The idea is not bad but it´s literally unplayable. Server can´t handle that amount of players.
Posts by rascellian
-
-
Hi, i have some suggestions to make for a few Rogue classes.
Rogue in general:
-Remove Energy costs of Sprint (ID: 490341), it´s only 8% compared to the ring and i don´t see the point why it should cost us ressources, it´s a class specific skill and should be viable
Rogue/Mage:
-Change Enlivened Blade (ID: 491180) to not be a ground target AOE Skill anymore. The skill doesnt work that smooth and the class feels very unpleasant to play like this (at least for me)
Rogue/Knight (as DPS):
This class is lacking Single Target damage so i would do something like:
-Add light damage to every Skill
-Increase damage buff from the Perfect Slice stacks (ID: 1503810 and ID: 1503811)
-Increase damage of Wound Attack (ID: 1492414)
-Allow Low Blow( ID:490323) to provide a buff that increases your light damage (would need balance for the tank though)
The next suggestions are for more survivability.
Rogue/Warden:
-Change Wound Patch( ID:494921) to not have any downtime and trigger for every hit you get (maybe even increase the heal of it)
Rogue/Druid:
-Change Quick Light Protection(ID:494924) to only heal yourself for like 30-50%~
-Change Erosion(ID:499568) to also improve Mother Earth´s Protection(ID:493533) - increase the buffs duration from 10 to 30 seconds
Rogue/Priest:
-Change Skill(ID:492921) to allow "Patience" (ID:1501423) to stack up with offensive skills as well
-Change Sinister Methods(ID:493020) to heal you for ~1% for each target you hit with the buff(ID:503265)
All these changes should help Rogues to be able to farm things solo/in smaller groups more efficiently. Feel free to add some more ideas. Looking forward to see some of these (if not all) for the future.
Greetings
-
I also don´t get why Rogue/Warlock is getting nerfed, this class is designed to do a lot of damage in single target situations. There are just not many reasons left to play it anymore except for instances like necro. Why should i play this class now when there are Rogue´s that almost deal the same amount of damage at bosses but have AOE´s or support for the group like Rogue/Druid.
that's not a big nerf for rogue/warlock, if you play with katana that slice bleed is compensated this damage, i don't know about how daggers feeling right now on this class
It doesn´t matter how big the nerf actually is, for almost any instance it´s just not worth playing it because it has no AOE´s except for Soulstorm. Now i don´t even consider playing it anymore because i can play R/B, R/D, R/Wd... which have AOE´s but also strong single target burst.
-
I also don´t get why Rogue/Warlock is getting nerfed, this class is designed to do a lot of damage in single target situations. There are just not many reasons left to play it anymore except for instances like necro. Why should i play this class now when there are Rogue´s that almost deal the same amount of damage at bosses but have AOE´s or support for the group like Rogue/Druid.
-
I think Rogue/Scouts major problem is that it´s very inconsistent and weird to play after the fast draw changes . Mobs need to be perfectly lined up and are split up alot of times, you need to be in a very good position to hit most of the targets which is not always possible, fast draw has a low range, means if the mob is getting pulled somewhere else while your cast is running your dmg will be messed up. Cast time of fast draw is also very high, the mob youre targetting is not allowed to die too fast or it interrupts. Then there is also stuns like soulstorm which is ruining lineup or any other stun which keeps mobs separated. Just too many different factors are deciding how high your damage output will be.
I suggest to make fast draw an aoe where no target is required so it´s not interrupting all the time and it´s just hitting mobs in a radius of 80 how it used to be before it got changed. I would also lower the channel speed to 2-2.5 secs without precision buff so katana players can hit their slice better.
Of course it would be overpowered like this so you also have to nerf something. You could:
-decrease the overall damage of fast draw
-increase the cooldown
-limit the targets
Think this would make the class much more enjoyable.
Greetings
-
Hi,
i want to suggest a little change to the katana gloves. Please consider adding movementspeed to them since it can be quite challenging to stack the slicebuff in certain situations and also helps with getting out of dangerous situations faster.
Greetings
-
R/S is still waiting for an adjustment of assassins rage. Just add range weapon damage please, you actually wanted to nerf offhand dmg only.
Anything planned for R/S since now with assasins Rage only buffing main hand, mostly all of R/S elite skill are not getting benefit from it.
-
I would like to return to a post of Luciaa.
Rogue/Priest is not really able to compete with any other class combination and is a bit uncomfortable to play due to its high mana costs. I suggest to change following skills:
(491540) from 12.1% dmg ---> ~16% dmg
(492627) 2% mana ---> 1% mana
(493260) 5% mana ---> 3% mana
Greetings
-
Recently i´ve noticed three things about the Perfect Slice.
1) You are not getting 50 energy back when hitting successfully, not even close to 50 and the value can vary.
2) Elemental damage doesn´t work in open world at all and sometimes on dolls as well. Happens when you do the last slice which will provide the grandmaster buff and switch targets for each slice when stacking it up.
3) After you lost the grandmaster buff by failing and the target still has 3 bleedstacks - if you hit successfully again while bleed is up, you will get the grandmaster back. Not sure if this is intended.
Energy restoration in combat log will not show the exceeding amount for certain type of restorations, so if you do not have 50 or lesser energy at the moment of restoration, you won't see full restoration. If you are checking this on a class that has more than 100 energy and you mean it doesn't restore energy beyond 100, it might be an issue on our side, please confirm if so.
First attack against a target might be tricky for the slice in regular zones, it might be improved later.
Yes, it is intended. Stacks are provided by amount of bleeding you have on target inflicted by you, your own buff is irrelevant.
I wanna come back to this post and just further illustrate my point. Here is a scrut of Warrior/Champ doing organs within ~30 secs (no SA from pt).
https://gyazo.com/7f05efa03197f6ff7862fc380c2ad6c2
In comparison, Perfect Slice after skillfull timing and three hits does maybe 1-2kk dps and you can only do it on one target at the same time.
Also with the introduction of the new dagger there is 0 reason to play with Katana anymore.
Right now I do around ~10% more dps with Katana (if I hit all Perfect Slices) over 2x Dagger for non-offhand based classes like Rogue/Warden, Rogue/Priest in singletarget. I think this is a fair dmgboost considering the skill and risk needed to play with Katana.
With the offhand elemental boost + patk you will do the same and require less skill and no luck. You have very low aggro in burst, higher precision for classes like Rogue/Bard in Dark Core and can use this Dagger for other classes like Scout/Rogue and Bard/Rogue.
Suggestions:
Restore the ~10% dps advantage for skillfull gameplay and look deeper into the bleed damage especially comparing it to other bleeds.
Adjustments for The Murk item will be done. We do not plan to alternate the burst capability of the Katana entirely for all possible class combinations.
Greetings
I use Perfect Slice, then i'm spamming Low Blow until i'm almost out of energy, wait for the moment where my energy recovers automatically and afterwards i hit with the second slice where i get around 28 energy back. Tried this a few times, always the same result.
-
Recently i´ve noticed three things about the Perfect Slice.
1) You are not getting 50 energy back when hitting successfully, not even close to 50 and the value can vary.
2) Elemental damage doesn´t work in open world at all and sometimes on dolls as well. Happens when you do the last slice which will provide the grandmaster buff and switch targets for each slice when stacking it up.
3) After you lost the grandmaster buff by failing and the target still has 3 bleedstacks - if you hit successfully again while bleed is up, you will get the grandmaster back. Not sure if this is intended.
-
I know but he said something about wearing two of them.
-
Hi,
regarding the upcoming new offhand dagger, you should review the values o.o
It has insane dps and attack + elemental dmg, which will boost classes like r/w, r/wl, r/m insane and even boost every other rogue which do elemental damage.
Furthermore: why the hell is there +parry on the dagger? intended for r/k, which uses a shield? xD (knight/r cannot wear a dagger btw)
Greetings
I agree 👍🏻
I would also limit the use and bonuses to one off hand dagger. The way it’s looking right now, double off-hand daggers will give considerably more patt, dps and +20% extra elemental dmg for classes that are already performing very well in the meta
It´s only wearable in your offhand. Dps needs to be nerfed for sure - but this item is a nice way to bring back daggers into the game since Katana is better by far right now, just needs a bit of balancing.
-
Hey,
you reduced Combat Master´s damage to 16% instead of 18%.
Greetings
-
We do not plan to change Rogue/Mage particularly at the moment.
Rogue/Warrior:
This class aoe-dmg is way too strong. Please nerf slightly 6-7%.
Rogue/Knight:
This class can tank Rofl but its only way to generate meaningful aoe-Aggro is Whitehits. Since Whitehits have an even less range than melee-skills, this results in bad crowd control. Also this class is too squishy for Dark Core.
Suggestions:
1) Make Disarmament aoe and increase its cooldown to like 5 seconds.
2) Add a % atk debuff on all targets affected by your Searing Light.
Rogue/Bard and Rogue/Scout:
These classes utilize channels like Combo-Shot and Fast Draw. This makes it harder to time Perfect Slice because you would have to purposely not use these Channels and lose damage in the short-term, if a Perfect Slice is getting ready.
Suggestions:
Change Combo-Shot and Fast Draw to be instant but add global cooldown. Since Perfect Slice ignores Global Cooldown this would be a simple fix.
Rogue/Warrior has its unique slow but strong playstyle, we do not plan to change this.
Rogue/Knight is awaiting its rework as a plate tank with no ETA.
Greetings
Is it still planned to make the Rogue/Knight a plate tank? Byte
Because i would really like the idea to be able to tank with leather gear and stamina accessories/wings equipped, using a skill that we already have on the warlock/knight (Dark Hand, 1490590). You could change "Lion´s Protection, 491552" to the same. This class also needs a few AOE´s that are not normal whitehits and some passive aggro increase.
With magical gear you have so many options and viable classes that are doing alot of damage, you can even heal as warlock/druid or tank as warlock/knight. Compared to leather our options are already very limited so why would you take away another class from us instead of just trying to rework it for the few leather players that are left.
Greetings
-
nerf rouge scout with new robot its op again XD
Better nerf robots in general, they bring way too much damage into the game and make the content that has already been easy, even easier. Weakening of all classes that benefit alot from damage shouldn´t be the right way just because overpowered robots got released.
-
Substitute is (as expected) very overpowered btw, it does like 25% of your total damage now. You can easily cut the damage value in half and it will still be very strong. The Skill was fine before but i like the fact that it is a 15 minute buff now. Just reduce the damage and it should be fine.
-
I am fine with the Katana "nerf" but can we get a separate sound setting to adjust perfect slice volume since it can be really difficult to hear when Surge is running or you have a Mage, Priest(with a certain setskill, think it´s the level 80 one) in your group or just use voice communication in general. Also hard to see the exclamation mark when everybody has cenedrils out, pets are talking or players when they play music with macros/addons. I think the possibility to adjust the sound itself should solve this problem.
-
Is it intended, that "Fast Draw" is missing like 70-80% of the time in Dark Core and when you are doing worldboss? I´d rather take normal precision instead of the 100% crit-rate.