Posts by Byte

    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.


    Greetings

    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.


    Greetings

    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

    • Removed Enraged global cooldown trigger.
    • Fixed Long Reach was working when Warrior was subclass unintentionally.
    • Increased Moon Cleave channel time to 1s from 0.5, reduced damage reduction for each extra target to 6% from 10%.
    • Reduced Probing Attack cooldown to 3s from 4, changed it to don’t have cooldown when used with a hammer.
    • Increased Slash bleed ratio to 2200% from 1800% for Spear weapon.
    • Changed The Long Reach to apply bleed around you instead of front.
    • Changed Tactical Attack to do not trigger global cooldown nor get affected by it, doubled damage.
    • Changed Slash bleeding to downscale with physical damage reduction.

    Warrior/Scout ( 1850 occurence in Orkham )

    • Reduced Blood Arrow damage gains to 62.7% from 73%. (latter)
    • Reduced Blood Arrow damage gain to 73.2% from 94%(-10.5%) (former)
    • Increased The Last Duel channel time to 1 second from 0.8.
    • Changed Waiting Game to increase physical attack by 15% instead of physical damage.
    • Reduced Aim for the Wound cooldown to 4 seconds from 10, reduced rage recovery to 20 from 50.
    • Changed The Last Duel to inflict damage 4 times instead of 3, total channel time stays same.
    • Changed Aim for the Wound to inflict damage twice with 1s channel time, removed global cooldown trigger, reduced rage recovery per hit to 10 from 20.
    • Changed Waiting Game physical attack gain to be 5% physical damage instead.

    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

    • Changed Low Blow dot interval to 1s for 10 seconds.
    • Changed Blind Spot dot interval to 1s for 10 seconds.
    • Changed Shadowstab dot interval to 1s for 10 seconds.
    • Changed Sneak Attack dot interval to 1s for 10 seconds.
    • Changed Katana Training & Perfect Slice level to be 7 instead of 65.
    • Changed Perfect Slice to do not remove Grandmaster buff when skill is used too early or too late.
    • Reduced Soul Storm set skill cooldown to 5 seconds from 8, increased maximum target amount to 15 from 9, added 4% damage reduction for each extra target it hits.
    • Increased Assassins’ Rage to damage gain to 30% from 16%.
    • Changed Nimble Hands to provide 25% extra attack chance instead of 12.5% attack speed.

    Rogue/Warlock ( 1900 occurence in Orkham )

    • Reduced Dark Soul Smelt damage to 152% from 169%. (latter)
    • Increased Dark Soul Smelt damage to 169% from 116%. (+45%) (former)

    Rogue/Champion ( 1300 occurence in Orkham )

    • Reduced Poison Feedback attack speed per stack to 4% from 5%.
    • Reduced Dwarven Forge defense ignore value to 32.5% from 60%.
    • Reduced Dwarven Forge defense ignoring value to 32.5% from 60%.
    • Changed Poison Feedback to provide 20% extra attack chance per stack instead of 100% at maximum stack, changed Dwarven Forge cooldown reduction to require hammer attack to perform, removed requirement of having maximum stack.
    • Increased Assassin’s Rage damage gain to 36% from 24%.
    • Changed Poison Feedback to increase attack speed instead of physical damage.
    • Increased Silent Rune Bomb cooldown to 6 seconds from 5, reduced max target count to 8 from 10. cancelled
    • Increased Pulse Rune Bomb cooldown to 6 seconds from 5, reduced max target count to 8 from 10. cancelled
    • Reduced Disassemble energy recovery to 1 from 5. (former)
    • Increased Disassemble energy recovery to 3 from 1. (latter)

    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.


    Greetings

    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.


    Greetings

    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.


    Greetings

    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.


    Greetings

    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.


    Greetings

    It is intended, you shouldn't deal more base damage and more bleed at same time, unless you use Sneak Attack.


    Greetings

    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.


    Greetings

    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.


    Greetings

    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.


    Greetings

    When i use the Skill, it Plays Animation

    and everything, but no dmg is done

    Please try it again.


    Greetings

    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.


    Greetings

    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


    Greetings

    • 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.


    Greetings

    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.


    Greetings

    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.


    Greetings

    It will be fixed with next patch.


    Greetings