I think that the topic of static is already explained and there is no need to pursue the topic further. The usefulness of the new stats on Rogue and Scout now makes sense, but after a new instance enters, the stats from WB will be useless on these connections - they can be inserted but are on a par with the gorge. Then these classes will lose.
Posts by Ramer
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Hello. Thanks for sharing the planned class changes.
I have note to change to s / m. Currently adding a slight buff to the physical skill "incinerate" ID 1491046 from 160% to 175% should really blur the imbalance between the magic and the physical connection.
I am afraid of changes to s / wd, I would rather reduce the damage I receive from 50% to 42%. The mechanic itself works very well on other classes, and adding recharge time here can break that connection.
I would ask you to rebuild s / k, it is currently hard to play on this connection.
S / ch, I would change the range of the skill ID 490420 from 50 to 150.
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Eh, among other things, I play as r / m. You might not like its mechanics, but it's good. I also know scoundrels who, as r / m, make huge damage. I don't know what doesn't suit you.
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It's a really easy class to play. Requires a slight buff, but definitely not the kind of change you are asking for.
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R/M is one of the stronger connections. You need to practice a little.
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i its hard to say but i think rouge / warden is a little overperforming now // I think if you reduce the skill (ID: 499547) from 12% to 10% it would be better
thx and see you
Greetings Luciaa
Right now I think it is well balanced and lowering it with currently other stronger connections would be a mistake.
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I think it would be a good idea to make a mage rogue under a physical dps, as well as a scout mage under a physical class. Leather eq is currently very neglected in terms of playability.
Also, it would be nice to see s / wl as a dark physical dps.
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If ranged players take the same damage as mele, they will be forced to take full control of what happens around them. There will be watching the thrash, running away, etc.
The instance will become even more interesting.
AOE 300
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I propose to give aoe up to 300 Then the distance will start crying that the instance is too difficult
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I imagine m/k got a buf because when all mages got 15% extra static field buff months ago, m/k didn't.
I don't know how the class is performing right now, I'm just thinking that could be the reason.
Following this line of thinking, each scout should get 8% damage and some patt
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just like that to play with more connections not only 2 ...
Hmm 🤔 don’t get what you mean. If you just want spam your Macro, let other ppl play classes who can stun/interrupt you can survive easy ever attack, or interrup them 🤷🏻♂️
I'm already translating. HOTO, due to its specificity, requires appropriate connections in order to play smoothly. There are no 2 instances where you have nothing to look for when you go in end game eq without a stunner. When playing Rogue you have reductions that are still not enough. Not only that, even if you use the title, you will still rain on reducing damage. I do not mean the power of lowering the aoe, but about those where, with the reduction of mele dps, it will be able to survive.
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Unfortunately, in some classes it is impossible to survive even when the reduction is around 60%. Every call of a rogue practically falls there with the bigger trash.
I don’t know What your Problem? R/Champion is one of the best Classes in That ini, and i have just red Leather gear with Chain pimped Accessoires. 🤷🏻♂️ it’s just bad luck or connection problem when I die, and on bosses are only a few other classes who can compare that dmg 😉
just like that to play with more connections not only 2 ...
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Believe me, you don't have to teach me anything in this game, but thank you for your concern. My point is that you can't walk what you want with Aoe, you just have to choose the right class composition. Without the area stun, it's hard to survive there standing close. The problem disappears when the appropriate connections are selected. Which creates an instance only for selected 6-person teams.
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It has been written many times, but it has to be repeated again. It is probably not about balance that there is one combination of a tank, dps, or healing character. And now, unfortunately, this is how it will look like. Yesterday I was talking to a friend, he was wondering why such changes came from. I would like to see a comment on each change why this class is changed, what are your reasons.
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Unfortunately, in some classes it is impossible to survive even when the reduction is around 60%. Every call of a rogue practically falls there with the bigger trash.
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Is it really worth adding dmg m / k to aoe since it has the strongest aoe? Not better to reduce his aoe and add more damage for a single target?
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I'd like to appeal to the devs. I know balance is a difficult topic and it is not easy. I know it was a bit too long for you and we all wanted to finish the balance a long time ago, but that doesn't change the fact that it started and what started should be finished.
Postponing the balance in time will not make it repair itself, it will only worsen the mood among players who object to it. I myself have many objections to rogues and you remain deaf, as to the suggestions of many of us, including mage's, I am not just talking about leather.
I know you are focusing on other things and I am glad that you are developing Arcadia. However, as a player who wants to do DPS, you improve the card system, which will give me 1-2% DPS, but at the same time the core of the game, class balance, makes me lose 10% of this DPS (the numbers are symbolic).
Please, before you finish what you are doing, go back to the balance and complete it. I know balance is an endless story, but I'm convinced it can look a lot better than it is today.
Please do not release a new instance until you have completed your balance on the current endgame. Throughout the content of the rofl, players' equipment was of secondary importance, more important was the balance. please don't make that mistake again.
I appeal once again!
Go back to the topic of balance and share your planned changes with us.
I agree with Merkur. Creating a new instance where there is no class balance seems like a silly idea to me. With the entry of a new map, the frustration will only increase.
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As for the real balance of ranged classes, I would like it to be possible to cast a round on the attack speed and the speed of casting spells in the crossbow and bow.
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Heyho,
Anyone wishing to change a mage is immediately attacked by the mage players.
Yeah sure - because everyone wants to nerf mage again or wants other classes to overperform. It would be the same if it would be any other class.
Some of your suggestions for example are way over the top and some others are kinda okay. Maybe with different values at this point.I personally can remember the beginning of the year when EVERY mageclass was pure garbage and i think most mage players are happy since some patches that they are able to compete again (with the mayor changes idk when).And ofc maybe overperformed while these changes like the release of some warlock classes.
I don't really believe that ALL mage classes are better or whatever than every leather class for example or ALL leather classes are so hot garbage as everyone mentions it.
I personally would prefer to nerf classes that are too strong like you mentioned. For example the scout/mage everyone wants to see. But like everyone said before - in tiny steps please and not instantly make a class op or nerf it to the ground.
For example:
S / M skill ID 1491049 Flame Arrows - add physical weapon damage instead of fire damage
ranged.
If you mean buffing the physical dmg -> sounds okayish
If you mean removing the fire dmg -> horrible idea
Greetings
Not long ago, as a physical dps player, I wrote about his nerf because I saw that it destroys the balance (R / S R / W) and many people then complained about it, including magicians. What is now a mirror image, the magicians are silent and the rest are trying to change something.
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It's just that since all magicians think balance is good on a magician, it's time to boost the rest of the connections, especially the leather ones. When you play a scout, you see something wrong with that - and rightly so, because it is a return to the old balance that could compete with very good mages. The magicians in their op connections do not want to change anything, although it destroys the balance of the whole game.
But what purpose does it serve that you want to push leather into being too strong ?
It would be the same as it is right now just vice versa
I want to draw attention to the problem. Anyone wishing to change a mage is immediately attacked by the mage players. This is the only group that sees no problem. So maybe something will change for the better by discussing the increase in harm in physical activities.
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With the current balance, it is worth considering returning to the old balance changes of a rogue or scout:
S / WD ID Skill 494038 raise to 100%
S / D ID skill 494327 raise to 24%
S / R ID skill 499535 raise up to 10 targets and skill id 492621 increase vampire arrow damage by 500% from each applied.
S / Ch ID Skill 1490439 increased to 100% additionally remove skill casting time from reflected shot and ID skill 1490445.
S / WL why is it not possible to play as a physical DPS that beats something like a dark elf from the dark? After all, a sorcerer can have a bow / crossbows in wl / s.
It is also worth removing the ability to stop casting silla ID 494970 after taking damage - just like mages do.
R / W ID Skill 491527 Increase Damage To 118%
R / S extend the operation of the ID changer
499501 to 1 minute.
R / M Id skill 491187 add fire damage.
R / P Id Skill 491540 additionally add 30% water damage.
R / WD id Skill 499547 add earth damage 20%
R / D ID skill 499568 add earth damage 50%
R / WL add to skills 1490290, 1490291 damage for 6 targets. Skill ID 498808 raise dark damage to 160%.
R / CH skill ID 499816 raise damage from dismantling to 180%
I am asking Grox and Byte to comment on the balance
I dont know what you are upto , but 3/4 of those suggestions are complete nonsense and would push those classes into being broken.
For example Scout/Warden had the 100% dmg on entling offering some time ago if i remember correct , and it was completly too much. Same for the Scout Rogue suggestion , completly nonsense.
The R/wd suggestions aswell as the r/ch suggestions completly unreasonable .
"returning" to those stages and/or buffing some of this classes this way would break the meta and balancing , again.
Greetings
It's just that since all magicians think balance is good on a magician, it's time to boost the rest of the connections, especially the leather ones. When you play a scout, you see something wrong with that - and rightly so, because it is a return to the old balance that could compete with very good mages. The magicians in their op connections do not want to change anything, although it destroys the balance of the whole game.
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With the current balance, it is worth considering returning to the old balance changes of a rogue or scout:
S / WD ID Skill 494038 raise to 100%
S / D ID skill 494327 raise to 24%
S / R ID skill 499535 raise up to 10 targets and skill id 492621 increase vampire arrow damage by 500% from each applied.
S / Ch ID Skill 1490439 increased to 100% additionally remove skill casting time from reflected shot and ID skill 1490445.
S / WL why is it not possible to play as a physical DPS that beats something like a dark elf from the dark? After all, a sorcerer can have a bow / crossbows in wl / s.
It is also worth removing the ability to stop casting silla ID 494970 after taking damage - just like mages do.
R / W ID Skill 491527 Increase Damage To 118%
R / S extend the operation of the ID changer
499501 to 1 minute.
R / M Id skill 491187 add fire damage.
R / P Id Skill 491540 additionally add 30% water damage.
R / WD id Skill 499547 add earth damage 20%
R / D ID skill 499568 add earth damage 50%
R / WL add to skills 1490290, 1490291 damage for 6 targets. Skill ID 498808 raise dark damage to 160%.
R / CH skill ID 499816 raise damage from dismantling to 180%
I am asking Grox and Byte to comment on the balance
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Due to the difficulty of playing mele dps on hoto, please increase the aoe trash distance to 300.
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As for magic classes, leather equipment has no approach to magicians.
M / K has a heavily exaggerated aoe, with a decent single target. He proposes to reduce each aoe by 15%.
S / M skill ID 1491049 Flame Arrows - add physical weapon damage instead of fire damage
ranged.
I would like to see M / S as a physical DPS and not as a magic op - I am in favor of rebuilding this connection.
M / WD increase reduction 2 spells - currently too strong.
M / R I would lower the value of the ID 490217 skill to 11%.
I am asking Grox and Byte to comment on the balance whether it will be continued or we are just abandoning the rest of the connections in favor of the mage.
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As a scout, he agrees with the previous speaker.