Posts by Serenadae

    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.

    Hey Arcadians,

    I'm not sure if this belongs in this thread, but because of the new changes I thought, I'll suggest something about the new Cenedrils. First of all, I would like to emphasize that the combination is really great and all buff combinations meet the player's wishes. Surely most will move to 100 for their class with their hearts. However, all this is of no use without the necessary materials. Especially from my guild in the last 2 weeks people have pulled their Cenedrils to 100 (me included). It wasn't cheap and cost quite a lot of charges. However, the problem have probably all the players on the server, which is really annoying. Therefore, I would suggest a new Item Shop item. How about a reset card of the Cenedril materials for an X-value of diamonds and thus, for example, you get 70% of the materials back. The value can be adjusted according to the ideas, but I think with such an item the community would be very satisfied and you are not so much annoyed for the wasted materials.


    Greetings Ryzek:)

    Great idea ! Would be very helpful, even if it's only 50%.

    Regarding W/Wl:

    • Changed Spirit Blade Storm to be attached to caster, reduced duration to 10 seconds.

    Thank you for this change, will make the class much more pleasant to play. If W/Wl does indeed overperform due to this, the passive always can be cropped further afterwards. However, there are many leather classes atm that deal equal or even more damage than W/Wl, so let's see how it plays out.


    Regarding Champion:


    Thanks for all the changes to the lesser played combinations and especially for

    • Changed Knowledge of Destruction to increase caster’s damage by 12% instead of reducing by 15%.

    Regarding Warrior/Warlock:


    Thank you for the latest changes, W/Wl has become a decent dps. There is still an issue with it though: Spirit Blade Storm, the core mechanic of the class, is very frustrating to use. Especially when playing with different tanks who each do their own pulls, you never know when to use it. Using your stationary 20 sec cd skill when the mobs are pulled out of range feels so bad.

    Please change Spirit Blade Storm to be caster-focused like R/M's Hell Blades or remove its cd.

    • Changed The Final Battle to The Last Duel; Channels on target for 3 seconds to inflict 1200% damage 6 times, while doing so, will force target to focus on you, however your duel mastery will let you parry off each attack they try, increased cooldown to 20 seconds. Each critical hit made during channel will reduce cooldown of this skill by 3 seconds.

    This sounds very interesting, high risk high reward. I like it.

    Regarding Champion.


    /Druid: As already suggested, please consider changing Knowledge of Destruction to benefit the caster as well. This way, the caster would get 24 -15 = 9% increased damage dealt and it wouldn't feel so abysmal to play the class as a dps/support hybrid.


    /Priest: I don't know if the class is intended to be a tank, but since it has several skills that hint at a partial dps identity I suggest to increase the patk increment of Way of Frenzy from 8 to 15% and to change the entirely useless Reviving Blast (neither used as dps or tank) into something useful.


    /Warden: Substantially lacks damage and Rage sustain to compete in the current meta. I suggest changing Shock Overload to work with Axes.


    /Warrior: Currently a tank combination that nobody uses and will use, since it offers no group utility, is less tanky than /K and is excruciatingly painful to play, because all abilities except for Rune Pulse (which requires a proc) cost Rage.

    Since Champion already has a combination exclusively dedicated to tanking (/K) and all other combinations, with the exception of /Wl, offer at least some tanking capabilities as well (most prominently /M & /P), I suggest changing /W accordingly. This way the class could see play.

    Warrior/Champion:

    In this class, the above problem with the outgoing skills occurs despite high attack speed and the critical hit probability that depends on it. For this purpose, my idea would be to change the "Rachelhieb" easily. The Damageboost does not start until the target is below 10%. But in 90% of all cases you have the problem that either 10% will be bursted in 0.5 seconds or the skill is not even ready at this time. For example, with the 2nd Boss in Rofl, this is completely useless because it disappears at 25% and the adds come. You could start the Damageboost at 30% and thus have the chance to use this skill at least 2 times in the burst phases if they take so long. What also struck me is that despite full attackspeed, fewer hits come out, as if you attack more slowly, for example in offburst. The damage numbers are logically much higher, but if the frequency of the skills is so slow, it would be better if you adjusted this so that attack speed skills trigger faster and the hits stay high.

    Personally I had the feeling that warrior/champ is the strongest warrior :O

    Indeed. But if the current state of Rogues is the new benchmark, still not strong enough.

    /Wl (yes, even with the upcoming changes), /D & /S are still borderline useless in the current meta, so changes to them would be appreciated. /P is the worst of them all, but I think (?) the class is intended to be a support and not dps class anyhow.

    • Changed Guitar instrument to provide 20% attack speed additionally.
    • Changed Lute instrument to provide 20% cast speed additionally.

    Thank you ! This in addition to the Storm Assault changes will make the lives of mixed raids much easier.

    Champion/Warlock

    • Increased Psychic Forge damage gain per stack to 3%.

    Much appreciated, since Ch/Wl has fallen behind most good class combinations these days.

    I had the opportunity to test Warlock as mdps over the last two days and wanted to give my feedback, especially regarding a MAJOR (at least in my opinion) problem in the current balancing progress.

    We did a rofl run with two dps yesterday, Warlock/Warrior & Mage/Warrior and overall we had a smooth run, so both classes are actually quite good and able to handle all content. After these first hand experiences I can confirm what was already said by Madoxx and Burningflame, Warlock is pretty good in longer fights and seems to be in overall dps better than Mage (although seems slightly behind on bosses, at least compared to M/W - pre patch).


    Today I did rofl with several pdps involved (S/W, S/R & R/Wl), again as Warlock/Warrior. I stood no chance because 1. Everything died way to fast (casts vs instants) and 2. Because only pdps siege titles and Lute were used.


    So PLEASE, as already suggested, remove shared cd from Lute & Guitar and merge Regal Cry and Storm Assault into ONE skill. Because right now, you can't compare mdps to pdps because there is no equal testing environment atm. This, in my humble opinion, is currently the major problem in the whole balancing process and I can't see balancing coming to an succesful end without solving it.


    Regarding warlock in general: Loosing your Psi after combat ends (especially with the latest changes to it), is very, very unpleasant. Please remove PSI deterioration out of combat. If this proves to be too much, the dark damage passive always can be cropped afterwards. Right now, the core mechanic of Warlock just doesn't work smoothly.

    "The Knight currently has no aggro problems."

    Indeed. That's why K/Ch will be fine, even with 6 sec cd on Shock Strike.

    "The entire point is that aggro should not be changed otherwise there will be issues."

    Not a single Knight combination has to rely on secondary-class specific skills to build and hold aggro. The default Knight skills (and iss) are more than enough.

    Hi i would like to say that nerfing wardens is dumb and totally unnecessary , you should take care of other classes and leave alone wardens , for example champions that still are way too strong......

    This couldn't be more far from the truth. Coming from someone who plays both Champion and Warden, the PotW nerf is perfectly justified.

    ___________________________________________________________________________________________________

    • Changed Shock Overload to do not wear off when you are out of rage. Inflict damage depending on your current rage. (i.e.: 10 Rage = 10% damage, 100 rage = 100% damage), removed cooldown.

    This will be most likely a nerf, since especially during trashfights Rage is almost never full. Moreover, the changes you made to end of combat will result in even more Rage loss.

    Please just reduce the cd to 10 seconds like you first wrote, or leave the skill like it is.


    Edit: Thank you for the quick change, sounds like a pretty good solution to the issue.