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.
Posts by Ramer
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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.
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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.
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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.
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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.
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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.
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I agree with the slight s / ch buff but increasing the range is essential.
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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.
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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.