Information to description will be added with next client patch.
Greetings
Information to description will be added with next client patch.
Greetings
Display MoreDisplay MoreAmplified attack change doesnt effect tanks ablot. I have only 550k attack and it doesnt matter having 0 patk or 550k. Tanks always use pdmg food. Any other food (except for magical tanks) is a missunderstanding how tanks, aggro and damage formula works.
I didnt even noticed a difference yesterday compared to my 1,3M attack with flat value priest buff.
Tanks have a lot of options now to play and playing the correct class that fits your equipment and your dps equipment doesnt lead to any aggro issue.
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I am not that good if it comes to tank formulas since I by myself never played a tank,I completely believe you and devs if they say it should not matter but at the same time if it doesn't matter how do you explain that our main tank had issues tanking when he never had before? If what you say is correct how is this fitting inside the picture? O.o
Please provide more information such as DPS class thats having issues, amount of % aggro it has at the time ( DPS, not tank ). There are several factors that can be overlooked such as missing -aggro supports such as Warrior and Priest.
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When will you work on making all priests playable?
There are planned changes for healers that will be applied soon.
For some time you are nerfing all attack buffs too, it's not players fault that this OP gear was added to the game and now you have to nerf everything so ini is not dying in 30 minutes or less.
Average attack classes with average equipment received around 4% more attack with priest change. Some low attack classes lost it and they will be reviewed gradually.
i had around 1m patk as a tank in instances. Now i play with 500k patk as a tank
As long as you can't reach 20% of targets defense, you attack is ineffective in formula. Which is average 6kk (need to have 1.2kk) for Orkham.
What if that way: "raw + %" ? Was there a discussion among the devs about this option?
Goal is to make equipment tiering and other improvements worth to do, so we decided to keep it percentual entirely. About solo play of priest, there will be improvements for this soon.
And why should it be bad if weaker people benefit from a priest buff,they still can't keep up with high end players in terms of DMG but it was at least a way of helping those players to better be able to keep up with higher players,therefore this isn't a good change,also a lot of people with very good gear already noticed that they have lower Patk/matk now....
Because raw attack buff was promoting not-upgrading-equipment because it was making no difference. About classes that lost attack due to change (naturally low attack classes), they may be balanced with future changes.
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But if you take a closer look at the following class balances over the months, you will see that at least 3/4 if not more of these "balances" were nerfs for the vast majority of classes.
Vast majority of classes are stronger than pre-orkham patch regardless of equipment.
Changes of some most played classes of February-June
Warrior
Warrior/Scout ( 1850 occurence in Orkham )
Warrior changes were mostly to promote bleed damage instead of raw damage which is at pretty good point at the moment for latest content and mentioned classes are not weakened directly as you can see from the changes but to revise the gameplay of the class.
Rogue
Rogue/Warlock ( 1900 occurence in Orkham )
Rogue/Champion ( 1300 occurence in Orkham )
Changes of Rogues were to curb their sustain while keeping their burst similar and increase effectivity of higher tier equipment by changing raw damage boosts to physical damage instead due to nature of scaling of physical damage at higher values, which is in favor of making higher tier equipment.
Goal of the balance is to catch median of DPS classes rather than making every class equal at highest strength level, so nerfs are inevitable.
Also do not forget that there are some classes which is considered as mediocre by some raids while performing greatly in other setups. We distribute classes are, heavy sustain, heavy burst and all in one; Heavy sustain classes tend to be stronger if there is not many heavy burst classes, heavy burst classes are tend to be stronger if there are few of them. All in one classes are middle of both that can perform well in both scenarios, but supposedly not as strong as other types.
If your class is unexpectedly performing greater than similar classes and similarly skilled players, you should consider it is wrong, instead of mistrusting the balance process.
Greetings
With these attack buff changes, now healer doesn't even have to do top gear, cause 5% difference or so makes no difference.
Btw. why did you change it now, for what reason? What was the problem with previous attack buff?
Amplified Attack was providing exponential benefit for weaker equipments when it was raw value, now it will be equally scaling with regardless of power level of the equipment and not close the gap between weak and strong equipment.
Previously 600k attack buff was providing 30% attack to 2.000.000 attack (excluding other % attack boosts), while it was providing 33.3% to 1.800.000 attack, which is now 30% too.
From 500.000 to 600.000 attack is 20% increment in benefit, which is now 25% to 30%, so still 20% increment in benefit, nothing is changed for scaling in terms of equipment upgrade.
Greetings.
ID: 497965 cannot be used on someone who has an immune in it. that's ok, but if you keep trying to use the skill while the person is immune, the use continues to drain focus. which feels a lot like a bug.
What kind of immunity thats causing this issue?
1490339 + ID: 498649 fully buffed makes almost no difference with or without aura gloves
Do you mean heal amount of these are not reduced with aura gloves or buff isn't increasing heal provided by Regenerate? If former, % heal power may not be affecting heal over time effects.
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This skill consumes MP of your pet and will not trigger if pet doesn't have enough MP.
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Why not put more energy into content and solutions for new and old players.
Please consider that contents are not created by single person/role. For a new end game content we need it to be designed by game designer, created visuals by visual designer, reviewed by team and as a final stage, coded by developers. We already redirect most of our resources to new content creation.
I think recently it just feels more and more as if devs dont really care about players opinions
Every feedback and everything that is discussed by players here are being informed to our team and nothing is being ignored, decisions for big changes are made by an entire team created of several people which may take some time before changes are applied due to this.
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i know but 60% dot nerf hell how bad u wanna make mages ?
This reduction can be restored by reaching enough magical attack value.
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Reducing dots by 60% makes dots useless meanwill each Warrior has rly good dots. One of the good points on M/R is this 2 dots make him to an like dot dark mage. so i agree Tarsq 60% is a way to much
You need certain amount of attack to make damage over times decent, same as other classes.
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About champion/rogue
We have to use Shadow Step skill to trigger Disaster Appears(ID:498738). And sometimes shadow step gets us killed because we are being teleported behind our target. For an example we can fall off bridge in Dark Core when we use it.
My Suggestion is to make Disaster Appears a permament buff and increase both its physical attack speed and physical damage bonus to 20%
We do not plan to change this as it provides intended challenge for positioning on this class.
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Regarding Warrior/Champion.
Slash doesn't trigger the 20% attackspeed buff (from lvl 15 elite) anymore.
Attack speed is provided as passive now, change was forgotten to be placed in patch notes.
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In HODL, there's a weapon drop that gives free arrows (rune catapult, rune bow) by right-clicking the equipped item. Great for weapon training. I have a rune flintock which is gun, and when I right-click it gives arrows. Are they supposed to be bullets as it's a gun - if it's supposed to be arrows, any way of changing it to bullets or putting something else in? Cheers!
It will be corrected with next patch.
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It is intended, you shouldn't deal more base damage and more bleed at same time, unless you use Sneak Attack.
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Yes, but Shadowstab and Blind Spot are similar, why you just cant increase %damage of Shadowstab and damage dealt by bleed and just remove Blint Spot skill at all.
This is not supposed to be a linear choice of player. There are times where bleed is better than dealing more base damage and vice versa, usage is expected to be situational.
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Regarding last changes:
- Tripled Shadowstab bleed damage over time.
Is it intended that Blind Spot Bleed doesn't get any changes regarding bleed? Because literally its the same bleed effects as Shadowstab. You cant keep them both at a same target.
It is intended, you shouldn't deal more base damage and more bleed at same time, unless you use Sneak Attack.
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Change is included in range reduction of general classes. However, this skill has 150/135 range with bow/xbow, red block icon is just visual issue and will be fixed, you could still use the still properly if you click.
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When i use the Skill, it Plays Animation
and everything, but no dmg is done
Please try it again.
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after recent Patch Scout/Druids Snake Poison arrow doesnt work at all anymore. Always have the red error circle
https://gyazo.com/0b1485cfc5cd871d4fbccf9b02af4651
(Also nerf to skill isnt noted in Patchnotes)
Der Skill 499583 kann nicht mehr ausgelöst werden. Weder per Hand aus dem Skillbuch noch über Lua oder Kitty
Change is included in range reduction of general classes. However, this skill has 150/135 range with bow/xbow, red block icon is just visual issue and will be fixed, you could still use the still properly if you click.
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Hello, how are you all! I'm a returning player and I've convinced my girlfriend and daughter to play. Hopefully one day we can join a guild. Anyway my question is: what class combinations can use a gun? I've looked at https://chroniclesofarcadia.com/skills and can only see the rogue/scout. Is that the only class? Hey, thanks for reading, see you around!
Gun is used by following class combinations;
Scout/Champion
Champion/Scout
Rogue/Scout
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The poison debuff from snake arrow (s/d) doesn't apply on organs on 3rd rofl boss.
You must be in melee range for organs to take area damage skill effects.
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Scout/Druid skill name issue on client languages other than English is known and will be corrected with next client patch.
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- Removed Snipe extra range to allow it to get maximum benefit from Distant Friend, changed it to inflict always critical damage, removed flat skill damage, changed it to increase your physical damage by 8% for 10 seconds upon hit.
Thanks for buffing scout's Snipe skill. But i wish you changed scout/mage and scout/warlock's snipe to make it increase magical damage by 8% also
Magical snipe already has cast multiplier, so its not planned to do this.
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I couldn't reproduce this on Live server, could you share details?
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Hello
The changes with patch 11.1.1.3000 to Mage/Scout have completely destroyed the combo and now it is useless. The damage done using Fire Wind Cultivation is exactly what made this combo. please change it back.
Part of extra damage given by wind part of this skill is moved to Fire Arrow, you can use both Fire Arrow and Fire Wind Cultivation together now.
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It should be fixed since recent class changes applied in live this morning, you will still see wrong attack speed values in interface until next patch but character will attack faster as expected.
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Display MoreHi,
I'd like to bring attention to the old Shock Overload bug that still persists.
This here is a Heavy Bash.
This is the same skill on the same class with the same buffs.
So what happened? Well, in the second screen Heavy Bash was used the very same time Shock Overload procced. Shock Overload downscales its damage according to your missing Rage. However, the scaling is bugged and applies to every skill that is used in the same timeframe.
This bug is especially devastating on classes like Ch/S and Ch/Wl that have hard hitting skills.
Here a screen with Pulsing Shot, second one was used simultaneously with a Shock Overload proc:
Could you please look into this Byte?
It will be fixed with next patch.
Greetings