Damage type being fire does not mean it is magical damage. Physical skills can deal elemental damage as well. Rogue/Mage is a physical class. You can inspect tooltip of skills to figure out damage type of it by holding Shift. To enable inspection feature, you need to enable User Interface->Tooltips->Tooltip Controls->Lock tooltips & Inspect skill tooltips
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Posts by Byte
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Hallo,
ich wollte nur mal sagen das ich echt enttäuscht bin das ihr den Magier jetzt so abgeschwächt habt,das es nicht mehr schön ist....wieso habt ihr nicht einfach die bosse angepasst oder vllt andere klassen angepasst anstatt immer wieder was abzuschwächen....ich habe sehr viel Geld reingesteckt um soweit zu kommen und dann sowas.....damit verkrault ihr die Leute die euch bezahlen und es macht auch keinen sinn sich weiter zu entwickeln wenn ihr immer wieder die klassen so stark abschwächt.
Wie wäre es denn wenn ihr mal die klassen abschwächt die ihre aufgaben erfüllen sollen....wie z.B. der Priester/Kundi....kann nicht sein das diese klasse mehr schaden macht als manch andere DD´s,ein Priester ist zum Heilen da und nicht um schaden zu machen.....wieso kümmert ihr euch nicht darum das die klassen ihren aufgaben gerecht werden und schwächt DD´s ab anstatt andere lieber zu verstärken??
Ich bestehe darauf das ihr die Skills beim Magier bitte wieder auf das Niveau zurücksetzt wie es vor 1-2 Patches davor war....andererseits verliert ihr leute was ihr euch nicht leisten könnt,das spiel bekommt nicht soviele neue spieler das ihr auf die spieler verzichten könnt die euch immer wieder bezahlen!
BITTE NEHMT DIESES THREAD ERNST!!! DANKECurrently magical classes are being overhauled through % Magical Damage formula changes, reason is to unify them to have similar scaling as physical classes. Thus, some classes may overperform while some can suffer, compared to other magical classes. Rebalance will require alot of player feedbacks so feel free to provide data about classes you are concerned about; for that you can use forum or our suggestion system.
There will be further changes to unify & balance magical classes with physicals in next patches.
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It will be corrected with next maintenance.
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It should be fine now.
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I understand, but I have already raised the issue with B/S, which I believe was hit too hard. Before the changes, with comparable gear, it was not significantly behind W/M. At the moment, B/S feels mostly like a support/buffer class rather than a viable damage option. With average gear it is very difficult to make it competitive, and even with top-end gear its performance is rather average — somewhere around the middle of the pack.
The problem is that, as far as I can see, this issue has still not really been acknowledged. Meanwhile, W/M continues to perform extremely well. To make the situation slightly more ironic, the strongest Scout combination currently seems to be S/WL, while S/D is receiving another nerf.
I have also mentioned the problems with S/K on the forum. In my opinion, this combination needs a more fundamental rework, especially because some of its mechanics can push bosses into textures or otherwise interfere with encounter mechanics and tactics. However, there has been no response to that either.
I can absolutely collect my suggestions regarding Scout again, and I can do the same for Rogue. I am also happy to take part in a proper discussion about these classes. My concern is simply whether such a discussion would realistically lead to anything, considering that several of these points have already been raised before without receiving even a brief comment.
Please do not misunderstand me — I am not trying to be negative for the sake of it. The problem is that players gradually lose motivation to write detailed feedback, come up with ideas, or repeatedly ask for balance changes when they feel that their feedback is not acknowledged, or when the eventual changes sometimes seem to move in the opposite direction.
At the same time, I know that you are capable of creating good and reasonably fair balance. I remember a period when leather classes were in a genuinely good place. There were many viable options for both Scout and Rogue, even before Bard was introduced. It was not perfectly balanced, of course, but players had a real choice between multiple competitive combinations.
In a way, we are moving towards equality again — but unfortunately it sometimes feels like leather classes are becoming equal mainly by being brought down to a similar level, while the strongest magical combinations remain far ahead.
From my perspective, magical classes seem to be balanced upwards towards the strongest magical combinations. I actually think this is a good approach, provided that the other archetypes are gradually brought towards a similar level as well. At the moment, however, I do not feel that this is happening with physical classes.
I fully understand that balancing a game with this many class combinations is extremely difficult and that perfect balance will probably never exist. I do not expect every class to deal exactly the same damage. However, the differences could at least be reasonably close.
Right now, in many situations, a player with magical equipment two or even three tiers below comparable leather equipment can still outperform the leather player by a significant margin on many class combinations. And that is before even taking into account differences in cards, artifacts, or individual player skill.
I am still willing to gather my feedback again and discuss Scout and Rogue in detail. I would just like to know that there is a realistic possibility for this feedback to be considered and discussed, even if the final decision is ultimately different from what I suggest.
Balance is mostly done within the class combinations first, and its balanced globally, not per subclass, to compete with other equipment types. However it had slow progress due to lack of enough feedback and data received recently.
Collaborators can actively discuss with other collaborators & designers in real time, there is no chance a critical feedback message is ignored because it is not reviewed by one or two person. If your guild has a class collaborator, they can forward your collected data and comparison to the related chat, or as I said, anyone who is actively gathering class data can be a class collaborator.Some classes are intentionally being kept the way they currently are to give them a character rather than making every one of them the same structure eventually, such as Scout/Knight. There was a live (without patch) change for Bard/Scout last week to improve its single target Focus management already.
"Magical classes performing well with relatively worse gear" issue will be investigated further; its currently inevitable due to magical damage scaling is being linear while physical damage is not.Greetings
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Your character will already move to be within enough distance of skills range when click to move is enabled, do you mean something else?
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There is a up to 1 seconds of delay for manual pet skill executions, it is not a bug, but it will be removed in next patch.
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Edit: Due to unexpected issues, the fix is postponed until its resolved. -
Thank you for sharing this.
We can't observe every class after every patch so changes are mostly coming from very few feedback we receive and limited observations. From valid feedbacks, classes can be adjusted in real-time without any maintenance; this means if there is a serious problem you notice in class balance after a patch, you can share it in forum, or tell it to a GM if you do not want to share it in community and we can check & adjust it quickly.Alternatively, you can apply for being class collaborator and share you and your guild members' thoughts directly with class designers among our team in real time.
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Despite this, the player entered the valuable / special reward cooldown because of this item and will now be unable to receive another special reward for several days.
There is no such limitation in our current reward system.
There might be changes to reward pool categorization in the future.Greetings
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It will be corrected next patch.
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Raid Boss progression is tied to your raid as higher priority, then your players own solo progress. If you join a raid that didn't participate to raid boss, it will disallow you to get the reward. In this case you can just leave raid and click to the chest.
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These effects are multiplicative and 15% buff is resulting in 49.5% chance to not use ammunition when used together with passive already.
However buff will be changed to not get lost upon death with next patch.Greetings
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Please make sure you don't have any obsolete addon that produces UI errors in bug frame. (/bug)
Also you could check if problem persists when you disable cast warning indicators in game settings. (settings->controls->cast warnings), it is less likely, as these are optimizated with recent client patch.Greetings
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You can use The Devourer (1491130) to use* all of your own Deadly Magic stacks on a target. This debuff has unlimited amount of duration and is intended behaviour.
Reason is to allow class to keep its burst ability sustainable on bosses that has phase delays, so boss will keep stacks on itself even if you get a time interval that you can't deal damage to the boss.
Greetings
Thank you for the explanation.
I understand now that 1501869 [Ruhani Hançer] having unlimited duration is intended, and that it is supposed to be consumed with 1491130 [Yok Edici].
However, I have one small concern about the level range.
1491129 [Ölümcül Büyü +20] is available at level 20, but 1491130 [Yok Edici] is unlocked at level 25. Since my character is currently level 20, I can apply these stacks to the target, but I do not yet have the skill required to consume or remove them.
So between level 20 and 24, a Bard/Rogue player can apply 1501869 [Ruhani Hançer] to targets, but cannot remove their own stacks yet.
This can be a bit problematic on target boards, especially in Atlantis / Itnal Camp, because the debuff remains on the target and makes clean testing or KittyCombo setup difficult.
Is this also intended for the level 20-24 range, or could this interaction be checked specifically for target boards / lower levels?
Thank you.
Yes its intended. NPCs will lose this effect if they die, or they leave combat. Making this work differently just for lv20-24 characters specifically for Itnal Camp NPCs is a niche scenario.
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Hello,
I noticed a possible issue with the target boards in Atlantis, specifically in the Itnal Camp area.
When I use 1491129 [Ölümcül Büyü +20] on 139058 [Hedef Tahtası], it applies the debuff 1501869 [Ruhani Hançer] to the target. However, this debuff does not show any countdown timer and it does not seem to disappear from the target.
So far, when testing with other classes, the debuffs applied to these target boards or bosses had normal countdown timers and disappeared when their duration ended. However, the debuff created by this skill does not show a duration and remains on the target.
This can create problems during testing. If this debuff remains on target boards permanently, players may not be able to perform clean tests properly.
In my case, I was trying to configure KittyCombo in this area, but because 1501869 [Ruhani Hançer] did not disappear from the targets, I could not properly test and adjust my setup.
I am not sure if this is intended or not, but since other debuffs expire normally while this one does not, it looks like a possible bug to me.
Could you please check the interaction of 1491129 [Ölümcül Büyü +20] and 1501869 [Ruhani Hançer] on 139058 [Hedef Tahtası] and similar targets in Atlantis / Itnal Camp?
Thank you.
You can use The Devourer (1491130) to use* all of your own Deadly Magic stacks on a target. This debuff has unlimited amount of duration and is intended behaviour.
Reason is to allow class to keep its burst ability sustainable on bosses that has phase delays, so boss will keep stacks on itself even if you get a time interval that you can't deal damage to the boss.
Greetings
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This is visual tooltip problem, will be fixed with next patch. However cast time of Puzzlement will be always visible to indicate skill will gain cast time damage multiplier eventhough its instantly casted.
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There will be changes to reduce ammunition burden for Scout class in next patch.
Greetings
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This looks like an addon is trying to send a message to your party chat while you arent in a party.
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You dont need to be really close to the spot as long as you look towards them.
Regardless, if you find such not-usable spots, feel free to share their coordinates as well so their location can be corrected later.
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This is expected behaviour for this particular mob as it has a skill (Far Pierce/Ferne Durchbohrung) thats used on player who is farthest to the caster.
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so the game allows you to use this kind of method
Game also allows you to create addons and combat engines, we have full control over these but instead of blocking it our direction is towards promoting manual play. Any change that will help making manual play less-hindersome is welcome in this case.
Again, all these stuff can be simplified gradually so both combat engines and manual gameplay will be viable eventually. This won't be an instant change, but a progress that will be done over months so there may be some easy classes that are purely designed by considering it will be played with no combat engine.
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we have legal automatization in game
First of all, we do not allow any kind of automation (doing stuff infinitely when you are AFK) in game regardless of how it is done. I believe you didn't mean to use this word here. (PetAutoCraft is probably the only exception.)
There is already a huge gap between manual players and combat engine users, yet we aren't disallowing anything about combat engines. Recent change about removing global cooldown trigger from self buffs was already a step to promote manual game play, but eventually it just increased benefits of scripts even further.
By using macros or other tools you accept the loss of this benefit.
Ofc, the easiest way is to place spell in kitty/lua
It is still easiest way, just with penalty.
but there is a case: some players swap titles/rolls to reach thier maximum damage
We also do not support swapping titles and weapons during run, so this is irrelevant. We already had changes to prevent this in past such as adding cooldown time penalty for swapping these titles.
To be honest, why those type of spells cant be passive, since you need to press everytime on cd?
We already aim to change such short cooldown buffs gradually to be passive, except the ones that require you to use excessive cooldown speed values on weapons & titles to achieve perma buff situation.
2. Class design: Some classes have trackable buffs and its used in the middle of rotation. We all know this game is perfect and playing without any addons that automate your rotation is a challenge.
We consider combat engines as peak barrier between end game and a new player even if they have equipment, thus idea is to make changes to give them more chance about it.
If you think this affects a class particularly, you can share it and there might be changes about this particular class/skill to make it equal for both manual gameplay and combat engines. (such as making it passive if its already permanent/short duration buff)
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The change was made to encourage using buffs manually thus adding a layer to gameplay.
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Hi, two questions about new grove gear.
1st : Do you plan to adjust some base stats of some items to be more relevant with the type of gear ? For example on the chain gear on the boots they have dext and I think on plate it's also the same with other base stats like dext or str (maybe i'm mistaken).
2nd : Is it intended that on Legs and Belt of the new lower set there is HP missing on base stats ? It makes you lose around 25k + HP unbuff compare to orkham one.
Hi , could you give us an answer about those questions please , would be appreciated

They will be adjusted with next patch.
Greetings
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I've came across the removal of the cost reduction and it seems that this causes a lot of trouble for the rogue/knight.
I'm not sure, if this class combination is not of interest, but I really like the style and I'm afraid, that it doesn't have endgame potential.But now already, I can see that my usual rotation doesn't work anymore because I lack energy.
Searing Light cannot be used with energized hands together, so I don't have an option like the rogue/mage using that complementary to Chaos Dagger.
Punishment still doesn't recover manaThere will be adjustments with next maintenance, there is no estimated time of arrival yet.
Greetings