Greetings,
thank you for your Feedback.
Greetings,
thank you for your Feedback.
Hello,
On 28th of October you created this message:
> PvP Rework: we decided to introduce it slowly by addition to other patches rather than one big patch. First changes will come soon.
I just wanted to ask what "First changes will come soon" means. Can we still expect changes this year or first next year? Maybe you could also make a planned quarter indication as with others.
Personally, I think that the rework will do the server good and as on the official server will be a great part of the game. Unfortunately, at the moment there is almost no participation in the siege war and several players are interested in playing player vs player. In addition, Atlas coins were implemented in the character window and not commented on. Perhaps a reaction is also possible here.
Greetings Ryzek
Hey,
Would a rework for the Champ/Warrior be possible in the near future? With the new Berserk change, /warrior classes can certainly use the skill well. Maybe you could create a capable DPS class with a playstyle that needs a lot of rage management. There would certainly be different possibilities.
Greetings
Does the crystallization event work properly now? We would like to test this.
Edit: So now there are no more bugs?
I'm sorry for my unselected expression, but how stupid it must be to bring out new content and block it for 3 days after a successful attempt. The effort that went into killing the Worldboss is now considered zero. Nobody says anything against the duration of 24h, but increasing it to 3 days out of "nothing" makes no sense at all. Please come up with a better solution and do not punish the "beta testers" of your Worldboss, which was initially loaded with 100 bugs.
Ch/Wl
- Reduced Rune Siphon cooldown to 3 seconds from 4.
This skill also needs a raise in skill dps, deals less dps then rune impulse
As it is now, the skill does not help at all, but I think it would make more sense if the gcd would be removed (I think it has already been suggested).
Regarding druid/warrior:
For a long time I played Druid/Warrior again today and had no chance against the rogue/warden Meta.
To keep up in large Aoe groups, I would give Whirlwind a 0.1 strength multiplier and add earth damage.
In addition, I would remove the necessary target from natural attack, as it makes the class simply unplayable in some situations. Power of the wood spirit, for example, does not need a target. You have to keep in mind that with Potws you don't have 2 seconds cooldown and a channel time of 0.5 seconds. In addition, you do not need rage.
To make the playing style more fluid, I would give Heartbreaker not only a produce of 15 rage per hit, but 25. If you don't have a dwarven ale or enraged ready, you can still build up enough anger to use the other skills if they are possible. Also, I would set the rage cost of slash from 15 to 10.
Greetings
Hello,
Usually, at each end of the quarter, there was a short feedback on what the future of CoA should look like. At the end of the third quarter, it was not the case this time. That's why I wanted to ask if it is possible to do this or to give a short feedback here. Especially the new PvP content was announced for Q2 to Q3. Are there any new informations for this?
Greetings
Hello, Tier X Runes in Weekend Promotion would be great. ![]()
Greetings![]()
Display MoreRegarding Warrior/Champ:
I would prefer to set the cooldown of Vendetta Blow back to 3 seconds to keep up with other classes. In addition, the cooldown was already a few patches ago to 3 seconds and the class has been perfect to play. Smoother Rota and in my opinion the best warrior to play at this point. I would be happy about such a change, because even in single target damage and overall damage this change should be fine.
Greetings
imo this class have sustain same as some other good chains, or maybe a bit more than champs (idk about chwl) but its aoe burst feels a bit low to me (assuming you don't have 5-6 support in party, in that case most likely every class is equal since everything is oneshotting everything xD) compared to w/s, w/r, r/ch, r/w, r/m... and various other class ive played in last 2-3 weeks which is the weakness of wch and im not sure if reducing cd of vendetta blow back to 3s would fix this, unless im missing something about the class
In no case is the AOE damage low, especially in large trash groups the class can shine, if you know how to position yourself. I calculated how much more damage the reduce from 4 seconds too 3 seconds would make (rofl overall). The skill would make ~30% more in relation to the entire Ini and that would be a fair change related to internal runs
To be honest, I could compare this class with all chain classes and some MDPs(mostly warlock) last 2 weeks and since I can say with a clear conscience that it would be helpful to be able to keep up again. In addition, one should not only compare the class with other pdps classes, but in relation to all classes that are viable at the moment(at least that's my view). In any case, I can recommend the class and maybe you notice yourself that the change might be justified.
Greetings
Regarding Warrior/Champ:
I would prefer to set the cooldown of Vendetta Blow back to 3 seconds to keep up with other classes. In addition, the cooldown was already a few patches ago to 3 seconds and the class has been perfect to play. Smoother Rota and in my opinion the best warrior to play at this point. I would be happy about such a change, because even in single target damage and overall damage this change should be fine.
Greetings
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.
I fully agree. Over the entire Ini you cannot keep up with a mage or d/w e.g. as Serenadae already mentioned (with comparable gear) and also with bosses the class do not overperform.
Greetings
Hey,![]()
regarding warrior:
Imo, warrior is the best and most viable chain class atm. It is a lot fun to play warrior combinations, since the change of moon cleave.
One more Suggestion: Would it be possible, to remove the gcd of the 75 iss power house sword?
You could add a cooldown (45s) e.g. and increase the rage cost a bit.
Just to explain, why such a change would be great.
Warriors already have a lot of physical attack and why you still should use this skill with a gcd at the beginning at a Boss fight or in trash. You lose too much time imv, related to burst bosses and some other cases. In trash I use other skills first in my rotations, because the damage is better in the end without this time lose. It doesn't feel fluent and despite this skill exists, I can't see the importance and the reason why i should use it. Without a gcd, it would be way more viable and the warrior has one more item set skill, which is in every case a noticeable patk boost. Keep in mind, it would be all 45 seconds and did not end in a overperforming result. If there are set skills with helpful effects, they should be useful in every situation(my view).
Greetings Ryzek ![]()
Regarding Ch/Sc:
Thanks for implementing with Fearless Shot and changing Hide and Seek. This is a much better solution to make the class viable again. But one more question I ask myself, is it planned that the Fearless Shot will continue to consume chain drive or will a change be made here as well?
Thank you very much!!!!
Greetings
Honestly, I simply have no sympathy for such changes. Are we actually playing the lottery or are we trying to suggest objective and possible changes for different classes with feedback as best we can. Where is all this going to lead?
Just purely related to this class, these changes only make the class more unfriendly to play. It's hardly fun with the playstyle and I don't think that every chain carrier would build a gun just to play this "great" class. Just because an example was given yesterday that Champ/Scout is pulling off the Scout/Rogue doesn't mean that this class is overperforming. There are other chain classes that can be used to do a lot more damage. And it's not like all the leather dps say that the scout is really too weak at the moment.
I'm sorry, but this is absolute nonsense(Ch/Sc changes out of nowhere).
Where do we want to go with class balancing at all? Should every class be able to do everything, should every class with the same gear and the same prerequisites do the same damage? Or should every class in Rofl, Gorge or even do the same damage to the dolls? I don't think the DEV's even know that themselves.
On the way the whole game develops, see classes and the card system, it's no longer fun. You're just annoyed when you read the new patch notes and you know exactly, that can't be true now. In the end, it is changed 1000 times anyway, and then it still does not fit. (my opinion)
I simply ask that you don't always make any changes to classes that are totally unnecessary, that annoy and disappoint the community.
Thank you and Greetings!
Hey,![]()
I'm really pleased with the champion changes, but I still have a suggestion. Would it be possible to set the Fearless Shot(id:1490546) cooldown back to 2 seconds at the Champion/Scout, instead of 3 seconds. The way the class is now, it does very good damage and can easily compete with all other chain classes or is even better. The only thing I find a pity is that this skill used to be triggerable every 2 seconds and was the trademark of this class and it could be played very smoothly. If the cooldown would be lowered, I recommend to reduce the damage of the shot by 70%* (the damage from the rune pulse remains). In addition, it comes from time to time, to stupid situations with this skill, since he uses the chain drive, although this is not intented (I suspect at least). In addition, the skill description of chain drive does not say that a Fearless Shot also uses it. After all, it's not a cast and I would be happy if these small changes would revive the playing style of this class. Don't forget, it's all about the fact that it's fun to play this class again and it doesn't feel like this class is missing something in this one second. And I would like to mention again, the damage of this class is completely fine as it is now.
*Instead of 2.700.000, just 810.000 for example.
Edit: Moreover, it would be cool if you would remove the global cooldown from the wrist attack(id:1490697) so that you can use it effectively. In addition, it would support the group.
Greetings Ryzek![]()
Hey,![]()
pls check if the reduced damage output from players is also adjusted to warden pets.
In rofl today it seemed that the damage was the same like before the patch.![]()
Otherwise also the pets can make the ini or the damage of the pets is not in proportion to the damage of the player.
Greetings Ryzek![]()
Hey again,![]()
with regard to champion/warden, I think changes should also be made.
Please just look at the scruti and then everyone knows that this class is really unfair. The damage output is abnormally high, because every skill felt is based on Earth damage and you can boost it infinitely in this class. It has to be said that we had a champ/druid and scout/priest and mage/warlock as extra support, but the 2nd in the scruti was a scout/druid with 5kkk and equal leather gear (was already leaved out of the group with this gyazo). The run lasted about 50 minutes and the damage alone at boss 3 after I was down 1 time was about 1.2kkk.
My Suggestions:
1.)You should lower Weapon Wardens guard earth damage from 50% to 40% or some fair value.
2.)You should reduce explosion wave earth damage from 30% to 20% or some fair value.
Greetings Ryzek![]()
Hey,![]()
At this point, I would just like to say thank you. With this change the warrior will be much more comfortable to play and in combination with the upcoming warrior/scout (this class is actually already very strong^^) buff I am very excited to test everything.
Greetings ![]()
Heyho,![]()
Warrior
I think it's the right decision that these 2 points won't be implemented because that would make the Warrior even more unattractive than he already is. I think many people share the opinion that anything a warrior can do can be both wardem and champion by far better. Especially in the Aoe damage the warrior lags behind some classes in my view, so I have 1 suggestion that could fix this problem and make it profitable again.
My suggestion:
I would like to see "moon cleave" and "crescent moon cleave" modified, that, as a few weeks ago, the global cooldowns are removed from imprisonment pulse and kinetic explosion. This is the point that makes him very slow and also most of the damage is lost in large mob groups and generally in the trash of the main Aoe damage skills. I also don't think this change would overperform the class, because tension management is the most important thing for the Warriors and not always easy to control.
If it were to get too strong anyway, you could think about class-specific nerfs, but to make the warrior a little more comfortable in the style of play in general, that would be a good idea.
Greetings Ryzek![]()
Hello again,
after reading the new patch notes about champions, my reaction was very divided.![]()
I do not really want to comment on the sign-form amendment, because so much better suggestions have been put forward and now, I am sorry because of what I said, such a small percentage change of 7% will simply not improve the situation. I simply ask you to include other ideas that this Champion Tank problem with chains dps gear will finally be solved.
This change is completely understandable from the first impression, since damage values and also the damage output overall was too strong for all champions both in burst and offburst.
Greetings Ryzek![]()
Hey Arcadians,![]()
on the occasion of the many discussions about champions in the Forum Post: Class balance - "Madness and stupidity", I wanted to share with you my view, my test of the last days as Champion/Mage Tank and suggestions for improvement for the future.
In general, I would like to make it clear that not only champions in dps mode (disassembly mode), but also in tank mode (shield form) occur too strongly in the ini. As a champion/mage I have in full dps gear with two-handed hammer without 90 ISS 3.5kk def in shield form and with 10 stacks 5kk. Here you have to keep in mind that as a champion/mage you do still violent damage by the way. Although like any other tank, I made tactical smash on the boss and did not go to maximum damage, 2-3kkk damage were always possible. On the one hand, it's quite funny, but understandably it annoys other players at some point and you ask yourself, am I tank or dps now and is it fair to other classes?
Or even better. Champion/Knight I have tested with 7kkk def every now and then and you are unbreakable despite full dps gear. Even if I play champ as a main class, here should take place some balances.
Also the Champion/Druid should not be able to heal half of a full gold healer in the dps gear by the way and still provide good support + dmg. That's why I thought a few things and you could maybe solve the "Champion/Dps/Tank/Heal" problem with the following possibilities.
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.
The following suggestions are considered general changes for Champion Tank classes: Champion/Knight, Champion/Warrior (although no one plays anyway) and therefore as another tank option of the Champion/Priest.
1. "Disassembly mode" is an elite skill that allows you to wear plate gear.
But not as usual, no stamina is converted to strength. And your "Runecraft - Fortify" provides while in a disassembly mode state physical defense by 32%. That is more than enough.
2. "Rune Overload" is also expected to become a new Elite ability that only Champion Tanks have and need for their role.
3. During disassembly mode your "Rune Growth" should decrease your received physical damage and magical damage by 10,7% while being under effect of rune overload.
4. The skill "Last Line of Defense" will also only be usable for tank classes and changed in disassembly mode.
In order to incorporate a bit of variability into the different classes, I thought about a few class-specific changes.
Champion/Knight:
1. This class is balanced with the above changes in values according to calculation equal to knight classes and in my opinion much better balanced than before. I would like to see a small change in the Skill "Holy Roar", namely that an aggro multiplier is added as in the whirlwind shield.
Champion/Priest:
1. This class is actually quite funny, but unfortunately you also see very rarely, because simply on the one hand the champ/druid the better supporter thus does not give a proper sense for the class, although the mechanics with the Light Pulse is a good idea.
2. That's why I would reduce the mana consumption of Light Pulse to 2% from 6% and remove the 0,2 STA heal. In my thoughts it is a tank and not a heal xD. The aggro multiplier is absolutely fine.
3. Another good tank support for the group is "Suicide Advance", but you would have to remove the defense reduction and then there would be no problems with the hits on the boss at the beginning.
4. As a last suggestion and feature for this class, I would remove the Reviving Blast skill because you hardly use it when you play this class and replace it with a new skill. For example, as a /priest you could implement a similar priest bubble that lasts 15 seconds and reduces the damage of the mobs within a radius of 100 that are in this bubble by 20%.
First of all, the tank considerations.
In addition to compensating for the loss of shield form a bit and to preserve the style of play and sense of the champion, I would make "Feedback defense" as a general skill for all champions. Maybe the duration could be increased to 30 seconds with 90 seconds cooldown. In addition, physical defense is increased to 20% from 16% and the damage is increased to 15% from 8%.
Finally, I would like to comment on the Champion/Druid:
1.Unfortunately, it really cannot be the case that you support a full raid with str/str gear, do damage and then act as a healer. I think it really outweighs the role of the champion. Making half of a full-fledged gold gear healer during dps should not be possible.
2. During "Recover", the complete multiplier of STA should be removed and set from 3 to 0.5 or 1 at STR.
3. During "Field of Replenishment", the complete multiplier of STA should be removed and set from 3 to 0.5 or 1 at STR.
4.After this change, both chain dps can support classes with the champion/druid, make dmg and easily support in healing. Cloth healers are still able to heal because of the healing bonus etc. with this class, even without STA multiplier.
Greetings Ryzek![]()
Hello Arcadians,
Yesterday I tested the Kn/Wd again and it's a lot of fun, both in the boss and in the trash, provided you have your physical attack buffs ready here. Despite full gold gear and support in the trash, one has too little Patk over long distances and is lost in the offburst compared to other classes. Therefore, I would have the suggestion to change the buff(id:1501194) to reduce the cooldown from 40s to 20s. So you could keep him running permanently and he would be a bit better in the offburst.
Greetings Ryzek ![]()
Display MoreGreetings,
Hey
this screenshot is unfortunately zero meaningful because here a single target class is compared with an Aoe class which is also good in burst. There were only 2 Damage Dealers in this run and logically the WD/WL has enough possibilities to take advantage of this. You can also see in the picture at the end. Please test this with fair means and take a champion/mage instead of a scout in such a group constellation. Then single Target and Aoe is against single target and Aoe.
Greetings Ryzek
Please explain to me in what universe the scout/warrior is only single target dps..
The s/w has a very good, maybe one of the best aoe dmg comparing to other scouts.
First: your reflected shot makes more dmg than usual and doesnt lose any dmg when reflected.
Second: If you are not even fullbuffed, just with 3min, beserk and the patk buff from shot you do a hell of aoe dmg with your skills - in my experience more than on other scout combinations.
If you think scout/warrior does only single target dmg, I can strongly recommend you to look into your current rota.
Regards Nghty
Certainly the Scout/Warrior also makes good Aoe Dmg which is limited compared to the Wl/Wd (Soulcrusher, etc...). If you put Piercing Arrow, Reflected Shot or Hurricane Downpour into large mob groups, then it also makes damage but never compareable with a champ/mage or just the wl/wd. Or even if all your damage increases are out, then you do much less and that's fact. I mean its a scout and besides, the Scout has no element damage. Even for me as a champion with a much worse Gear it is no problem to keep up against a Scout with better equipment and therefore I think you should repeat the Test again with a champ/mage. Furthermore the Wl/wd has elemental damge and the champ/mage, which can be compared much better on a level, is also good in offburst.
Greetings
Display MoreHello, I don't usually post here, but after witnessing both Warlock/Scout and /Warden in our guild over the last days, I wanted to share my observations.
As Revenant already said, Warlock/Scout seems to have more sustained damage than /Warden, but a lot less AoE.
In my opinion, both Wl/S & Wl/Wd do way too much damage, with /Wd being by far the worst.
This scrutinizer of rofl is from todays run. Lutine as S/W, a pretty strong class that performs good against any other dps (and I can assure you he knows what he's doing). t14 upper, rest t13, t18 bow. Sere on the other hand (Wl/Wd) has body, legs & rings t12, rest t11 and weapon t15.
Moreover, he only has an earth pet, lvl 75 cenedril (old ones) and doesn't play Warlock often, so there's a lot of open potential.
https://gyazo.com/1f13e379316f156166594813e30552b4
It has to be added that Lutine started the run as R/K and switched roughly after first pull (~400-500kk) and was on the phone when we started last one (~250kk). He did the most damage on Nayat (although 2 sec more and Sere would have been on top), were even on Khat + adds, Jerath: Sere 698kk (1x) vs Lutine 819kk (2x), Balton: equal, Astaroth: Sere 1,4kkk vs 960kk.
Hence I'm convinced that Wl/Wd is op as hell and should be substantially nerfed asap.
The large equipment gap between the two only makes it worse.
PS: Xfloxx wasn't there all the time.Greetings
Hey
this screenshot is unfortunately zero meaningful because here a single target class is compared with an Aoe class which is also good in burst. There were only 2 Damage Dealers in this run and logically the WD/WL has enough possibilities to take advantage of this. You can also see in the picture at the end. Please test this with fair means and take a champion/mage instead of a scout in such a group constellation. Then single Target and Aoe is against single target and Aoe. If you compare the scruti, the screenshot looks the other way around and the class is suddenly completely lost against pdps. And here I would add that the champion only needs approximately the same equipment. Or, as others have written, when there are several damage dealers, the damage is divided quite differently. I am sorry, but that is not proven at all.
Greetings Ryzek![]()