s / ch a currently forgotten firearms ranged unit, but it needs a significant reinforcement. Once again, I am asking you to increase the range of the 490420 skill from 50 to 150 (s / ch is a distance, not a melle dps), 1490445, 1490773 would remove the casting time, I would set 1490441 as a passive skill, it does not depend on the stacking of the shot.
Posts by Ramer
-
-
As for the mages, I noticed that it is up to them to balance the rest of the classes, since they are not moved, they have a reason for this. Balance wl and druid - I'm in favor, I rarely see mdps in these classes, but overall wl / wd is quite powerful, I don't understand why people don't play it.
I am pained by the current situation of a warrior who, unfortunately, has become significantly too strong. I have already written about the scout nerf that it was unnecessary and very harmful with the current reinforcements of other classes.
-
S / D proposes to restore 15 sec cd in skill 1490277. Currently this connection got too big nerf. In the absence of a permanent aoe and a weakened single target, s / d begins to lag behind many classes.
the CD of snipe doesn't change anything imho. I calculated around 10% nerf for me with this class because of the Focus change.
It will raise the dps slightly, but it is one of the most important skills in s/d. Changing the Focus is just our dream, as is restoring normal mechanics to s/wd
-
S / D proposes to restore 15 sec cd in skill 1490277. Currently this connection got too big nerf. In the absence of a permanent aoe and a weakened single target, s / d begins to lag behind many classes.
-
Unfortunately, after weakening of s/d, m/k is out of range again in dps. For another time, I propose to weaken this cosmic connection by 10-15%
-
gemstones can be added to the item shop on weekends to raise more of an attribute.
-
Change the current randomness in changing attributes. She is extremely annoying.
-
I'm afraid some connections using the warrior class may now beat "too well"
-
Will there be any changes to mages? I'm not talking about nerfs here to be the bad guy. But since the mage gets no buffs and nerfs, then they are perfectly balanced?
Thanks for info about warriors

the mages have a perfect balance

-
I like how much you try to break the balance, some changes are so incomprehensible to me that I am not able to find a logical argues for them. I would like to know the source of these changes: D.
Same here.
@Devs: Maybe add some short explanation to specific changes again, as you did once in the past, which was great? For example, why you changed the berserk the way you did. It's just about the big changes, idc about the small ones.
That would be the best solution to find out why this class is for nerf and this one is for buff. It would dispel a lot of doubts. Currently, it looks like throwing at a target with your eyes closed.
-
It's a pity you're upsetting the balance again. I have the impression that the people responsible for it cannot read what is being discussed on the forum.
-
Since s / wd gets a nerf and is still not able to race with m / k, I propose a light nerf also on m / k, especially on aoe.

-
It would be nice to add off hand to WB for a rogue so they don't have to use the same dagger in the other hand.
-
I propose to change the universal potion ID 503326, which is available for purchase in the shop, from 100 attributes to 150 + 2% to attributes.

-
A quiver is not a weapon, it is a piece of equipment just like a mage has a talisman or a knight's shield. Slot would be the other hand.
-
I would like to start a discussion on a new item for the scout - the quiver. It will be possible to get it from WB. The special stats would be attack speed 3-5% plus stats agility, physical attack, accuracy.
-
I agree with the slight s / ch buff but increasing the range is essential.
-
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.
-
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.
-
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.
-
It's a really easy class to play. Requires a slight buff, but definitely not the kind of change you are asking for.
-
R/M is one of the stronger connections. You need to practice a little.
-
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.
-
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.
-
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