The robot perk "Machine, the Corrosive" (+28% dot-damage) doesn't work. Tested with both W/B Rapacious Poison and Slash Bleed. Please look into it.
Posts by Serenadae
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Regarding Champion/Warlock.
The class is strictly underperforming atm, both compared to the best Champion class (Ch/Wd) and almost all Warriors.
The damage gap gets even worse in a fast group, where mobs die way to quickly to a) reliably build Forge/Rune Drive stacks and b) hit Shock Overload procs.
This is ofc a general issue with Champion (except with Ch/Wd, which doesn't use Shock Overload), but since I can't think of a solution that wouldn't fundamentally change the core mechanics of the class, I suggest the following.
Change Heart Collection Rune to a 15minute buff (and remove the cooldown). It currently has a theoretical uptime of 50% anyway (30sec duration + 60sec cd).
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Regarding Champion/Priest.
Please change Light Pulse to require a hammer equipped instead of a 1h hammer.
I do understand that the skill needed to be changed so people couldn't just tank without a weapon, but by limiting it to 1h only you took away the option to play the class as a dps.
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Regarding W/Ch. Please change the duration of Unbridled Rage from 60 second to 15 minutes. It's very annyoing having to maintain a 60 seconds buff with 60 seconds cd.
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Are there any plans to enable/implement specific Bind Lifters for Robots?
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Regarding Warrior/Bard.
Rapacious Poison dot currently scales with mdmg instead of pdmg.
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Regarding ch/priest
Divine Vengeance: Should be changed into selfbuff click and with uptime 20 seconds / cd 15 seconds. Right now it's very uncomfortable to click it every 5 seconds as a hit on mobs (and you need Chain Drive to be triggered before)
Personally, from a dps perspective, I like the new Divine Vengeance since it helps with the terrible single target damage of the class. However, I realize that using it for the buff is rather annoying right now.
I suggest moving the ability to wear plate to Way of Frenzy (lvl 35 elite). A elite skill that only allows you to wear plate and does nothing else is kinda weird to begin with if you compare it to similar skills of other classes.
Runecraft-Devotion (lvl 15 elite) can be changed into the selfbuff you suggested (the buff needs to be removed from Divine Vengeance accordingly).
That being said, only the devs can tell if the buff is intended to have an uptime next to 100% or should rather be seen as a temporary bonus like Wd/W's Pulse Mastery (lvl 35 elite) buff.
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about K/Wl
Indeed, using plate gear is nothing better than chain gear. This is unfair to players with plate gear. even though I'm a chain gear player. More changes are needed to put the plate gear to better use in this class.
Totally agree. Cloth has a tank class with Champ/Bard and chain has several tank options everyone knows (that's why some ppl already run with chain tanks in DC).
Plate missing one viable dps and btw the aggro is still to high in plate gear (you have around 80-90% aggro left with plate and recon rune, but some skills are not affected by the change of generating least aggro. My suggestion is to remove aggro multiplier of all skills if shield of darkness is active or remove it in general for this class. Furthermore maybe double the affect of -aggro buffs, that you don't have 90% aggro with a recon 13 xD
Btw the parry rate on DC gear is lower than on rofl. This means with newer sets with lower parry rate the dmg will decrease in plate. Should also be in mind for this class.
Druid/WL
I also want to mention again, that the d/WL should get increased attack based on bonus heal or base wisdom. Right now you have in full heal gear fullbuffed around 1kk attack and that's not really viable.
Greetings
I disagree.
Sure, you can tank DC with chain gear as Ch/K, but the class fares much better with plate gear.
Same thing with K/Wl. You can play it as a dps with plate gear, but it doesn't perform as good as it would with chain. So I don't see an issue here.
However, I agree on the aggro part. 90% is way too much.
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- Marriage patt/matt buff for both players,
This one would be the top contender for me as well.
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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).
First "Schwerer Schlag" (=Heavy Bash) is downscaled, the second isn't.
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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.
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Sys212019_name (ID 212019) in red would be amazing. I'm aware that you are not going to add any of the original Sys_name skins, but such an altered version would be a nice addition to the PNC shop.
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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.
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Badges of Worldwide Fame for HH please
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Hey ,
Any chance leather can get a Pet Build ? Always wanted to play a pet build as Leather.
You could rework some of the not so popular combos like Scout/bard Scout/priest scout/warlock or rogue/priest rogue/warrior
If you looking into that and need ideas , feel free to whisper me
Greetings
I support this and suggest Giant Sewer Rat ID 109547 as the pet template.
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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.

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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.
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Regarding Champion.
Please change "Attack is the Best Defense" iss to provide aggro bonus only while in Shieldform.
While it was manageable with the golden upper body, now with the red one you can't properly use it as a dps anymore.
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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.
Regarding timers, a friend of mine has found a solution to avoid timers.
Saving the current time when your skill was casted with "GetTime()" and then comparing the difference of that registered time against the current "GetTime()" with your condition is a very efficient way to avoid timers.
Not quite the solution you were looking for probably, but this works really well when there's no other way.
A simple (quick and dirty) example function that does something like this:
Code
Display Morelocal C_TIMERS = {}; -- Use in your condition function isTimedSkillReady(name, duration) -- No registered time, skill should be ready. if (not C_TIMERS[name]) then return true; end -- If the registered time + duration is less than or equal to the current time, skill should be ready. if ((C_TIMERS[name] + duration) <= GetTime()) then C_TIMERS[name] = nil; return true; end -- Skill is not ready. return false; end -- Use when casting the skill function setTimer(name) if (C_TIMERS[name] then return; end C_TIMERS[name] = GetTime(); endThis 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!
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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.
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Not sure where to ask this. So please move it somewhere else, if appropriate.
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UnitBuffInfowas able to access hidden buffs information unintentionally.
Could a DEV explain why this change was necessary ?
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Big Purified Packages for the next Happy Hour please
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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.
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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.