Posts by Byte

    Why are all the changes only focused on DPS?

    This content is not supposed not be more beneficial for damage dealers, but killing a worldboss is associated with damage dealers most of the time, so it will require them for sure, same as other contents.


    This is server-wide event that everyone can participate, alone or as part of a raid and probably most rewarding content we created so far compared to effort given by its players.


    Greetings

    It will probably be possible to inflict enough damage over threshold - as it is not very high - as Druid/Warlock or Priest/Scout with healer equipment.


    Alternatively, we trust many raids will created by community during event to maximize rewards, as it is most logical way since there is no benefit for going as smaller groups.


    Greetings

    Greetings,


    Your feedback for Patch 11.1.3.1000 - World Bosses Rework, Pumpkin Festival may be posted within this thread.

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    General Information About Content

    Superficial Change Log for Bosses

    Example Reward Distribution

    Wildcard

    Impossible to manage resources is intended behaviour for this class. It is how class is curbing its own sustained damage scenario and keep it reasonable for burst.


    Greetings

    Is it intended that Organic Deconstruction still cancels Disassembly Mode?

    If so, today's patch was a MASSIVE nerf to all Champion dps, but especially for those that have elite skills tied to Disassembly Mode, such as Ch/S or Ch/M. Let me elaborate. Before the patch, you used a macro that entered Shieldform, used Clone Conversion and reentered Disassembly Mode. Now you get a miniscule patk boost from Organic Deconstruction compared to Disassembly Mode, that's only usable on Ch/Wl and Ch/Wd.

    The skill is straight up much worse compared to prepatch.

    Please change Organic Deconstruction to increase patk by old 20% value and not cancel Disassembly Mode anymore or revert the changes altogether.

    Cooldown state will be changed to some other negative effect.


    Greetings

    Rapacious Poison is Poison type and is applied by Blasting Cyclone. Physical elemental DoTs are missing floating damage number colorings which might be misleading, it is also in to do to fix it.


    Greetings

    You can use any elemental damage booster source (title or supports) to boost damage over time effect. Previously elemental damage boost was only boosting magical DoTs, we changed it so physical DoTs which are tagged as elemental will get same benefit too.


    Greetings

    Currently following classes are actively getting benefit of this change;
    Rogue/Druid
    Rogue/Warrior

    Warrior/Bard


    All Rogue combo bleeds were also planned to be changed to Poison type in future too after proper tests. Skills you mentioned that are modified by elite skill to gain an elemental theme will be considered too.


    Greetings

    1) Goal is not to make Wardens to switch to damage weapons though. It is opposite. Lower attack scaling, hopefully, should bring the need of more attack so using a damage weapon will not an appealing option.

    2) Oak Walker attack will be changed even more in future to restrain basically infinite attack possibility of pets, and instead to make them actually feel weak against high defense targets, like any other player character. Regardless, majority of other Wardens doesn't rely on pet damage as much as Warden/Rogue and such change shouldn't break them.

    3) Correct, this is an overlooked change, however Warden/Rogue pet is not getting much benefit from this change, which is not related to the actual issue of the class.


    Greetings

    Warden/Rogue doesn't have much to change to restrain pet power except the scaling. Its powerspike comes from dual attack weapons and this change may help it.


    Scaling change is also aims to promote attack weapons more if player actually wants to make pet stronger, as currently Warden pets are having excessive attack amounts which makes them less likely need an attack weapon.


    Greetings

    These effects are raw bleeds and doesn't have any element damage. As long as skill doesn't mention damave over time (not damage of skill) is elemental based, it won't get affected by elemental damage boosts.


    Greetings

    If not already planned for the upcoming patch, please reduce the patk/matk scaling of Warden/Rogue and Warden/Druid Oakwalkers. Both pets are currently overperforming.

    As you can see, hits go up to nearly 100kk on some bosses in the highest instance right now (Grafu). Even the best burst classes can hardly compete with that kind of dmg and sustain is even more unmatched.

    Warden pets are naturally performing better against high-defense targets provided enough attack player has due to high attack ratio. This is difficult to balance for more than one content, however some Wardens will get changes to the way pet scales attack/damage.


    Greetings

    The level 70 Elite Skill from Warden/Rogue states: "Mark yourself with Power Sigil, increases PDMG by 20% for you and your Pet".

    The buff only appears on my Pet but not on my char. Since its a passive effect i cant tell if my PDMG is increased.


    Best Regards,

    Nadelia

    You can try to check your damage and compare with and without subclass to see the effect.


    Greetings

    Can you provide steps to reproduce the issue?


    Greetings

    -- I think something wrong with this class for instance releasing time of the ''Power of the Wood Spirit'' is kinda slow if you compared to other classes like Rogue/Priest you can see the difference.

    Damage numbers may appear with different delays depending on skill visual effects. Try to disable aff visual effects to see if this behaviour is being changed.


    Greetings

    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