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.
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.
Display MoreDisplay MoreSo 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:
CodeDisplay 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(); end
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.
UnitBuffInfo was able to access hidden buffs information unintentionally.Could a DEV explain why this change was necessary ?
Big Purified Packages for the next Happy Hour please
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 Champion/Scout.
The class currently has the Knight/Scout version of Wrist Attack, which renders the lvl 35 elite useless.
Regarding W/P Barbarian Battle Cry.
As long as the skill is active, you constantly get interrupted while playing music.
Moreover, I suggest to change the skill to work as a toggle, like Blood Arrow.
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 K/Wl.
Holy Power Explosion restores Mana and something that looks like Energy in combat log, instead of Life & Focus like it should.
Regarding upcoming K/Wl changes:
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.
Display MoreW/P buff and Threaten stack.
No. Read this:
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.
It's good that the two buffs don't stack btw!
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.
The problem here is, that I doubt that the average knight player can hold aggro against 1 weapon users with 26% aggro left. Or the group is forced to use warriors in group and the knight maybe needs to play knight/priest.
I just dont want the "oh shit. that's not working like we thought"-moment after the patch. My personal favorite tank class is anyway a totally other class, that I never saw on someone else and it will be viable again, I think.
"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.
Display More
- 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.
w/p buff is more effective than Threaten. And tbh why playing knight, if warden and champ doing way more aggro with less effort. We'll see how it is after patch, but I think warden or champ could be new tank meta. knight is the only class without any passive dmg increase for their weapon.
And btw skills like threaten and w/p buff are good, if you addicted to them for surviving. If you dont need them, everyone would play a class with more and easy aggro I guess (that's what I saw in rofl months/years ago. many played k/r only bcs of easy 1 hit aggro^^)
Brontes Why is Holy Seal changed, that it will not do damage over time anymore? In cases of aggro reset + immune/event phases, this was the only chance as a knight to get aggro of the boss. Such cases aren't sooo rare. Rofl endboss and b3 in DC for example
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.
Display MoreYes. Monsters in Dark Core are significantly higher level than you and even with 126% shown in the character frame you will still not have 100% parry against certain bosses.
But really... tbh now. Someone read the changes?
- Changed Resilience of Life to increase your defense by 30% additionally.
- Changed Pulse Mastery to increase aggro and physical defense by 60% while Spirit of the Oak is summoned, and just reduces aggro by 10% when it is not summoned.
- Changed Coat of Arms: Can’t be used on yourself. Binds you with an ally. Increases Physical Defense by 30% and Parry Rate by 20% for both of you. Bond will be broken when you are too far away or either one of you is dead.
- Changed Spirit of the Oak to no longer reduce attack power, but reduced defense gain to 50% from 95%.
(+ Briar Shield def bonus)
in sum warden/warrior gets +394% def bonus permanent! while knights (the one with additional def skills) only have +107% maximum
I dont know, but I doubt it will be balanced. Maybe warden/warrior has permanent 15-20kk pdef o.o
Edit: and additionally the +pdef skill of the warrior 50% uptime xd
Edit 2: Ok I have as wrd/warrior only ~8,5 - 9kk deff permanent (I did my math with my values) while as knight I have max 5,5kk
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 just hope the Warrior iss doesn't become mandatory, due to the changes.
As a chain user, I for one don't want to be forced to play Warrior all the time for the sake of the group.
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.
Are you planning to cap the durability of the new weapons at 120 in the future ?
Or can we safely use titanium hammers to 144 ?
Edit: Nvm, should have read hammer tooltip. Question stays though.
Hi,
I'd love to see the following transformations added:
1. Freud Splinter (Dalanis white rat) ID 114613
2. Giant Sewer Rat ID 109547
The white one would be by far the coolest, but in case that there are problems with moving animations (it stands on its hind legs) the other would do just fine.
Can't decide yet, but I'll either name it Aka or Nyex ![]()
Greetings
Regarding Bard/Warden.
Please increase the weapon level for 2h axe. 195 is just not enough. It's no fun to constantly have 4-6% missrate. Afaik no other class has to deal with such issues anymore.
Regarding Champion:
Blood Arrow-esque effects such as Shadowforge's Rage and Ch/Wl's Dark Energy Punishment cause Forge buff to be canceled as soon as there is no sufficient amount of hp to consume.
If you give a stamina convertion to K/Wd, please add an active part to a passive.
K/Wd is a fun dps class and I'd hate so see that change.
The skill could be akin to D/Wl: "Converts x% of your stamina to strength, but reduces your patk by y%." This way it wouldn't benefit chain K/Wd.
Display MoreHello,
I want to share my impressions and opinion about the new card system after one day of testing / looking.
First of all: There are some bugs that need to be fixed. I guess everyone knows
Second: Nevertheless of the existing bugs, I really really like the new system! I hope, that you don't need the 5 Star System except for making a card available in other decks, because if you pay diamonds your card still remains at the same star level, but is available in other decks.
But if you don't have any disadvantage when paying/maxing with diamonds, I really like and enjoy this system and it really meets my expectations!
Greetings
I agree. IF the stardom system is not to be further expanded that is.
The current system is expensive and I still still agree with Cruvor and Merkur that the costs are (too) high.
But at least the new stones are deterministic and you can circumvent the grind by paying diamonds. Huge improvement in my eyes.
I hope the general idea behind the current version stays as it is, looking at you stardom <.<
Prices are still debateable though.
The new interface looks phenomenal, good job!
3) Upgrading cards should be a bit cheaper, think about new players
Yes i totally Agree , Interface and all looks really good .
But i also think the prieces should be drastically reduced . I have now maybe 35+- Cards that are finished/pretty decent for my Leather Gear ( dex str patk) and i am down ~ 700kk gold.
I wholeheartedly agree.
Finished the "new" cards yesterday and im down 1,6kkk gold and an amount of diamonds I'd rather not think about ![]()
Edit: What I really like about the changes though, is the drastic reduction of rng with the introduction of the new stones. Made the process much more enjoyable compared to the first iteration of the card system rework.
Regarding Warrior/Warden.
Is it intended that Air Tremor got the pre-balancing 5% mana cost back, instead of the 2% the skill had prior to the patch ?