D/Wl
Please change druid/warlock damage type to be based on spellcasting speed. If not on all skills then at least on a few as is the case with druid/rogue. This change should make more people play this combination.
D/Wl
Please change druid/warlock damage type to be based on spellcasting speed. If not on all skills then at least on a few as is the case with druid/rogue. This change should make more people play this combination.
Hi
I propose that Plasma Arrow (ID 491169) be an instant skill with a 10 second cooldown.
Greetings
Display MoreIn terms of lowering best mages combos dmg output i suggest : (i'm not best at ingame math so those numbers might not be best :P)
In mage/scout lower "Elemental Catalysis" mdmg gain from 70% to maybe like 50%?
In mage/champion lower "Ion Storm" dmg dealt, and also Wind dmg boosts gained by "Voltage Influx" (from 18% to maybe 10%) and "Electrostatic Charge" (from 10% to 5%)
in mage/warden lower "Earth Groaning Wind Blade" dmg output, or increase "Earth Core Barrier" CD to 3 min.
Those skills i feel are good playce to do adjustments. Maybe values are wrong, maybe some skills are more influent at combo gameplay, but i think we should try to lower those specific combos dmg, just to make space for other mages, and to make those not that op
Kind Regards
I agree
BTW Make the Flame Spirit from the mage/scout have the same movement speed as its master.
Greetings
of course I agree that the mage is a bit too much beating class, but weakening him by as much as 10% is too strong in relation to other class nerf.
I propose to reduce Elemental Knowledge damage gain to 74 - 75%
thanks for this change. This is a step in the right direction, but it is still not enough to fully "revive" this combination. For example, consider the spellcasting time reduction for specific skills.
Greetings
Mage/Druid
Thank you for this change.
I suggest Plasma Arrow is also an instant skill with a 5 - 9 second cooldown.
Regards
- Implemented magical and healer 1-H Hammer combination to Sealed Magic Weapon item in Realm of Forgotten Legends.
Thank you so much
In that case, I will also ask for a magic bow (yes, I know there is a crossbow, but the bow would be better for a mage / scout)
Greetings
Hi,
A few words about the latest patch:
Warlock/Scout
· Reduced Shot damage to 2030 from 2385.
You so sometimes think about what you do, because in my opinion, nerf skills (shot) by about 15% is a little too much at once.
Warlock
· Reduced Ruthless Judgment damage to 2700 from 3091.
That's how you finally destroyed the Warlock/Warden, because at this point it's already a totally unplayed combination.
Warlock/Rogue
Thank you very much for the changes made here, which should bring this combination to life a bit.
Greetings
Hello
Probably everyone is now focused on the new warlock, so as to nerf him as soon as possible (after all, it can not be so that it will be better than physical, and especially than rogues). However, I wanted to propose to slightly strengthen scout / warlock, namely by increasing Elemental Discipline damage by 50%. I think that this way the balance of this combination will be closed.
Greetings
Regarding the proposed changes to the warlock/warden:
· Changed Charged Chop to provide 1 Psi under effect of Willpower Construct as long as you aren’t under effect of Willpower Blade.
Why don't you give the same effect on Willpower Blade ? In addition to the tank, it is also a fairly good mdps, but it would be useful for him to regenerate psi points.
· Reduced Gift of Nature magical attack gain to 8% from 12%.
I propose to reduce to 10%.
· Reduced Enhanced Weave Curse all attributes gain to 9.6% from 12.8%.
I propose to reduce to 11% .
Regarding the warlock/scout:
Skill Dark Rain:
Consider changing your skills to an area skill that works in a similar way to Thunderstorm and Meteor Shower 😊.
Some suggestions for some magic combinations:
Scout/Warlock
1.
Changed Venomous Snipe to do not provide poison damage any more, increased Snipe damage increment to 24% from 8%. lose its effect when Snipe is used.
My proposicion:
Changed Venomous Snipe to reduce poison damage from 15% to 10% (while excluding this effect on snipe), increased snipe damage increment to 16% from 8%.
2.
Reduced Poisonous Will poison damage gain to 120% from 125%,
since you have to do it (although I honestly don't understand why), in addition Increased Poisonous Surge poison damage gain to 20% from 18%.
3.
Reduced Combo Shot damage from 563% to 467%.
My proposition:
Reduced Combo Shot damage from 563% to 515%.
Warden/Druid
Change the damage scaling to spellcasting speed instead of attack speed and adjust the coefficient as for scout/warlock. This will make more efficient use of your equipment including curse runes.
Warlock/Rouge
Shadow Step - disable the effect of moving behind the target. This will make the skill more effective on this combinations and increase our survivability.
Hmm. I completely disagree with this . This is how this ability (Venomous Snipe) becomes completely useless, because it will only work on Snipe (which has a cooldown of 15 seconds).
I don't think it's useless, because your next snipe will be empowered, so even if it doesn't crit, it still is more powerful and if you don't get the crit, you can snipe once again. Also the buff just applies the damage increase to your next snipe, not any in the full 20 seconds.
Yes, but this way you are only focusing on one skill which has a high cooldown, which in my opinion makes it pointless. This will lead to the fact that the skill will only be used on bosses, because I doubt that anyone will use it on trash.
In general, this combo doesn't have much dps on trash compared to other magic combos.
To sum up - I still think that poison damage should be left on this skill, of course by lowering it appropriately.
Greetings
Display MoreS/Wl:
- Changed Venomous Snipe to do not provide poison damage anymore, increased Snipe damage increment to 24% from 8%.
- Reduced Poisonous Will poison damage gain to 118% from 125%.
- Increased Elemental Discipline focus recovery chance to 35% from 30%.
This looks pretty good imo. The burst dps was bit too much before and focus sustain bit too less, so this will fix both I guess. I could imagine the 15% less poison damage will matter in trash by using 3min cooldowns, but we will see.
Hmm. I completely disagree with this . This is how this ability (Venomous Snipe) becomes completely useless, because it will only work on Snipe (which has a cooldown of 15 seconds).
I suggest (if you absolutely must change it already) that Venomous Snipe deal 10% damage from poison and increase damage from Snipe to 16%.
Next suggestion:
Reduce poison damage to 120% (rather than 118%). 118 is too more
Greetings
Warlock
Why has the cooldown on Weakening Weave Curse skill been increased by 100% (from 4 to 8 sec.)? As far as I remember you have withdrawn from this proposal, and now all of a sudden without giving it in official information you just change it.
I would personally suggest to have 8 s cd for s/wl and revert back to 4s cd for the rest, in my biased opinion
In this case I propose to change the cooldown of this skill for s/wl to 6 sec. and leave the rest at 4 sec.
Warlock
Why has the cooldown on Weakening Weave Curse skill been increased by 100% (from 4 to 8 sec.)? As far as I remember you have withdrawn from this proposal, and now all of a sudden without giving it in official information you just change it.
Thank you for making these changes. This will in some way make this link more "Playable" .
One small suggestion - remove the move target effect in Shadowstep skill, it would make it much easier to play this combo and would not expose the character to direct close contact with mobs.
Greetings
Scout/Warlock
I see that you have reduced your injuries for this class again.
I don't understand the cogue of your action in this regard, especially since this point was not discussed. This way there are still a few more such ideas and this combination will be completely unplayable.
Greetings to .
Warlock
I don't understand why you want to do this, it will weaken the warlock and all the other main classes using this skill again, and as far as I know it doesn't do so much damage that you have to extend its recovery time by 100%.
Scout/Warlock
I think that this change will make this combination weaker again due to lack of concentration.
The current shape of this skill is fine, at most you can reduce the amount of refocusing to 25.
Greetings to .
Any new on when are warlocks coming?
That's right. I'd like to know that too, because we've been waiting a little too long for that .
Greetings to
Display MoreRegarding Scout/Warlock...
What about changing the concentration skill (for any scout) which currently lowers focus cost by 50% for 62 seconds with a cd of 5 min.
New effect could be like 2 min cd, lowers focus cost by 50% for 30 seconds. This should be a good filler after dwarven beer ran out and could also be used in trash due to the lower cd.
I don't think other scouts are currently really using this effectively, at least I haven't heard of sustain issues of physical scouts - so this change wouldn't change anything for them
I think that this idea is very good. This way the problem of maintaining focus would be partially solved. I also propose to additionally reduce the cost of focusing on particular skills by 10%
Greetings .
Hi,
As for the scout/ warlock
The damage should be increased by 10%, as I find the 50% reduction too drastic. In addition, focus management should be improved, where the focus in its current form after a few seconds of continuous use of a skill, the focus drops to 0 (I propose to either reduce the cost of focus on the skill or significantly increase its regeneration).
Greetings .
In the case of a Scout / Warlock
After re-testing this combo, I find that the damage dealt should be slightly increased - for example 10%, as reducing the damage by 50% is way too much. Also, please improve your focus management very much - for example by lowering the focus on a particular skill or regenerating focus faster.
Greetings 😊
Hi,
In the case of a Scout / Warlock:
I agree that this combination as it stands is too strong and that focus management is simply a tragedy. You should consider balancing this combination in such a way that the magic damage dealt is in the range of 60-65% of the current magic damage. Focus management should also be improved so that you can play it freely (especially on mobs) without constantly consuming a universal potion 😊
Greetings
Hello
I have a question about magic combinations. When we finally see new magic combinations such as warlock/scout, warlock/druid, warlock/warden and warlock/knight. Please note that the new combinations will appear in the next patches is not a precise enough term. Why only physical classes are having fun, and we only got scout/warlock and druid/warlock, which do not do any damage compared to the typical mage.
Regards: P
Hello
I have a question about new class combination and new weapons (guns). When can you expect to implement these changes to the game (which were initially planned for October 30).
Greetings