot, both in terms of overall damage and focus sustain.

    However, please consider changing the skill to a 900 seconds buff or at least removing the gcd. Sacrificing one gcd every 30 seconds has little impact on overall damage, but will feel very unpleasant to play.

    "These two buffs will be made exclusive to one another. We want to keep Warrior/Priest alive as a support but give it competition in the form of Knight-DPS."


    Mea culpa, didn't see that.

    However, I think W/P won't be a usual class to bring to dc, so it doesn't matter much.

    Agreed though, I'm glad they don't stack.


    I think the tanks that already tanked dc are quite capable of holding aggro even after patch, but that's only a presumption ofc.

    I see where you are coming from though. After all that's the purpose of this thread: To exchange thoughts and give feedback.

    W/P buff and Threaten stack.

    "And btw skills like threaten and w/p buff are good, if you addicted to them for surviving."

    Sure, but the same can be said about both aggro and survivability. Why strive for more if it's already enough ?

    It comes down to a personal preference I guess, but K/R aggro already is plenty and it largely doesn't matter wether you build up 20kk or 300kk aggro on a trashmob.

    Selfish stats like pdef or life (above the needed minimum ofc) matter the least in my eyes, but that again is a topic up for debate.

    As you said, let's wait and see.


    I fully agree on the Holy Seal topic though.

    • Changed Threaten: Your knightly charisma inflicts the eminent dread to your enemy. When activated, your spells will reduce targets attack power by 8% for 10 seconds. This can be stacked up to 4 times. Threaten lasts 900 seconds.

    This change outweights any high defense value in my opinion. It is easily stacked by a K/R, even in aoe, due to Tsunami and the Blades hitting twice. Given the high attack values of the mobs in dc, it will provide a huge damage mitigation not only to the Knight but to the whole group.


    And let's not even talk about Shield of Discipline, which is still the most potent defensive cd in the game.


    I for one think the changes to Wd/W are reasonable, if the intention was to make it as viable for tanking as a Knight.

    I would appreciate such a statement as well. Especially regarding the plans for said chain/leather/cloth "tank" classes IF it is intended that the current endcontent can only be tanked by plate.

    Nobody needs several classes (we're talking about multiple for each kind of armorweight) with dedicated tank elite skills, that are only able to tank old instances. That can be done by almost every dps with some tank accessories and hatred runes.

    I understand the arguments of both sides, but a change to those classes is due either way.