You cannot disable aura effect if someone is casting it constantly upon you. But caster can disable it and other players won't lose the buff as long as caster stays within 1000 range.
Posts by Byte
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- Changed following buffs to be aura effects, which will be removed if the source is 1.000 units away or dead.
- Grace of Life – Priest
- Amplified Attack – Priest
- Blessed Spring Water – Priest
- Magic Barrier – Priest
- Angel’s Blessing – Priest/Mage
- Shadow Fury – Priest/Rogue
- Musical Joy – Priest/Bard
- Defender’s Roar – Warrior/Priest
- Concentration Prayer – Druid
- Savage Blessing – Druid
- Neotropical Warmth – Druid/Bard
- Briar Shield – Druid/Warden
- Sublimation Weave Curse – Warlock
- Holy Protection – Knight/Priest
- Potent Blessing – Knight/DDruid
How does it work if for example 2 priests are in group?
Stronger aura will be applied to players, including to weaker aura caster, which results in removing weaker aura from the caster.
Greetings
- Changed following buffs to be aura effects, which will be removed if the source is 1.000 units away or dead.
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1) Bard/Knight [Tempo] #1491377 skill and buff mismatch - +8% attack/movement speed & -10% aggro on the skill tooltip, +9,6% attack/movement speed and -12% aggro on the buff (on the caster at least).
This is not a bug, it would happen with Beautiful Encore passive with a second Bard.
Greetings
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Are there plans to fix this, or at least information on what's next ?
Greetings.
This will be fixed with the very next patch.
Greetings
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sustaining is not even visible because everything dies quickly
If that is the case, class is not suitable for your raid, we do not plan to change this class back.
S/WL - are you planning to revamp this combination so that we can play with physical gear?
This may happen in future.
S/K - can you let us know if you'll give this combination the ability to tank or will you just take away another combination from our gear (we currently have the least number of combinations we can play with)?
Recent news about this class is, we are still discussing about this class about making it either another DPS or off role DPS with slight raid support abilities ( not like S/P or S/B, rather like old S/R ), so answer is, no, it will stay as a leather class.
Greetings
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Regarding Knight/Rogue:
Byte can you clarify the aggro multiplier on the level 15 elite. Description says that the offhand hits will have high aggro generation, but my tests says an aggro multiplier between 1 - 1.2 ? :O
Greetings
God's Sword has 1.5x aggro multiplier.
Greetings
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The combination now deals less damage both to a single target and to multiple targets.
Change was never intending to boost your area damage burst. It is more about increasing area sustain. We do not plan to boost area boost back but sustain will be increased further.
S/ch
should only increase the range of the following abilities
Joint Strike (ID:490420) from 50 to 160
Penetrating Arrow (ID:490400) from 90 to 160
We do not plan to change this.
S/R
please change poisonous bite so that it is no longer dependent on other players, the party members mostly do not vampire arrow
We already did this before but majority of Scout/Rogue players requested it to be reverted.
"S/R - I get annoyed with buffing using offensive skills, I definitely prefer passive skills with a specific cooldown so I can go into battle with full power from the first shot. But I would leave that to more advanced players on this combo C... :)"
We do not plan to change this class currently at all, you are not supposed to be able to do this with this class.
S/p
I think the class needs to be reworked in general
in damage or support
maybe we can find a good solution in between // currently it is not played because the S/b replaced it as supporter
It will be considered.
"I wouldn't want S/K to be a tank, there are many tank combinations to take away from leather armor - which already has the least combinations among the DPS classes. I would see S/K as a crossbowman to make more use of the crossbow, the bow has a lot of combinations while the crossbow and pistol have only one useful one. That's why a crossbowman who has a long cast time for skills but has powerful and very accurate shots could be a good fit, and the cooldown between skills could also be extended for "loading shots"."
I think if you will rework s/k dont make it to be tank, make him pure dps(bcs scouts alredy have less options on dps bcs s/wl is magical,s/p,s/b are support) or support , or if you make tank make it to use leather dps gear . Also you can try to make s/wl to be also phy dps . In my opinion all scouts need boost , some more some less but all need boost .
Rework the scout/knight. This combo is neither a tank nor a damage dealer. You cannot possibly make it any worse (but you can still try).
Scout/Knight might be a tank or off-role DPS in future, we do not plan to make it a main DPS currently.
Greetings
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Hey!
I would like to see more variety in mages playstyle. At the end all of them (except m/k and its skill is also the same type) are a constant spam of static field and thats it. They all feel to be the same class. If someone have any idea in mind it would be cool.
In the other hand, I would like to have atleast 1 mage combination that is focused in single dmg.
We are currently planning a rework for Mage/Druid in this direction, though without any estimated time of arrival.
would like to see M/B get an aoe skill similar to B/M's fire nova also fiery song extraction should not be a casting kill and should get a little boost and also raise the magical dmg from 12% to 15% for the duration .
also most of all classes you ask feedback on i think you can probably solve some if you give classes elite skills 80-90 and maybe up to 100.
also imho you should consider giving all magical classes a wand boost either passive, elite or from iss.
greetings
Mage/Bard will get further changes.
After last changes, mage/scout seems to be dead. I remember when i used my burst in dark core, my pet was dealing 15m damage with his skill. Now it deals only 3m dmg with burst. Mage/Scout was too powerful and you had to fix its damage, i understand that but not like this. You could give pet a debuff like you did to warden pets. You really need to fix m/s pet because it is worst mage class now
Mage/Scout will get further changes.
Greetings
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K/Wl : maybe need extra dmg or something when using plate gear.
in my opinion parry rate will be calculated to increase dmg rate as well as more atk speed (need 19% more - because this is atk speed ratio when using chain gear gold)
Indeed, using plate gear will be more efficient. and will be fairer than chain gear.
Using plate items would render the level 20 elite skill (+18% defence to chain items) useless. The devs should really think about which type of armours is best suited for this combo and then change either the bonus from parry rate or the level 20 elite skill.
K/Wl : maybe need extra dmg or something when using plate gear.
in my opinion parry rate will be calculated to increase dmg rate as well as more atk speed (need 19% more - because this is atk speed ratio when using chain gear gold)
Indeed, using plate gear will be more efficient. and will be fairer than chain gear.
Our intention was not to make plate superior to chain for this class in terms of damage. Class may or not be weak with either of equipment type, we do not plan to make neither of them be significantly superior to other one, but further improvements for overall of class might be implemented.
Hello,
Regarding Knight/Mage...
Is there any plan to make Knight/Mage viable as a magical dps class?
I mean most skills are doing magical dmg. Seeing this class as a close combat dps combo with possibility to be used as (in this case physical) tank like champ/bard or knight/warlock would be nice.
From the existing skills it has the same potential as a Warrior/Mage for example. Having the most dmg in white Hits is nothing new. The class just needs some more dmg dealing skills and Buffs.
Maybe even make it like Scout/Mage with all skills in magical and physical form?
Please consider.
Greetings
Less known DPS classes will be reviewed soon such as this one to make them more viable with pure DPS gear rather than being an off DPS with some peculiar equipment without touching its off DPS side as much as we could.
and maybe the radius of the area abilities can be increased.
some classes reached a radius of 100 while we only reached 75.
We do not plan to change this.
Greetings
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Remove the PsiStatus requirement for warlock [Knowledge Acquisition] #498552
The new version of the skill is great (the extra psi recovery I mean). However, since the skill requires [Willpower Blade], that limits its usefulness for Constructors like warlock/druid, warlock/knight & especially warlock/warden (this combo stays constantly in Construct). Please either remove completely the PsiStatus requirement or let this skill be used in [Willpower Construct] as well. Also, consider increasing its duration to 15 or 30 mins like what you did with mage [Energy Influx].
Each warlock has its own way of resource management, we do not plan to change this. If a combination has lesser recovery, thats its weakness as intended.
please make surge of awareness a non casting kill.
We do not plan to change this.
would also like to see warlocks get a boost for using wands.
magical classes have a lot of casting and in burst some warlock classes takes too long, thats why you only see ppl play wl/s as dps(you might see a wl/w or wl/r ) but in my belief to balance classes means all classes as much as possible.. i know you guys are trying and i applaud your efforts.
a i said in other thread i think your road would be a lot easier if all classes got elite kills 80-90-100
This is technically not possible to balance, using wand is currently a way to gain more cast speed by sacrificing raw magical damage, which is sometimes better in some circumstances, that is up to players decision. We also do not plan to change this due to its difficulty to balance.
Greetings
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We want to hear your opinions and suggestions regarding the Class Balance, including any changes you would like to see in terms of skills.
To provide more specific feedback, we have created separate feedback threads for each individual class. Please use the links below to access the feedback threads for each class:
Use the corresponding feedback threads to provide your specific feedback and suggestions for each class. Keep all respective rules in mind when you click the reply button.
"+1", "-1", "yes", "no", bump posts, and anything similar are not acceptable posts. Do not leave posts that state your agreement/disagreement without providing an explanation or critique.
Archival common thread: Class Balance [Patch 10.2.1.1000] & Bard
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This is a feedback thread dedicated to the Bard class.
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It is important to note that this is a beta stage of class balancing and testing on the live server. You can expect changes based on our observations and feedback provided from the community over the next few months.
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This is a feedback thread dedicated to the Warlock class.
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This is a feedback thread dedicated to the Champion class.
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This is a feedback thread dedicated to the Druid class.
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This is a feedback thread dedicated to the Warden class.
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It is important to note that this is a beta stage of class balancing and testing on the live server. You can expect changes based on our observations and feedback provided from the community over the next few months.
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This is a feedback thread dedicated to the Priest class.
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It is important to note that this is a beta stage of class balancing and testing on the live server. You can expect changes based on our observations and feedback provided from the community over the next few months.
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This is a feedback thread dedicated to the Mage class.
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This is a feedback thread dedicated to the Scout class.
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This is a feedback thread dedicated to the Warrior class.
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This is a feedback thread dedicated to the Knight class.
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This is a feedback thread dedicated to the Rogue class.
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Just to make it clear, both classes received total of a 5% damage output reduction.
Greetings
Too much to say and compare. Luckily, my mates have good equipment and a high level of gameplay. But I will touch everything with strokes and it will become clear to you why I asked the question in the paragraph above:
1) You're making changes to rogues, but no change to the apparently necessary dps increase for various rogue combos. Some combos are completely forgotten.
2) You take 10% dps from the mage, which is impossible to play in endgame instances (except m/s PS if someone decides to mention m/ch or m/r, then come to the dungeon and prove it to me in comparison with me). I will not even talk about the latest "boost" of m/p type connections. And we still remember "-26% intelligence". At the same time, such bundles as s/m, ch/b (mentioned by Noodlez), s/wl and the most juicy for a raid instance wl/d remain untouched. I still don't understand what you are balancing.
3) Warlocks: I don't really understand the 11% elemental damage (dark) nerf. If we're talking about a Warlock/Scout, it's completely fair (obviously stronger than other Warlocks). Buuut, wait. Wl/s gets a minus 11% from the main skill, and the increase in dark damage from Blood Arrow is reduced to 11.4% from 22.8% (another minus 11.4). Perhaps (but you have to try), maybe this is true when it comes to a warlock / scout. But why did all the other warlocks suffer? Maybe someone knows more, I would very much like to talk with this player.
4) if you need scout advice just ask Cruvor, Ramer, Lutine. This is because scouts also need balance. I'm not talking about boosting or nerfing combos, but the balance between them. It seems to me that starting with this, we can then talk about the balance of classes. And where is the much-awaited new skill?
5) Chain ... I can't comment here because I haven't played with this type of equipment.
But I can say very exaggerated at the moment chain=cloth>leather (in general).
oh yes... Of course, I appreciate the endgame ini (which rofl is no longer for me, for example)
Just to make it clear, once again, nerf is 5%, not 10% or 11% for neither of classes.
Greetings
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Regarding the changes to mdps classes: Mage nerfs are kind of justified i guess. But can someone tell me where the warlock nerfs are coming from? Those were like the last mdps classes that i would have touched imo.
~kind regards
Edit.: Something else to point out is that by nerfing wl and mage you are indirectly pushing scout/mage to be the best mdps period. It is already one of the strongest mdps options and it will get a lot better with the planned generall scout buff of 15%.
Just to make it clear, both classes received total of a 5% damage output reduction.
Greetings
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Hello, a small bug with scaling was just resolved. So you should find it more challenging now.
Ancient Supression is blocking use of potions as items as written in description.
Greetings
Yes i know , but prime rib slice is not a potion (atleast in german client , then it would be translation error).
Effect is blocking use of any items, not just potions.
Greetings