Posts by Serenadae

    The main problem is that the overwhelming majority only plays the best class combination available to them. One combination will always stick out and thus will be played.

    Sadly many nerfs where directed to Champion in general, instead of nerfing the combinations specifically that were overperforming, which left certain secondary classes in a bad shape.

    Moreover, Ch/W and Ch/P are two underwhelming combinations that just don't see play. Ch/W is a bad tank who nobody in his right mind would choose over Ch/K. Same with Ch/P, not really viable as a dps compared to other combinations and heavily outclassed as both tank and supporter by /K and /D respectively. Those two are in dire need of a rework in my opinion. Ideally one of the two should be made a dps, to increase the amount of combinations a Champion can choose from as a damage dealer.

    We tried CH/p as dps before the last patch and it was nearly as strong as CH/m. Should be equal now. The main problem I saw is the aggro in trash phases of CH/p. I would say nearly no Knight can hold the aggro. If the CH/p skills wouldn't generate aggro in demo mode, it would be a fine class in my observations

    Interesting, maybe the 30% patch made this class more viable. However, I'm quite positive it can't match Ch/M. Gonna test this myself over the next days.

    Still, Ch/P is not a well rounded combination in my opinion. The rotation feels clunky, Reviving Blast is useless and the elite skills in general are all over the place, mixing dps, support and tank abilities. I'd wish for are more clear line regarding the role of Ch/P.

    I'm aware that Ch/M is still a strong and competitive choice for Champion dps and Ch/Wl doesn't need to be buffed on the level of other top dps classes.

    However, I think a buff would be reasonable and much appreciated.

    I think its quiet sad that you only see ch/m as only champ dps class. I think only buffing /wl isnt enough, but instead buff /warrior, /scout and /rogue aswell, so champion can exist in the game as fully dps class again. But PLEASE plan ahead what youre aiming for on each classcombo. One class more aoe focused, while the other one might be more singletarget focused.


    Its sad to see that the main reason why a champ is in the party is the /druid for its support (dont know about /knight as tank). Would love to see more champ dps instead of just a single one for a whole class.

    The main problem is that the overwhelming majority only plays the best class combination available to them. One combination will always stick out and thus will be played.

    Sadly many nerfs where directed to Champion in general, instead of nerfing the combinations specifically that were overperforming, which left certain secondary classes in a bad shape.

    Moreover, Ch/W and Ch/P are two underwhelming combinations that just don't see play. Ch/W is a bad tank who nobody in his right mind would choose over Ch/K. Same with Ch/P, not really viable as a dps compared to other combinations and heavily outclassed as both tank and supporter by /K and /D respectively. Those two are in dire need of a rework in my opinion. Ideally one of the two should be made a dps, to increase the amount of combinations a Champion can choose from as a damage dealer.

    Regarding Champion/Warlock. I've tested the class over the last days and must say it underperforms compared to most Mages, Rogues & Warriors.

    In a slow run during which I was able to build and maintain 7 Forge stacks and profit from the halved Indomitable Spirit cooldown, I was barely able to keep up the lesser geared Rogues (t18/14/13 vs t14-15/10-12). This roughly equates to ~15% less damage compared to R/S and R/W with equal gear.

    Against M/S and M/W I wasn't able to hold my ground at all (20% less damage at least, compared to a Mage with roughly equal gear).

    In a faster paced run Ch/Wl is even worse, since building stacks in AoE situations is nearly impossible and the gcd of Indomitable Spirit becomes a major drawback, since it doesn't deal any damage on its own. The strength scaling reduction becomes much more noticeable this way.

    I'm aware that Ch/M is still a strong and competitive choice for Champion dps and Ch/Wl doesn't need to be buffed on the level of other top dps classes.

    However, I think a buff would be reasonable and much appreciated. I suggest increasing the attack speed increment of Endless Pulse from it's current 9,2% to 15% and removing the gcd from Indomitable Spirit.

    Seems like I overlooked Druid's Knowledge of the Earth passive:D

    The nerf should be fine then.

    Druid/Warrior is currently severly overperforming. 13kk+ hits in trash with some cd's and kills things faster than other classes before the 30% nerf. Moreover, it has ridculous sustained (AoE) damage.

    Keep in mind, we're talking about a class with seeds, offheal, battle rezz & group cleanse (the strongest skill in game imho, that allows you to even skip some mechanics).

    All in all, the class needs a serious nerf. I suggest reducing Heart of the Wild to 72% and reverting all abilities back to physical damage.

    • Reduced Heart of the Wild 2-H axe damage gain to 38% from 86%.

    There is the nerf xD

    Now that was fast. However, I think this much reduction is an overkill.

    Druid/Warrior is currently severly overperforming. 13kk+ hits in trash with some cd's and kills things faster than other classes before the 30% nerf. Moreover, it has ridculous sustained (AoE) damage.

    Keep in mind, we're talking about a class with seeds, offheal, battle rezz & group cleanse (the strongest skill in game imho, that allows you to even skip some mechanics).

    All in all, the class needs a serious nerf. I suggest reducing Heart of the Wild to 72% and reverting all abilities back to physical damage.

    Hello,


    Would it be possible to implement the interface option to automatically use ground based AoE abilities such as Thunderstorm at the current cursor position ? Ideally without involving SpellTargetUnit, which unfortunately leads to unwanted movement sometimes, when the player has click to move enabled.

    This would bring a lot of convenience to several classes, eliminate the use of macros and especially help out newer players.

    Since you've already made several improvements to make the overall gaming experience smoother in the past (such as the siege skill changes) I wanted to put this out here as well. I think you'd make a lot of players happy.


    Greetings

    Regarding Rogue:

    After testing the rotation of several Rogue combinations for a bit, I can attest that Energy issues are pretty severe (except for /W as was already mentioned).

    Hence my following suggestion. Change Numbing Dagger (a skill nearly noone ever uses anyway) to

    Cursed Blade: "Sap the vitality of your foe causing 400% mainhand weapon dps physical damage to the target and restoring 50 Energy to you." 8 seconds cd and doesn't cause a gcd.


    This would be akin to Warlock's Heart Collection Strike and would help sustaining a lot. The Rage sustain issues Warrior and Champion had were addressed long ago, so it would be just fair. If any balancing issues should arise in the aftermath, small corrections can always be applied to the respective secondary classes. Afterall, classes should have a somewhat fluent rotation. I can imagine that especially new players who lack elite skills will have a hard time leveling a Rogue.


    Regarding Druid/Warrior:

    I agree with Midan, looks promising. However, I still suggest removing the gcd of Heart Piercing and adding it to Slash.

    The reason for this is that the non gcd ability is used first and having one that costs Rage just feels so clunky to play. Moreover, it would help with Rage sustain quite a bit, since Heart Piercing is used every 1.5 seconds and generates Rage constantly.

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    My statement was about rogues in general that they cannot compete with other classes in longer fights than dwarven ale is up

    Indeed. And I disagree with this statement (generalization), which I should have made sufficiently clear in my previous posts.

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    And btw rogue/k is a dps class, If champions are dps

    Yep, R/K without Power of the Lion active is as good a dps as Ch/W with Disassembly Mode active.

    But isn't balancing about roughly equalizing the strength of all (dps) classes ? Ch/Wl was once top Champion too before getting nerfed. In fact, we have seen many top combinations of their respective class rise and fall. So you would be fine with the R/P nerf if there was a stronger Rogue ? I don't get the logic behind your argumentation.

    I'm not saying that they should keep the R/P nerf. But you should understand that taking it away arises the need of buffing many other, weaker, classes.

    It is, because both you and Lutine said chain classes are stronger than Rogues in general. As I have stated, this is not true for classes like Ch/Wl.

    Maybe for CH/WL which get a buff. But r/p is atm the strongest rogue in single damage and right behind r/w in aoe. With my t10 Chain gear I did more damage with Warrior/CH for example.

    I don't think that Ch/Wl gets a buff. The reduced cd of Indomitable Spirit just counteracts the loss of patk.

    Agreed, classes like Warrior/Champion excell at longer fights. But if the R/P nerf is to be reverted, Ch/Wl has to be buffed.

    I dislike generalizations, because they have lead to nerfs of all secondary classes, like it could be observed with Champion's Rune Pulse & Imprisonment Pulse ( excluding weapon passive, because several classes got that treatment).


    I get that you are upset with W/Ch dealing more damage than your Rogue, but please understand that I'm in the same situation when comparing R/P to my Ch/Wl.

    In my most recent run as Ch/Wl, I have made the exact opposite observation. I could barely hold my ground against a much less geared R/P (t15 weapon, 3x t9 piece, rest t12). I'd say if you take the difference in gear into account, Ch/Wl does approximately 20% less overall damage. I can't say if R/P is too strong or Ch/Wl too weak, but if I just compare those two classes the nerf is absolutely justified.

    Did you also compare yourself to M / S, M / WD, M / CH, CH / M, W / R. In my humble opinion, comparing yourself to one class is not very appropriate.

    It is, because both you and Lutine have written that chain classes are stronger than Rogues in general. As I have stated, this is not true for classes like Ch/Wl.

    In general rogues cannot compare in whole RoFL with Chain dps or mdps classes. Maybe except rogue/Warrior because of his aoe.

    This is just my opinion based on playstyle of rogues and chain classes in the last days and comparing it with mdps and other chain classes ( I know chain will be nerfed. But longer fights -> worse for rogues xd )

    In my most recent run as Ch/Wl, I have made the exact opposite observation. I could barely hold my ground against a much less geared R/P (t15 weapon, 3x t9 piece, rest t12). I'd say if you take the difference in gear into account, Ch/Wl does approximately 20% less overall damage. I can't say if R/P is too strong or Ch/Wl too weak, but if I just compare those two classes the nerf is absolutely justified.

    Yes, I agree on that point. All classes should have a fluent rotation.

    My sugestion about W/Ch

    elite skill 35: Moon Cleave no need rage but consumes vitality points, after accurate hit increase bleed damage from slash for few sec.

    elite skill 60: -||-. If target have bleed, (slash bleed effect) shock strike deal additional damage.

    elite skill 70: Blood Whirlwind have eqeal bleed damage like bleed efect from slash.

    As others have already written, this would push the class over the edge in terms of damage.

    However, since the level 35 elite is outright useless atm, I partially agree with changing it too "Moon Cleave consumes Life instead of Rage." (10%). Keep in mind, without any added bleed.

    Solid suggestion in terms of convenience, but reducing the damage increment of the level 60 elite by a mere 1% is not enough to counteract the damage gain of a flawless Heavy Bash. It would be at least needed to be cut in half (2%).

    After all, R/Ch has lots of group support (lvl 15, lvl 20, lvl 45 elite) and shouldn't be as strong as other Rogues.

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    The basis of my ideas is to remove the shield form, but still offer 3 different tank classes, which should be fair to knight classes.

    I strongly oppose such a class identity altering change. I agree that Shield Form should give a much less conversion rate, so that aspiring Champion tanks have to build into their role.

    However, balancing is about adjustments in terms of strength and viabilty and not completly overhauling the base concept of a class. A class that players have chosen to play because of the unique style Disassembly Mode and Shield Form offer.


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    1. "Disassembly mode" is an elite skill that allows you to wear plate gear.

    I don't see why giving plate wearers access to several new combinations while drastically reducing the amount of class combinations a chain wearing Champion can choose from should be fair.


    I still propose what I already wrote in the other thread: Reduce the conversion rate of Shield Form to 20%, like its counterpart.

    Yes, W/P has support, but K/M is a tank, as I said. I fail to see your point here.

    Sure classes should have their role, hence my suggestion with changing Shield Form. I heavily disagree on making Champion tanks plate wearers though. There are already enough classes that can/should wear plate. I can't play general Rogue or Scout with my chain gear, althought they fill the same role (dps).

    Since you seem to have some problem with Champion in general this will be my last post. All the arguments have been presented and it is now up to the devs to decide.

    If SoD was only hardly nerfed, doesn't that mean it's still too strong ?


    Regarding the rest of your post, agreed, Champion can tank effectively with dps gear, which should be adressed. Ch/D however is not on par with a real healer, so I have to disagree on that point.

    I suggest reducing the conversion rate of Shield Form to 20%, just like Disassembly Mode. This way Ch-tanks would have to build into their role and not just use dps gear. However, Rune Growth and Rune Craft - Fortify should be reverted to their former state.

    This doesn't justify claiming that Knight is a worse tank than Champ though, which both you and Zyrex did repeatedly. There is a reason why the majority of tanks play Knight.

    Lastly, in the context of fairness, how is it fair that a fully-fledged tank (k/m) has access to a stronger damage reduction debuff than a class whose sole purpose is supporting (w/p) ?

    So you want to take away the ability to tank from all Champions except /Knight ? You realize that /Warrior and /Priest are tanking-oriented combinations as well ?

    Moreover, I don't get why Champions should have the same pdef like Knights, they lack parry (with the exception of /Knight). Parry offers much more damage mitigation than excessive pdef values, as can be observed at rofl last boss when he gathers many stacks. Moreover, another prime defensive mechanism of Knights is Threaten, a skill that shifts the adf tremendously in favor of the user. Sure, it cannot be used on a immune target, but in this situation Champions loose their iss stacks as well. And don't even get me started on Shield of Discipline, a skill that never should have been implemented in the first way, because it offers way too much mitigation with 50% uptime.

    Lastly, although I agree that Ch/K gets too much pdef and should be adjusted, it amuses me greatly how the way too strong Knight combination is never mentioned: Knight/Mage.

    A 21,8 % permanently maintainable damage reduction debuff is more than insane. It's even stronger than P/W's similar debuff and this class is solely dedicated to supporting. Imho the additional survivability for the whole group outweights any superior stats greatly. After all, your job as a tank goes beyond just surving, you have to make sure your group survives as well. Hence I don't get why some people claim Champion is vastly superior in terms of tanking and Knight far worse (even read useless once or twice)...


    @ mods: If this is the wrong thread for this, please relocate it to the feedback one. I could not leave this unanswered.

    Since I already wrote that K/Wl needs changes to become viable again, here are some concrete ideas. The class currently suffers from three major problems imho: (general) lack of damage, no "real" rotation (Unholy Strike & Punishment + Warp Charge/Weakening Weave Curse) & being almost permanently out of focus.


    First off, please consider changing the calculation of Charge and the second hit of Shock (the one dependant on the amount of Holy Seals on the target) to mainhand weapon dps light damage.


    K/Wl specific:

    -Change Strike of Punishment: "Can only be used while your target is under the effect of Punishment Seal. Deals 1500% mainhand weapon dps dark damage to the target and restores 50 Focus."

    -> Currently this skill is never used because it's not dps based. Moreover, this suggestion would easen the constant thirst for focus the class suffers from. 1500% may seems high, but don't forget that the class has way less weapon damage than /Wd, a class that doesn't overperform in any shape or form.

    -Add to Shield of Darkness: "Your Truth Shield Bash increases your light damage and dark damage by 12% for 60 seconds while under the effect of Shield of Darkness."

    -> K/Wl lacks in terms of damage increments compared to /Wd and currently Truth Shield bash is never used, because it deals less damage than Unholy Strike.

    -Let Psychic Sweep enhance Surge of Malice as well: "Inflicts 400% mainhand weapon dps dark damage to up to 10 targets."

    -> another "new" skill to use & some additional AoE

    -Change Defensive Mastery to Master of Seals: "Enhances your Holy Seal greatly." -> Holy Seal: "Deals 600% mainhand weapon dps light damage and 600% mainhand weapon dps." 6 seconds cd instead of 10.

    -> Since K/Wl seems to be dps focused I don't see why the class needs another pdef buff. This way Holy Seal could be included into the rotation and would deal slightly more damage than a Unholy Strike (538% x2).

    Agreed, K/Wl is quite lacking atm. I suggest 50 focus restoration, like Warlock's Heart Collection Strike. Moreover, I'm still in favor of changing it's damage calculation to the usual % mainhand weapon dps (and reducing the numbers accordingly).

    I doubt this alone will make the class viable again, but definitely would be a nice change.

    I think GCD and focus would be enough for now. Perhaps it coud give some less focus but the cooldown would also be lower, then the damage would also be fine as it is. Don't wanna overbuff the class, otherwise it may turn out to be the next R/Sc xD

    K/Wl is currently the worst chain class, well, maybe with the exception of D/W (although Druid at least has a battlerezz & other meaningful support). Imho there is no reason at all to play it. If you want a tanky offtank-dps hybrid, K/Wd does the job much better. So I don't see this change being sufficient or the class being at risk of becoming op.

    K/Wl has the worst sustained dps I've seen so far from across all classes and not enough burst to make up for it. Borderline useless in my experience, while no cds are up.

    Hi there.

    I really like the K/WL but the class is lacking when it comes to meaningful combos. This is mainly due to the high focus cost of it's non-gcd skills and how brutally useless Strike of Punishment is. The changes I would like to propose are the following: Strike of Punishment should restore focus and be useable without a gcd. This would fix both issues. It wouldn't be too strong either as it's own cooldown of 7 seconds prevents spamming and it's damage is quite small.


    Just to clarify: I am speaking about the hit with the ID 1490840 and not 1490839. Punishment itself is fine!

    Agreed, K/Wl is quite lacking atm. I suggest 50 focus restoration, like Warlock's Heart Collection Strike. Moreover, I'm still in favor of changing it's damage calculation to the usual % mainhand weapon dps (and reducing the numbers accordingly).

    I doubt this alone will make the class viable again, but definitely would be a nice change.

    "At the same time it's very funny that the strongest magic combination after making these planned changes will be druid/warlock&)."


    Just no... mdps have gained two very strong classes with Wl/S & Wl/Wd, both perform better than alot of pdps. Druid/Warlock is nowhere near them.

    So I'd say the latest patch was pretty good for cloth players.