Posts by Serenadae

    I pm'ed you Rake, as I dont feel like sharing details about Zhargos in this thread with other players, who then might have a lesser experience trying to figure out the bossfight. ;)

    Based on the information you provided, we found the error and fixed it.

    In the near future, the zone with the world boss will be reloaded and the changes will take effect.


    We wish you a pleasant game and success in conquering the new world boss!

    Now these are finally some good news.

    Thank you !

    The Chronicles of Arcadia tell many stories, but none is as harrowing as the tale of when the dragons ruled the world.

    Long ago, in a time ancient and shrouded in mystery that came to be known as the Crimson Dawn, a winged shadow fell over the lands of Arcadia.


    Forgotten beasts had come forth from their icy tomb in the north and wreaked havoc across the continent, conquering every city in their path by fire and fear.

    Cruel in nature, fearsome in shape, with teeth like daggers, fangs akin to spears and with eyes more red than the finest of rubies they truly were a sight to behold.


    Led by the most dreadful of their kind, Zhargos and Phargos, they craved nothing more than gold and conquest. Soon elves, men and dwarves all fell under their merciless yoke. Those who resisted were obliterated, their souls for ever burned away.


    For many long years the tyranny of the winged ones endured, until the elven lord Itnal assembled a last alliance, made up of the last free people that were able to hide on the fringes of the dragons reign.

    In the land of Chassizz where Zhargos and Phargos had made their lair atop the Heavenly Tower, a last and deciding battle was fought.


    Zhargos and Phargos fought fiercly and were aided by many of their kind, slaying countless elves, men and dwarves. In the most dire hour, when Itnal gazed upon his diminished army and faced defeat, he resorted to a truly desperate measure.

    Drawing on the full magical potential of his people, he channeled the life force around him, sacrificing both himself and his men in the process to banish the two fire breathing horrors beyond the Gate of Gods.


    With their leaders gone the remaining dragons fled back to the north, never to be heard of again.

    Many tears were shed over the losses, but eventually life went back to normal again and the name Itnal fell into oblivion.


    However, the story does not end here...


    No one, not even Itnal himself, knew that the spell only lasts temporary... And now, almost 10.000 years later, something stirs beyond the ancient gate...


    Charname: Serenadae

    I just don't get why they increased the duration of the group buff to 20 seconds compared to the 15 seconds vanilla version.

    Not a big deal, but it kinda contradicts their efforts to reduce overall group damage.

    10% damage and 20 seconds uptime results in less full burst damage output of group than 15% damage + 15 seconds uptime. I don't know if you want 15 seconds + 15% (like the vanilla version)

    No, the iss gave 15% attackspeed not damage done. The 10% of the current version affect classes that couldn't utilize the previous version (which is the idea behind the change to damage done), resulting in more group damage than before. At least in mixed groups that make up the majority of runs I'd say.

    I think it's reasonable to just cut the new group buff to 15 seconds.

    Well, 10% for the whole group sounds more potent than a 15% selfbuff to me.

    i dont see the problem? you as champ can get both buffs. And no dps champ would use the group buff, because you need shield form for it ;)

    I just don't get why they increased the duration of the group buff to 20 seconds compared to the 15 seconds vanilla version.

    Not a big deal, but it kinda contradicts their efforts to reduce overall group damage.

    Champion

    • Changed Secret Techniques of the Ruins to additionally increase damage dealt by party members by 10% for 20 seconds if it is used while under effect of Shield Form, but using it will put every skill, which are changing casters form, into 20 seconds of cooldown state.

    Why does the group buff (20s) last longer than the selfbuff (15s) ? Please reduce its duration to 15 seconds as well.

    Maybe because the value of the buff is lower on the group buff? higher uptime -> lower buff and vise versa

    Well, 10% for the whole group sounds more potent than a 15% selfbuff to me.

    Champion

    • Changed Secret Techniques of the Ruins to additionally increase damage dealt by party members by 10% for 20 seconds if it is used while under effect of Shield Form, but using it will put every skill, which are changing casters form, into 20 seconds of cooldown state.

    Why does the group buff (20s) last longer than the selfbuff (15s) ? Please reduce its duration to 15 seconds as well.

    I don't think 3min cd instead of 4 will have a large impact on the overall performance of Champion dps. Keep in mind it's only a 15 seconds buff. As I've already written, if I should be wrong, an overperforming secondary class can always be adjusted.

    Speaking of "nerf", I don't think classes that are already overcapped in burst or mdps that don't profit from cast speed see it that way. When R/Wd's buff was changed to a selfbuff no one batted an eye either.

    I understand that you are upset since you got the iss for the sole purpose of supporting and I would be too, but high value investments were and still are a risk in the balancing process.

    Sincerely, I play only support with Champion. I would appreciate it if the 104 ISS is still a group Buff or perhaps should be better a raid Buff in shieldform. Because Champion/druid is so such nice support, why should be forced to change the buff only as selfbuff?

    Although I like the current version of the iss, I honestly do not care much wether the buff affects the group or just the caster. As I said, don't think it makes a huge difference in overall damage.

    If devs were to change the status quo though, PLEASE keep the attack speed bonus for the caster. Fast autohits are important for Shock Overload.

    I don't think 3min cd instead of 4 will have a large impact on the overall performance of Champion dps. Keep in mind it's only a 15 seconds buff. As I've already written, if I should be wrong, an overperforming secondary class can always be adjusted.

    Speaking of "nerf", I don't think classes that are already overcapped in burst or mdps that don't profit from cast speed see it that way. When R/Wd's buff was changed to a selfbuff no one batted an eye either.

    I understand that you are upset since you got the iss for the sole purpose of supporting and I would be too, but high value investments were and still are a risk in the balancing process.

    Regarding Knight/Warlock:

    Thank you, I'm thrilled to see how this impacts the class.


    Regarding Champion iss changes:

    In my opinion a good decision, since Champion out of all the dps classes didn't get a selfish lvl 104 iss. Moreover, as Revenant pointed out, it eliminates the varied impact the old version had on different classes.

    If balancing issues regarding a specific secondary class should arise, they always can be adressed in the aftermath.

    Regarding Knight/Warlock:


    The class is still underperforming. Mediocre burst at best (even in AoE situations with all the Knight AoEs) and some of the worst sustained dps I've seen so far.

    I suggest the following:

    -Increase 2h Weapon Mastery damage passive from 87% to 109% (like on K/Wd)

    -Let Psychic Sweep (lvl 45 elite) modify Surge of Malice as well

    Regarding Ch/Wl change:

    • Reduced Endless Pulse attack speed gain to 11% from 15%.

    I don't see why this change is necessary. Champion/Warlock is not overperforming in my experience. In fact, D/W and S/Wd are both classes that keep up with Ch/Wl in its current state with less gear.


    Regarding Shock Overload:

    The ability currently is hitting the adds while fighting the organs in Jeraths belly.

    You're right. Berserk tooltip still incorrectly states "...increases phsical and magical damage...", but the buff description is correct and the skill works the way it should.

    I for one would prefer to wait and see how the buffs play out, before more are added. This applies to all classes that are going to be buffed ofc (Ch/Wl too).

    Yes you are right. We should test first.

    But Scout/Champ suffers from the change. If it wasn't planned to nerf it, it should get a damage boost too or have the old Arrow of Essence

    That's one of the major issues of this balancing in my opinion right there.

    We have seen so many changes to the general classes that didn't take their respective secondaries into account.

    I know it's more work for the DEVs, but I'd like to see changes to specific combinations (elite skills) instead in the future.


    Anyway, it's easy to only criticize. So thank you for your efforts DEVs !

    Fair enough.

    If support does not matter in the equation anymore though, I suggest increasing Ch/Wl's Endless Pulse attackspeed increment further, since at least 5% were missing to catch up to the two Rogues (and even more regarding the Mage).

    Ah and don't forget Arrow of Essence is nerfed. So in Situations were you split buffs for maximum damage over longer time (trash), it is even a nerf while Arrow of Essence is active and you are not on attack speed cap

    I for one would prefer to wait and see how the buffs play out, before more are added. This applies to all classes that are going to be buffed ofc (Ch/Wl too).

    Don't forget the support Scout/Rogue offers with Exploiting Shot.

    Like every mage can debuff mdef, every champ can give group Attack speed/ cast speed + crit. Every warlock can give whole raid patk/matk buffs and strong shields for group. I don't care on exploiting shot in this case, because even with it I was behind and mages don't benefit from this skill

    Fair enough.

    If support does not matter in the equation anymore though, I suggest increasing Ch/Wl's Endless Pulse attackspeed increment further, since around 5% more damage doesn't close the gap to the two Rogues/the Mage.

    • Increased Ranged Weapon Mastery bow and crossbow damage gain to 51.8% from 38%.


    10% damage increase. I like. But If mages will be strong as yesterday, I miss 2-5% to equal it out, because my weapon alone was ~8% stronger than the mage weapon +3% damage potion etc. and I was still behind 😂. We'll how it is after patch, but I guess some mini push is needed against mage/scout for example (If he didnt get a nerf 😅)


    Greetings

    Don't forget the support Scout/Rogue offers with Exploiting Shot.

    Holy Light Domain is by far the best utility/support skill a tank has access to these days.

    Remember, not all groups run with a Warrior/Priest.

    Well.. if one of the best supporter classes for rofl is overwriting the major support utility a tank class has, it's reasonable that ppl keep playing it, because in random runs you usually don't have access to a w/p, but it's not a good class in general. In our guild runs with an optimized raid setup, a K/M is just useless, as said. If the debuff is changed to overwrite W/P or even stack, sure, K/M would be very useful. But that's just one single class. Thinking about all the other knight combos, I stay at my statement.

    Regarding K/M buff being overwritten, Lutine made a good proposal.

    Knight/Rogue and Knight/Warrior both have increased light damage taken debuffs, which are very potent when paired with the right classes. Knight/Druid has a increased healing taken buff for the group. Knight/Priest has a battle rezz. You said yourself Knight/Champion has a pull/stun.

    I don't see lack of utility.


    Edit: Seems like Lutine was faster:D

    Quote

    So in my eyes, it's not at all necessary to play a knight if you want to tank these days. It's way more useful for the raid to have either a warden, a warrior, a champ or even a warlock tank. Knight needs much more support, more utility and more aggro, especially in AoE, which is much worse than any other tank out there. If a dps has forgotten to remove its hatred rune, a warden can still hold aggro against it, but a knight has lesser chance. I mean, it's still possible, but not with such a low effort. If nothing changes for knights, I will probably keep playing warden and warlock tank, which are much more useful in our runs, but is kinda unfortunate, because I really like the knight class. UwU

    Sure, that's why everybody is tanking as Knight/Mage these days.

    Holy Light Domain is by far the best utility/support skill a tank has access to these days.

    Remember, not all groups run with a Warrior/Priest.

    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.