Greetings,
I got a bit confused while reading the patch notes.
They clearly state that the music festival will give earth/Geo Draconaris while the wiki tells me it should be water.
Is this a mistake at the wiki or the patch notes?
Greetings Miraiyu
Greetings,
I got a bit confused while reading the patch notes.
They clearly state that the music festival will give earth/Geo Draconaris while the wiki tells me it should be water.
Is this a mistake at the wiki or the patch notes?
Greetings Miraiyu
Tbh one thing I would really like to see for new weapons would be a preset for corruption roles ( 4 slots for roles so we don't need to build 4x wep but instead can safe up to 4 rolls on same weapon and can switch between those.
I think this would solve a huge problem being that corruption weapons brought a bigh varianty and therefore are way to expensive for a lot of players to build so many different weapons to stay competitive I mean people these days need (drop,patk,DMG,atk speed,attri% etc )
Also this might solve that people get frustrated once next weapons get released since no one wants to rebuild so many weapons for few more % DMG
Ich möchte einen Grafikfehler melden:
in den Heulenden Höhen sind oft ganze Landschaften weiß. Man kann zwar darüber gehen, aber es macht die Orientierung schwierig. Zuerst war es am toten Baum und dann auch vor der Pioniersiedlung. Meine Grafikeinstellungen sind schon niedrig und nach dem aus und wieder einloggen verschwindet das weiße Feld auch, (so alt ist mein PC auch nicht ). Das stört immens.
Gruß Amarylis
Ich glaube es liegt an deinen Einstellungen oder PC, ich habe das nicht
I mean in the end this doesn't change that the want to reward aktivly playing over afk.
I also like the idea that if rates are lower for afk, players getting more motivated to run instances ( random as well ).
Ofc for tanks this can be a problem but as i said earlier you can still lvl up weapon pretty far even with afk, house Methode etc. And after some point where you are in 3 digits you will need to actively run ini. I like it
I also want to play rogue in the future and not only scout and since I never was main rogue player few days ago my weapon was at 140, now it's already 180+ with just some afk in house do idk why you still complain about afk, afk is not broken instead the only thing that changed was moving the weapon leveling a bit away from standing afk at itnal ^~^
I mean I also made a lot of lvls while playing s/k recently for gun without afk so well can't complain
Altho I might often have a different opinion than the developers I need to agree with Ikaria and Blaxx at this topic.
Leveling weapon while beeing afk still is possible and the exp we gain from running instances was upgraded pretty nicely so leveling up weapons can be faster now if you are actively playing.
Also the house way is definitely worth as well.
Ofc it's not for free but neither is a exp weapon so its up to you to decide I guess.
For me I tested the house Methode and I think it's worth going for it until you reach some higher lvl in the 3 digits.
After that you can just go instances to lvl the weapons up.
And if you don't run ini with the weapon you want to lvl you might reconsider if you need those weapons on max
As far as I could tell the new system just is trying to reward playing game instead of rewarding afk.
Greetings Mira
Nur mal so gefragt, warum wird vor Ostern noch Eventwechsel bei der nächsten Serverwartung gemacht? Ostern/ Frühling ist ja nun mal jetzt.
I got confused about that as well, since over Eastern normally also celebria opens for few days.
O.o
Display MoreI think he was referring to AOE DMG not buffed up single target with 3x single target weps,
But yeah still pretty funny
Anyways this troll was removed from Forum so we have peace now xD
Claiming r/wl has better AoE than s/r is more absurd than claiming it has better single target dmg than s/r.
S/r has many AoE skills to deal AoE damage. R/wl has only 95 iss for AoE.
S/r is better in both AoE damage and single target burst. Maybe r/wl has better single target sustain, im not sure.
Nobody can deny s/r is a very powerful leather class which could compete mages before this patch.
I never compared s/r to r/wl in the first place, he did not I x)
I am completely aware of the Fakt that s/r is very powerful leather class and one of the strongest.
As I said in earlier messages.
Rogue overall is weaker than scout/rogue rn, at least that's my opinion.
Altho I think rogue/wl is one of the strongest rogues rn, but I am not a rogue expert and never even started talking about rogue.
He started to bring that up x)
Also he stated that rogue AOE/ boss DMG is weak after that he said it's strong etc it's just was him talking absolutely lost and I tried to explain it to him that it is lost.
The fact that you claim that s/r is stronger than r/wl in target damage is already laughable
Brother have you been with somebody in same party who has x3 single target weapon? I bet you havent, because its not hard to see even r/wl is becomes toilet paper against s/r xD what a pathetic guy you are
I think he was referring to AOE DMG not buffed up single target with 3x single target weps,
But yeah still pretty funny
Anyways this troll was removed from Forum so we have peace now xD
Display MoreDisplay More"of the" means not that they are the strongest
Shiny,Ramer,Yavi,and Me
In generell i would say most of the strong scouts rn are either in LL or Bastion , ofc ik leaderboard does not equal skill
But feel free to tell me if I am wrong
AHAHAH, NICE STRONG SCOUTS XDDDD
We have seen the damage of these guys on the Best stream, where he have more dmg them to the r/w.
These players may have good equipment, perhaps even the best, but the skill of the game leaves much to be desired.
That's why I said, you don't know how strong Scouts will hurt you, and believe me, when you see it, you'll be shocked. Have you seen any 400kk dps? Of corse no, because you dont see really strong scouts.
Since i dont want to discuss further with someone that doesnt know anything and doesnt want to share his ingame name i will stop it here
Reactions speak for themselfs and obviously your opinion isnt getting any support, therefore gl and have fun
Also pretty funny how you first said in one of your Messages that rogue sucks and then compair r/w and say sth about 400kk DPS would be interesting to know where that DMG should come from, the only person that could realistically eventually do that on a rogue would be Airforce rn at least if that 400kk is inside Grafu, also you might not understand how rogue burst might be stronger than scout because rogue gloves give flat DMG if the grade is high xD So if you reach over def you might do more DMG than scouts bruh but I doubt it.
Also would be nice if you would call names of persons that can reach so high instead of just saying yeah it is like that, show me not just written sth without any prove
Display MoreDisplay MoreDude i play with 3 of the strongest scouts on server together XDDD
Also talked with Scouts from LL about the current situation and they see it the same way
Also no Mages dont need to be lowered in dmg i think you never activly played grafu and orkham if you think that.
Mages where underperforming, same for most scouts and rogues and also most chain classes xD
Mages got their balancing now and CoA team is observing it. Ofc some mage classes got a bit overbuffed rn but that doesnt change the fakt that most of leather and chain is underperforming xD
The issue here is that chain and leather cant keep up even with their strongest classes rn because of the recent changes.
Even before the changes 99% of leather classes was underperforming they need buffs not nerfs also mages dont need nerfs.
You obviously dont understand that, also never heared of you so how about you tell us your ingame name?
PS: ofc corruption was a big gear jump but new instances are balanced around those gear so you are not understanding that
Orkham monsters have ~ 6mio def and Grafu already over 8m+ just saying
Greetings
Hmm 3 strongest scouts ? who are these 3 scouts
"of the" means not that they are the strongest
Shiny,Ramer,Yavi,and Me
In generell i would say most of the strong scouts rn are either in LL or Bastion , ofc ik leaderboard does not equal skill
But feel free to tell me if I am wrong
Display MoreDisplay MoreObviously you did not understand what I said.
Scout/Rogue is on of the strongest PDDs rn and sucks against Mdps rn.
Compare any other scout class with s/r and you will see that those classes don't deal even close DMG to s/r let alone magical classes rn.
If you don't understand that that's not balanced and you want nerfs for physical classes you are just lost tbh
Also I considered myself one of the best scout players RN and talked with most other scout players inside leaderboards and asked if my opinion reflects their own and well most of the good players agree with me
1)I understand that perfectly well, but what does reinforcement for Scouts have to do with it? This already applies to magicians, we need to make them weaker, not make the scouts stronger.
2)But none of your statements are correct (I mean the dps ratio). Apparently you haven't seen really strong scout/rogue who have HUGE dps. Although, it's not surprising, these people don't show such a level of damage in front of everyone.
3)The situation is such that all types of scout must be changed, and they do not need to raise damage, but simply remove the outdated skills and replace them with the necessary ones. Scout/rogue - requires a strong damage reduction.
4)Mages require an absolute reduction in damage, and this mostly applies specifically to aoe, because skill changes that have been made over the years to increase the damage of magic classes by magic damage + dynamic stats have given them a huge boost in damage, so we have such a picture of balanced magic classes.
P.S. Need to understand that dynamic stats have turned the balance around, and have given many classes a HUGE damage boost, while others have absolutely nothing.
P.S.S. And the fact that the magic classes are very strong does not mean that we should mislead the administration and ask for the strengthening of other classes. Just need to reduce the damage to magic classes. Stop misinforming the administration, creating a collapse in society. Scout is a good class, warrior is too, warden are too, rogue suck, mages are very strong, warlocks are very strong (I'm talking generically, there are separate bundles for each class that need to be adjusted, but in general, the picture is exactly like that).
P.S.S.S. And yes, I missed your point a little bit that you are one of the strong S/R...I'm afraid to disappoint you, but there are only a couple of S/R among European players who can do good damage. And no offense, you're not even close to being able to do the damage that a strong S/R would do. And there aren't even any such players in Bastion.
Dude i play with 3 of the strongest scouts on server together XDDD
Also talked with Scouts from LL about the current situation and they see it the same way
Also no Mages dont need to be lowered in dmg i think you never activly played grafu and orkham if you think that.
Mages where underperforming, same for most scouts and rogues and also most chain classes xD
Mages got their balancing now and CoA team is observing it. Ofc some mage classes got a bit overbuffed rn but that doesnt change the fakt that most of leather and chain is underperforming xD
The issue here is that chain and leather cant keep up even with their strongest classes rn because of the recent changes.
Even before the changes 99% of leather classes was underperforming they need buffs not nerfs also mages dont need nerfs.
You obviously dont understand that, also never heared of you so how about you tell us your ingame name?
PS: ofc corruption was a big gear jump but new instances are balanced around those gear so you are not understanding that Orkham monsters have ~ 6mio def and Grafu already over 8m+ just saying
Greetings
Display MoreDisplay MoreOkay, Dear Dev/GD that is responsible for PDD balancing,
Here are some serious suggestions and throughs:
Today and in the last weeks in generell, I did a lot of testing with different scout classes focus was on the classes that i also have suggestions for.
As a Short Info why many of this classes need Buffs and love:
Scout/Rogue is currently the strongest Scout available, and even this Scout Combination with perfect setup and max gear, card system etc is getting ripped to peaces from mage classes with worse gear and overall stats.
As for Scout/Druid it deals around 70-80% dmg of a Scout/Rogue rn
As for Scout/Champion it deals around 90% dmg of a Scout/Rogue rnAS for Scout/Warrior it deals around 60-80% dmg of a Scout/Rogue (only saw one situation where it was pretty strong in FA )
As for Scout/Warden it deals around 55% dmg of a Scout/Rogue rn
As for Scout/Knight it deals around 55% dmg of a Scout/Rogue rn
As for Scout/Bard i dont even want to compare dmg i would get very sad xd
S/P = Support
S/WL = Magical
S/M = non existend for physical
![]()
Scout/Druid
Scout/Rogue
Scout/Warden
Scout/Knight
Scout/Bard
The other physical scouts i will check out later but i would like to first give some feedback to those that i played the most
I also collected some feedback from other Scouts and what they think about the different classes and playstyle rn.
Scout/Rogue
S/R is pretty good in terms of AoE and Single Target dmg, altho it is now outperformed by mages....., it still is one of the strongest physical classes rn.I would not change sth but the aoe nerf even tho it wasnt a big nerf was completly unneccessary at the current state of balancing. If this nerf would have come before the Mage balancing it would have been fine but now well.....
Scout/Druid
S/D well what should i say to explain it e.e
In the current meta S/D has 3 Problems.
Problem with Snake Posion Arrow AOE:
The idea of making snake poison a AoE Attack Skill was nice but in recent content the Radius of the AoE is to small.
If all Monsters from a Pull are standing together it can still deal good dmg but as soon as they scather from fears,knockbacks or simply if you have a tank that cant pull all monsters together to one spot it just is pretty RIP for this class.
Problem with Bossburst:
Also in current state of the game many bosses are bursted very fastly therefore the Single target DMG of this class rn is completly skipping applying poison to boss monsters since it just takes to long to apply it to use cursebringer.
Problem with Patk Buff:
Another thing is the very big increase in PATK that is now needed inside new instances hurts S/D because of this Skill []
since it gives patk based on the amount of DMG you have, but using DMG rolls inside grafu or new content rn leads into no having enough patk since the patk from the skill is not able to keep up with patk rolls at all
My Suggestion:
Increase radius of SnakePoisonArrow AoE to at least 90
Take away the requirement of applying SnakePoisonArrow to use Cursebringer
Change the Buff of this Skill to 20-25% patk. or increase the Flat patk value.
Scout/Warden
To say it in simple words Scout/Warden cant keep up with other Scouts let alone can only dream of reaching the dmg of a mage.
This class is laking PATK by a lot what makes it useless in higher content and even if it comes to content like FA or sth else it isnt strong there.... As Tarsq already mentioned many Aoe skills from S/W would need to be adjusted or you would need to add a skill that adds around 30% patk at least.
Proly there are many ways of fixing this class tho.
My Suggestion:
Give S/W the possibility of equiping 3 weapons at the same time ( would lead into a ~ 25% patk buff from beeing able to use two daggers )
Increase the Range DMG of Battle instinkt to at least 15% from 5.4%
Reduce CD of Gryphon Bash to 4s from 8s
and let Thorn Arrow hit all enemys or at least 6-8 from instead of 2
Also since this class deals meh dmg at boss burst because it casts Snipe 3x i would suggest to increase the dmg of Snipe further to keep this mechanic since it actually is pretty cool.
Scout/Knight
The overall playstyle of this class and the idea behind it is pretty cool altho i dont understand why there is such a big wish to keep it using a gun TBH
The Gun Problem:
I tested this class with a Bow and a Gun and playing it with a Bow Feels way smoother than playing it with a gun because standing melee as a Scout doesnt feel good at all...
Also I compared dmg numbers from gun with bow and well the dmg increase from playing with a gun isnt that high.
The Knockback Arrow Problem:
IDK why someone came up with the idea of making the Knock Back the core mechanic of this class but proly he never readed feedback since this mechanic even got buffed recently....
Knockback is NOT a nice mechanic and is even leading into group Whipes ( knockback turn back big robots in orkham, moves monsters from certain locations where the should not be, can move monsters into walls and so on........)
In the end this class needs some refining and buff aswell, it deals close the same dmg as Scout Warden rn but yeah it still performs pretty bad compared with a Scout/Druid let alone Scout/Rogue.
My Suggestion:
Remove Gun req
Buff its skills and change skills to match crossbow or Bow
Remove Knockback mechanic
Scout/Bard
After the Scout/Priest rework this class became entierly useless and even before that there are at least 10 other support classes that are better to take and play instead of this one
My Suggestion:
Since Scouts already have low amount of Combinations and as a buffer this class is useless i would like to see a rework for this class with it beeing able to deal DMG
Here it is, a balance from someone who does not understand what a damag is...I read the first post about scout/rogue: "Everything is fine, nothing needs to be changed," but the fact that all other physical classes literally S*CK at him doesn't bother you? So we have to do this level of damage for all classes? And this is the opinion that the administration relies on, OMG...
Over dmg - nice, dont need fix xD
Obviously you did not understand what I said.
Scout/Rogue is on of the strongest PDDs rn and sucks against Mdps rn.
Compare any other scout class with s/r and you will see that those classes don't deal even close DMG to s/r let alone magical classes rn.
If you don't understand that that's not balanced and you want nerfs for physical classes you are just lost tbh
Also I considered myself one of the best scout players RN and talked with most other scout players inside leaderboards and asked if my opinion reflects their own and well most of the good players agree with me
Okay, Dear Dev/GD that is responsible for PDD balancing,
Here are some serious suggestions and throughs:
Today and in the last weeks in generell, I did a lot of testing with different scout classes focus was on the classes that i also have suggestions for.
As a Short Info why many of this classes need Buffs and love:
Scout/Rogue is currently the strongest Scout available, and even this Scout Combination with perfect setup and max gear, card system etc is getting ripped to peaces from mage classes with worse gear and overall stats.
As for Scout/Druid it deals around 70-80% dmg of a Scout/Rogue rn
As for Scout/Champion it deals around 90% dmg of a Scout/Rogue rn
AS for Scout/Warrior it deals around 60-80% dmg of a Scout/Rogue (only saw one situation where it was pretty strong in FA )
As for Scout/Warden it deals around 55% dmg of a Scout/Rogue rn
As for Scout/Knight it deals around 55% dmg of a Scout/Rogue rn
As for Scout/Bard i dont even want to compare dmg i would get very sad xd
S/P = Support
S/WL = Magical
S/M = non existend for physical
Scout/Druid
Scout/Rogue
Scout/Warden
Scout/Knight
Scout/Bard
The other physical scouts i will check out later but i would like to first give some feedback to those that i played the most
I also collected some feedback from other Scouts and what they think about the different classes and playstyle rn.
Scout/Rogue
S/R is pretty good in terms of AoE and Single Target dmg, altho it is now outperformed by mages....., it still is one of the strongest physical classes rn.
I would not change sth but the aoe nerf even tho it wasnt a big nerf was completly unneccessary at the current state of balancing. If this nerf would have come before the Mage balancing it would have been fine but now well.....
Scout/Druid
S/D well what should i say to explain it e.e
In the current meta S/D has 3 Problems.
Problem with Snake Posion Arrow AOE:
The idea of making snake poison a AoE Attack Skill was nice but in recent content the Radius of the AoE is to small.
If all Monsters from a Pull are standing together it can still deal good dmg but as soon as they scather from fears,knockbacks or simply if you have a tank that cant pull all monsters together to one spot it just is pretty RIP for this class.
Problem with Bossburst:
Also in current state of the game many bosses are bursted very fastly therefore the Single target DMG of this class rn is completly skipping applying poison to boss monsters since it just takes to long to apply it to use cursebringer.
Problem with Patk Buff:
Another thing is the very big increase in PATK that is now needed inside new instances hurts S/D because of this Skill []
since it gives patk based on the amount of DMG you have, but using DMG rolls inside grafu or new content rn leads into no having enough patk since the patk from the skill is not able to keep up with patk rolls at all
My Suggestion:
Increase radius of SnakePoisonArrow AoE to at least 90
Take away the requirement of applying SnakePoisonArrow to use Cursebringer
Change the Buff of this Skill to 20-25% patk. or increase the Flat patk value.
Scout/Warden
To say it in simple words Scout/Warden cant keep up with other Scouts let alone can only dream of reaching the dmg of a mage.
This class is laking PATK by a lot what makes it useless in higher content and even if it comes to content like FA or sth else it isnt strong there.... As Tarsq already mentioned many Aoe skills from S/W would need to be adjusted or you would need to add a skill that adds around 30% patk at least.
Proly there are many ways of fixing this class tho.
My Suggestion:
Give S/W the possibility of equiping 3 weapons at the same time ( would lead into a ~ 25% patk buff from beeing able to use two daggers )
Increase the Range DMG of Battle instinkt to at least 15% from 5.4%
Reduce CD of Gryphon Bash to 4s from 8s
and let Thorn Arrow hit all enemys or at least 6-8 from instead of 2
Also since this class deals meh dmg at boss burst because it casts Snipe 3x i would suggest to increase the dmg of Snipe further to keep this mechanic since it actually is pretty cool.
Scout/Knight
The overall playstyle of this class and the idea behind it is pretty cool altho i dont understand why there is such a big wish to keep it using a gun TBH
The Gun Problem:
I tested this class with a Bow and a Gun and playing it with a Bow Feels way smoother than playing it with a gun because standing melee as a Scout doesnt feel good at all...
Also I compared dmg numbers from gun with bow and well the dmg increase from playing with a gun isnt that high.
The Knockback Arrow Problem:
IDK why someone came up with the idea of making the Knock Back the core mechanic of this class but proly he never readed feedback since this mechanic even got buffed recently....
Knockback is NOT a nice mechanic and is even leading into group Whipes ( knockback turn back big robots in orkham, moves monsters from certain locations where the should not be, can move monsters into walls and so on........)
In the end this class needs some refining and buff aswell, it deals close the same dmg as Scout Warden rn but yeah it still performs pretty bad compared with a Scout/Druid let alone Scout/Rogue.
My Suggestion:
Remove Gun req
Buff its skills and change skills to match crossbow or Bow
Remove Knockback mechanic
Scout/Bard
After the Scout/Priest rework this class became entierly useless and even before that there are at least 10 other support classes that are better to take and play instead of this one
My Suggestion:
Since Scouts already have low amount of Combinations and as a buffer this class is useless i would like to see a rework for this class with it beeing able to deal DMG
Display MoreEven GD told it inside patch notes that it isnt performing good at all and MDD version was stronger even before the buff that it got with last patch....
Greetings!
I'm sorry for the misunderstanding, I was referring exclusively to the magical variant of this class within the GD note. I will ask the physical class designer about some changes for physical scouts in the near future but can't tell much about it, as I have very little insight into data on the subject.
But if you have major ideas about classes and/or wish to become part of the balancing / testing team, you could apply as a class collaborator or game tester (that also includes class testing and coordination with the team). We continuously try to improve our workflows and would appreciate your help very much - from all of you!
ThreadClass Design: collaborators and future plansHello,
We would like to start improving class design process slowly as it was already planned since a while.
Class Design team
Wesker & Brontes - Game Design: analysing data, calculating values, preparing documents with changes to be introduced
Byte - DEV: introducing given changes, writing patch notes
Guild Collaborators
We are introducing possibility for each RoFL+ guild to join .PlayerNet Classes chat on Telegram as collaborator by 1-2 representatives of them. It allows to participate more on…
Thread🛠️ Join the Chronicles of Arcadia Testing Team! 🛠️Greetings, Adventurers!
Are you ready to make a real impact in Chronicles of Arcadia? We're looking for individuals to join our Tester Team! As a Tester, you'll gain exclusive access to new content and upcoming patches, playing a direct role in shaping the future of the game. Plus, your contributions will be rewarded with Reward Coins! 💰What does a tester do? 👀
…
- Collaborate with the team to ensure everything runs smoothly.
- Be among the first to explore and test exciting new content.
Best regards
Wesker
I just hope that the Person that is responsible for PDD balancing will do alot soon.....
Todays patch nerved the only physical class that was able to keep up, now more or less leather is dead in terms of scout and rogues.
Before the mage balancing patches i would have agreed with scout/rogue getting a slight nerf but after the latest patches that was completily no good.
The only PDD with dex gear that was competitive after the mage balancing was s/r therefore it was the class that was also played by most top leather players.
Now this class received a nerf aswell....
It feels like the Person responsible doesnt want Dex players to even have one class that was doing fine....
Also would be great if the responsible Person would talk with community like you did.
From my point of view Mages get way more love inside balancing than pdds....
or to be specific, it always feels like scouts only have 1-2 combinations that are decent/good while the other 8 combinations are no good for dealing dmg in high content ( Grafu,Orkham)....
For rogues i cannot speak that much since i never was a main rogue player but based on my exp and from what i saw inside many runs i would say there are very low amount of rogues that are doing dmg aswell rn... The only combination i could think of that is strong there is r/warlock with max focus daggers what is a insanly high effoert that needs to be put into to make it strong..
Greetings
Display MoreGreetings!
Hopefully today we will release another (magical) balance update in order to fix the spikes of some classes we changed in Patch 11-1-5-2500. I'm looking forward to your feedback and appreciate your enthusiasm about the last update!
More smaller adjustments might follow soon, as we didn't manage to analyze all of the new amount of data yet.
We also try to NOT change lots of key mechanics at short time intervals anymore (as we did in the past) but instead prefer to add major changes only to specific events, such as major content updates, prestige seasons, festival changes, etc. This way, we hope to achieve more consistent data within longer periods of time without major changes. The last months have shown us that this might be a viable solution for everyone involved.
Unfortunately I can only speak about myself in this matter but will try to convince my colleagues to do so as well.
At this point I'd like to draw some attention at this topic again, as we are still looking for advisors / collaborators that can help us with class design, balancing and consistency of our data.
ThreadClass Design: collaborators and future plansHello,
We would like to start improving class design process slowly as it was already planned since a while.
Class Design team
Wesker & Brontes - Game Design: analysing data, calculating values, preparing documents with changes to be introduced
Byte - DEV: introducing given changes, writing patch notes
Guild Collaborators
We are introducing possibility for each RoFL+ guild to join .PlayerNet Classes chat on Telegram as collaborator by 1-2 representatives of them. It allows to participate more on…
As some one who enjoys the slower route and does not instantly hit 91, it feels early game is being ignored. My Druid/rogue went from timed burns soloing Hoto to not even being able to do Cyclops. And this is with it already being stated that combo is lacking in the single target damage.
I'm sorry you feel this way. The majority of the data we get to balance (magical) classes around comes from the endgame, but we try to shift balancing into the mid game as well already. The website wasn't updated since Patch 11.1.1.5005.en (26-07-2024), but could be updated soon, as a lot has changed since then.
Druid/Rogue in particular will be buffed within the upcoming patch in single target, as we also noticed a lack in single target (burst) damage. Also the DoT will be buffed decently, so most of your issues might be solved.
About Earth Arrow/Dark Arrow that was dealing magical flat damage, we do not plan to revert it for now.
Best regards
Wesker
What's with the physical classes? Will those classes get some balancing as well? Most rogues and scouts are underperforming with only very low amount of classes that are viable rn....
For example s/r is more or less the only competitive scout class rn that is worth playing
Hello fellow Arcadians,
As the Title already said, I would like to recommend a Adjustement of the Card Droprates.
Since the release of the corrupted weapons that can also have Droproles on it, a lot of people can now reach ~2k Droprate, that wasnt possible few years ago when the monster card system released.
Also the Monster Card System evolved and got bigger and bigger over the last years, with Prestige also now having a dedicated amount of achivements that can be done.
As of now as far as i understood and tryed the droprates CAPS for Cards are the following:
Green 1%Base , 10%cap 1000% Droprate is max amount rn.
Blue 2%Base , 20%cap 1000% Droprate is max amount rn.
For purple cards:
I am not entirely sure how the calculation is but i assume that the 30% increase to reach the 40% is calculated with 1000% as max aswell so that would mean:
Purple 10%Base , 40%cap so at 1000% Droprate we would reach 40% (30%+10%base droprate).
Suggestion and personal throughts:
As everyone can see its completly useless to get over 1000% Droprate by now since the Droprate for the Cards wont change after the 1000% is reached.
This is pretty sad and discouraging since it feels like a waste to sit at 2000% and having to know that 50% of that wont matter at all.
And since i think it should be a benefit to get higher rates if you do the extra effort of collecting droprate titles,pets,crafting weapons etc. i would like to recommend to higher the cap with the numbers to 1500 or 2000%, since otherwhise all those achivements that give additional droprate are entierly useless q.q
This would mean the calculation would stay the same but the cap would need to increse:
so if new cap would be 2k the droprate cap would change to 20% for green, 40% for blue.
since the base droprate for purple cards already is higher and at 1000% you are already getting 40% i would recommend to change the formular so 60% droprate is cap at 2000% instead of 40% at 1000%
Greetings and best regards,
Miraiyu
Also still no changes on Scout/Warden and Scout/Warrior q-q
A buff espicically for Scout Warden would be very nice to finaly get it back to be playable rn it underperforms greatly in any content compaired with other classes.
What eventually could be done for Scout/Warden would be to give him the same treatment that s/r has and let him use 2 Daggers instead of one, that might solve the problem, altho I am not sure if it would be to strong eventually. Would need to be tested i guess.
Also eventually Consider to give Scout/Druids Snake Poison Arrow a bit more Range - 80-90 would be way better, since in recent content most of the time you will only hit half o the monsters of a pull q-q
Its especically annyoing if group has knockbacks for enemys or fears rn because the skill has only 50! Range.....
As for Scout/Mage i guess this class is competly useless for pdds rn XD
Even GD told it inside patch notes that it isnt performing good at all and MDD version was stronger even before the buff that it got with last patch.... So WHEN physical buff for this class to make it worth for pdds to play it?
Edit:
Tested Scout/Knight a while and well what should i say DMG feels like Scout Warden rn so still underperforming even tho it got a buff q-q
Greetings and best wishes,
Miraiyu
Even tho I don't have problems with explaining rotations I don't really see how it would benefit you if we give you the complete rotation, instead we can give you tipps on what to watch out for if you don't know exactly how to write an kitty.
If we give you the rotation completely you will only spam it without knowing what it actually does, so I don't like this approach - instead asking for Tipps or advice after you tried it by yourself would be better
I want to make this rotation work, but half of the skills don't work
I will dm you on discord
Hello. Please give me the configuration for the moment kitty combo scout-rogue
Even tho I don't have problems with explaining rotations I don't really see how it would benefit you if we give you the complete rotation, instead we can give you tipps on what to watch out for if you don't know exactly how to write an kitty.
If we give you the rotation completely you will only spam it without knowing what it actually does, so I don't like this approach - instead asking for Tipps or advice after you tried it by yourself would be better
Hello,
Since I just started with the monster card system ~ three weeks ago, it's to early for me to give full feedback yet.
But one thing I would like to Suggest: If possible
Add a filter that lets us see all cards with certain attributes ( for example dex,str etc.)
Since rn it's pretty hard to find cards in between 2500 cards that don't already have correct attributes without checking every single card q.q
Einfach nichts , nicht mal ein Trostpreis bei der Miesen Droprate dieser Bänder.
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https://gyazo.com/f64b28023b7a9207a4aa3ac16085d5d5
Yeah that system realy feels pretty weird and bad designed, a few people already complained about it. I think its okay to have a title that can be obtained through those ribbons but it should be 100% obtained once you collect that many.
Since rn its RNG if you get Ribbons from event loot chest and after That RNG if you will even get the Title from the Package.
I think this mob never had a card and never was intended to have one. The mob is necessary for a quest.
This mob is necessary for a quest and spawns with a specific rate after killing the flower monsters, but any other monster that is needed for a quest also has a card so idk why it should be different for this one
z.B. Worldbosses, monsters that only spawn once from quests etc
it doesnt have a card so far but in my eyes it doesnt make sense that it doesnt have a card
This monster does not have a Card, i assume it should have a purple one
Location in Aslan Valley
Greetings Miraiyu
Ye also agree Belathis was never touched i think some dev also mentioned it somewhere in the forum in the past that the code of that ini is completly "chaotic" therefore if you try to change sth it will most likely break the instance completly so fixing minor bugs would proly lead into the need of making a entire rework q.q
Altho Belathis would be dope as awa ini and who knows maybe we will get it someday in the future
Pls if possible give players the ability to turn this off with a setting, never had problems with this in the first place and now i get a waring every few seconds while farming and standing infront of monsters spamming button also i think this leads into tanks getting problems with taking aggro of very big group mobs via macro to attack different monsters q-q
Its just very annoying change tbh and i hope players will get option to turn this off if they dont have performance issues
Greetings Miraiyu