Posts by Ramer

    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.

    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 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.

    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.

    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.

    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 ...

    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.

    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.

    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.