What about classes that wear neither 2h nor offhand weapon?
Is a corrupted version for the wb talisman planned?
What about classes that wear neither 2h nor offhand weapon?
Is a corrupted version for the wb talisman planned?
Regarding Arcane Forge and the impact it has on t-stone economy.
First off, I'm someone who vastly benefits from the addition of this mini instance, since I haven't stored any t-stones for this content.
However, other players that I know have already prepared their stones for upcoming content and are now facing a 2/3 loss on their investment (since the new system works with t7 instead of t6 stones).
As much as it pains me to write this, please increase the charges and fusion stone exchange rates to be on par with t6 build stones.
Although very much detrimental to me it would be the best decision for the game overall.
Some additions:
1. At least Bard/Druid's Harmony hits through obstacles as well (but I suspect it applies to all Bards). I guess there are many other skills that do the same.
2. Something seems to be wrong with the damage calculation inside of Siege War. While it is no secret that Bards are capable of oneshotting enemies, largely due to their %damage increment passive, certain skills of other classes overperform too. For example, R/S's Fast Draw hit me for 20k each for the first 4 hits and then "Precision" hit me for 190k on the 5th hit. I've noticed the same thing with my Druid/Warrior, Thorn Cross deals much more damage than any other skill I have, although the damage % don't justify such a difference.
Regarding Warden/Warlock.
This class currently underperforms in both DC and Necro. Moreover, since Poisoned Chop CD got removed, the class mainly just spams Poisoned Chop and Charged Chop, which is pretty boring and takes away from the original class design.
Hence I suggest the following:
-Increase Poisoned Chop CD back to 2 seconds. This is going to be quite a noticable nerf (since most overall damage comes from the pet hits it procs), but will make the rotation much more interesting.
-Increase Phantom Contract physical damage increment to 20% from 15%.
-Reduce the CD of Noxious Slash & Phantom Cleave from 8 and 10 seconds respectively to 6 seconds each
-Add 8% Poison damage increment to Corruption of Nature
Regarding Bard/Warrior.
Really fun class design, but there currently are multiple issues with this class.
First off, ressource management. You're constantly out of both Focus and Rage, especially when moving from mob to mob in fast runs. I suggest changing Berserker Rune to procc with both main and offhand, mainhand hits restore Focus and offhand hits Rage (as they already do).
Moreover, Warcry has become a pointless skill. Let me elaborate. It used to fear enemies, but because it has a buff tied to it the fear effect got removed. Nowadays it's a skill that does nothing but waste a gcd to apply a buff every 20 seconds. Please remove the requirement to hit a target and make it a 15min buff.
Hey,
Deine RuneDev.ini Datei wurde beschädigt. Ersetze sie einfach mit der von mir im hochgeladenen Version und das Spiel sollte starten.
Allerdings musst du danach die Interface Skalierung anpassen.
So let me get that straight, you implement new cards that incentivize the whole server in partaking, yet simultaneously introduce a new title that can only be obtained when a maximum of 2 players are present.
I fail to see the logic behind that.
Cards are a long term reason to play the event, ensuring there is interest for it in subsequent years to come. Title is a reason in short term to try achieve a higher score, rather than in other minigames where you're rewarded for getting to point threshold and stopping to play. Title requirements may be adjusted in future based on feedback from logs, but currently there is no reason to adjust it, as multiple players were obtaining it, and even some players who weren't using cannons in quieter times were achieving higher scores.
Greetings
I might not agree with your reasoning, but I appreciate that you are keeping an eye on the logs.
Regarding Snowball Warrior title.
The title is currently almost impossible to obtain. Even with only 4 players participating and spamming cannons on cooldown I couldn't get near 400 points. That was at 5am btw, every other timeslot is massively overcrowded.
Please review the amount of points needed for the title.
PS: Yes, I know some players were able to obtain it, but that was due to them being either alone or with one single other person. That's not a realistic scenario by any means.Not every title is meant to be easy to obtain, some may required specific situations (like less players doing the event) to be obtainable. We don't plan to reduce this titles requirements currently.
Greetings
So let me get that straight, you implement new cards that incentivize the whole server in partaking, yet simultaneously introduce a new title that can only be obtained when a maximum of 2 players are present.
I fail to see the logic behind that.
There is absolutely no harm in titles that are hard to obtain (for example Autumn Banquet's egg collector title that was very hard to obtain before you significantly increased the spawnrate), but titles that depend on a maximum of 2 (!) players participating and are timegated just feel wrong and encourage antisocial behaviour and divide among the playerbase.
Regarding Snowball Warrior title.
The title is currently almost impossible to obtain. Even with only 4 players participating and spamming cannons on cooldown I couldn't get near 400 points. That was at 5am btw, every other timeslot is massively overcrowded.
Please review the amount of points needed for the title.
PS: Yes, I know some players were able to obtain it, but that was due to them being either alone or with one single other person. That's not a realistic scenario by any means.
Mirrorworld-tickets in HH please ![]()
Quote- use movementspeed ostrich
I think getting a normal title shouldn't require an itemshop item
I guess you could try going to the Provisioning Courrier NPC, get the ostrich buff for 1 Portal Rune and then go gather eggs. But yeah, you got a point, I don't think you can reach 60 eggs without ostrich buff.
Edit:
Got the title after turning 60+ eggs in for the 10th time. Should be changed to a guaranteed title imho, since it's pretty hard to get 60 eggs in the first place
60 eggs are possible, my record so far are 64.
However, and this is the case with many titles from the current event, even if you reach 60 eggs you only have a CHANCE to get the title. That should be changed imho.
Some "tricks":
- play R/Wl
- use movementspeed ostrich
- get yourself an inferno set (15% movementspeed)
- use click to move
- click extraskill 1 whenever you're gathering an egg (you can do both at the same time)
- instantly press extraskill 2 if you get the eye debuff
We have other long term ideas about champion class itself, but there is no ETA.
Greetings
Thank you for the feedback, much appreciated!
As Madman already wrote, Ch/P lacks a lot of singletarget, which is why it's not really a viable dps right now.
In addition to removing the gcd from Holy Attack I suggest increasing Way of Frenzy dmg increment from 10 to 15% and adding "Chain Drive resets the cd of Divine Vengeance" to Runecraft - Devotion (lvl 15 elite).
Regarding 1h hammer vs 2h hammer situation.
Currently 1h hammer + Raw Dragon Scale outperforms 2h hammer in every scenario.
The following tests were conducted with two t15 weapons (thanks to Madman).
No relationship buffs, which would push the outcome even more in favor of 1h.
Ch/S
Blood Arrow, dmgfood, Pet, double titlesystem (9% dmg, -attackspeed)
1h: 7.801.045 RP
2h: 7.771.481 Rune Pulse
fullbuffed
1h: 43.229.924 RP
2h: 41.203.677 RP
Keep in mind, all Ch/S ranged skills profit from the 13,44% more damage from talisman, which makes 1h + tali vastly better than 2h.
Ch/M
Power from Within, dmgfood, Pet, double titlesystem(hammer dmg)
1h: 11.029.404 RP
2h: 11.038.737 RP
1h would actually be better than 2h, even in offburst, since I didn't have a %dmg relationship buff.
fullbuffed WITHOUT Elemental Rampage (which increases 1h dmg only)
1h: 93.769.672 RP
2h: 85.751.898 RP
As you can see, quite the difference in burst, even without rampage, since Ch/M has many % damage buffs.
Ch/Wl
Selfbuffs + dmgfood, 7 forgestacks double system(hammer dmg)
1h: 16.214.036 RP
2h: 16.081.244 RP
fullbuffed
1h: 107.518.575
2h: 101.721.561
Haven't tested /Druid and /Priest explicitly, but judging from their buffs we can safely assume 1h outperforms 2h as well.
Since the aforementioned classes won't reach the attackspeed cap either way, there is no drawback to using a 1hander. Quite on the contrary, you get more frequent Shock Overload procs, faster forge stacks, more Chain Drive procs and more patk (offhand).
I don't play R/Ch myself, but I have been told that 1hammer + wb dagger outperforms 2h as well.
The superiority of 1h stems mainly from the much better scaling of faster weapons (that have lower pdmg) with damage nonstats from gear, cenedril buff & robot and their interaction with % damage buffs. The new wb talisman made it even worse.
I'm afraid it is no exaggeration to say that 2h hammers have become useless. To my knowledge, there is no other weapon that isn't best in slot for at least one single class combination. Even 2h axes have their use on Druid/Warrior.
Please make 2h hammer a viable weapon again. Two possible changes that came to my mind:
a) a significantly better %2h hammer damage title for the challenge slot
b) increase Finishing hammer's 2h hammer damage increment
tl;dr: 1h + talisman outperfoms 2h hammer in every way on all Champions, make 2h hammer viable again
Honor Title Expansion Scroll (ID: 1244879) please ![]()
Regarding Champion/Scout.
Please remove the gcd of Wrist Attack. Using a gcd on a supporting skill feels pretty bad as a dps.
Moreover, I suggest changing Focused conversion to cost 50 Rage and restore 100 Focus instead of vice versa. Currently I don't use the skill at all, since the class has an overabundance of Rage due to Pulsing Shot's restoration and still struggles with Focus, especially in fast groups where you are basically never standing still.
Regarding Knight/Mage.
Was the removal of the 90% light damage increment of Intensification intended?
Display MoreChampion/Mage
Probably the worst or one of the worst chainclasses right now. Today I just want to focus on Elemental Rampage though. These suggestions would not make Champ/Mage viable, just less shitty.
Elemental Rampage is a 30 sec buff with 90 sec cooldown that boosts 1h Damage by 30%. Without this buff, 2h Hammer is much better for this class (still bad overall). With this buff 1h Hammer becomes slightly better (still bad overall).
The issue is swapping weapons makes you lose all rage so I have a few options devs can consider which path to take with this class. Please pick only one of the options:
a) Make all or most skills do elemental damage with the skill Elemental Defense. This way the boost from Talisman 10% elemental damage makes 1h Hammer useful enough outside of Elemental Rampage.
b) Make Elemental Rampage passive. This way 1h Hammer is always better. Also transforms horrible sustain damage even in AoE to below average sustain damage. Would also make it easier to buff up because this class has 1-2 more buffs than the average chainclass.
c) Modify Elemental Rampage to boost damage in general. This way 2h Hammer becomes the weapon of choice.
d) Do not punish swapping weapons by losing rage/energy/focus. Scouts and Manabased classes also utilize swapmacros and do not get punished for this.
My personal preference would be b).
d) would be a nice QoL update for all classes. Even other weapswapper-classes like Rogue/Mage would benefit from this.
I really hope some kind of buff for Champion/Mage finds its way into the next balancing patch. It is currently the worst Champion dps by far and a weak class in general.
Although I'd personally prefer Ch/M as a 2h class, I think the best solution would be to change Elemental Rampage to a 15min buff.
Regarding Raw Dragon Scale.
Is it intended that the item has physical critical hit rate on it ? Since the aforementioned stat isn't counted globaly, like magical crit rate and doesn't influence your mainhand at all, it's currently a dead stat.
There are more than enough goldsinks already in the game, apart from guild buffs.
For example, to roll the rest of my cards, I am roughly going to need 1kkk gold for the stones alone. There is barely enough gold on ah to do that and keep in mind, I'm just one person, who has already done some zones.
Imho this shows that the current gold economy is not sustainable and is bound to collapse.
Currently, farming gold is the most tedious activity I can think of and it saddens me greatly how much fun it takes away from the game (at least for me and my guildmates).
I'm all for providing new players with oppurtunity to earn diamonds. However, gold will still be needed in large quantities, mainly for tierstones and the aforementioned card system. Hence the demand will still be there. Moreover, taking a look at who is offering gold for sale atm, about 80% of the overall volume is coming from players that are most certainly no newbies.
Regarding Warrior/Warlock.
The class has severe sustain issues. Please consider making Divine Battle Spirit (lvl 25 elite) a 15min buff.
First off all, cool instance. I really like the makeover and the new events Necro got and that's coming from somebody that doesn't enjoy nostalgia instances that much. In particular, I liked the inclusion of a new last boss, neat surprise!
Regarding b4 (headless one).
Good changes so far, however the boss still has a major issue. Champions, that rely heavily on their whitehits, don't get any Rage or Rune Pulse procs, which makes them straight up unplayable, forcing you to change class. If possible in any shape or form, please change that.
Regarding K/Wd.
The class underperforms right now, compared to other dps classes. Since a new dps focused shield was introduced with Zhargos hm, that is currently not useful at all, is suggest the following: Change Knight at Arms (lvl 30 elite) to allow equipping a 2h weapon + a shield.