Was this post never reviewed? Been long time and it's still deactivated
Posts by DayToEnd
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In my opinion classes lack a feeling of uniqueness. Using kitty combo or a lua, all classes are played mostly the same and are judged only by their single/aoe damage and sometimes by their cc capabilities or additional buffs. Ressource costs of most skills (specially for the mage class) are pretty much irrelevant as long as they don't include a % drain, which instantly makes it extremely costly, though even those costs are negated by superior regeneration of Phirius Einweg-Injektor, Universaltrank, Zwergenbier or other. (Sorry i lack the english names and will edit those later)
The following suggestion would impact the playstyle and burst pattern of the mage and warrior class while keeping changes to a minimum:
This would require changing the nature of previously mentioned ressource generator items to flat values (for mana) and reduce them significantly or even delete their impact on rage gain.
Mage:
Exchange all % mana cost skills to flat values and add a multiplicative increase of manacosts to burst buffs while increasing/adjusting their buff strength (Intensivierung, Elementarkatalyse, Göttlicher Elementar, Der Weise, Runenformation...).
This will result in a strong depletion of the users manapool as they stack burst buffs and will result in either a very high intensity short time burst or a more spread out burst window if they chain certain buffs. Not only does this provide the player with more options, but also make it valueable to increase their manapool. A new stat line that provides wisdom or just mp instead of endurance could also tempt players to exchange survivability to increase their overall damage capabilities.
To regain their mana or continue attacking as they depleted their mana, i suggest changing the nature of a weaker skill and Energiebrunnen to a generator. Have those regenerate a percentage of mana or for Energiebrunnen, decrease the magical damage/cast speed while active and have it regenerate mana (for example 5% per cast of the generator skill and 5% per second of active Energiebrunnen).
This would give players the opportunity to regenerate mana after a burst window, between fights or while not needing strong damage.Warrior:
While deleting their ability to start a fight with full rage, i would suggest deleting the rage costs for most skills and making them available only above certain levels of rage. As the player gains more and more rage he gains access to their strongest skills, increasing their damage output as the fight continues. This could be paired with conditions on skills that gain additional damage while above or effects like debuffs while below certain levels of rage. By keeping rage costs of strong skills, players can play around certain levels of rage to reapply for example a strong debuff before increasing their rage for stronger attacks or going for a burst.
As for their burst window, i would suggest Raserei to require full rage (maybe lower cooldown). Temporally negating all rage costs and granting strong (maybe even stronger buffs as of now and deleting the precision penalty), the warrior can really let go during the burst window. After Raserei ends rapidly decay rage (-20 rage/s for 5s) to have a smooth transition and give the player the opportunity to either get a few strong hits out or generate some rage back quickly. -
Can only speak for way up to boss 2. tried knight/warrior//champ//priest//mage up to boss 1, warrior definitely feels weak since the additional damage reduction isn't enough to survive those heavy ant spells. champ works since constant interrupts and pulling the packs together works pretty good on the way to boss 1, but as pretty much always mage seems to be the best choice. one rarely needs to pull more then 1 ant, which you can easily handle with your 4 interrupt skills.
b1 definetly got alot easier with priest. additional battlerezz and selfheal helped when casulties piled up in the last phase of the bossfight. mage is pretty problematic here since the high range aoe can kill those soldiers quickly.
between b1 and b2 the main thread are those phoenix enemies that can reduce your entire group to ash in the blink of an eye (or atleast were able to do that the first time. last round, they turned out pretty chill; not sure if bugfixed or whatever the reason was). anyways field of light made the way really easy since temporary blindness from ravens and accidental pulls just get drawn towards you. -
I want to mention the previous changes to the corruption system on top of this. Our guild certainly struggled progressing in grove, but it was possible. Sadly some players made the grave mistake of trying out the new corruption system resulting in mayor losses in dps, since as of now, it simply is not possible to get an even or better weapon without insane investments. While they atleast could reset their weapons via support (thank you for this, but not everyone wants to speak to the support), the deminishing corruptionpower leaves more and more players struggling. we normaly run orkham around 5 times a week, but even sustaining the value is impossible. buying corruption cores is already pricy and prices are rising fast, adding another layer of difficulty. specially since offline time doesn't prevent diminishing, i'd say it depletes at a rate of about 2% per day. you would need a corruption core every other day (last time i checked that would mean about 250 dias every day, just to not become weaker)
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would love such a change. specially since boosting cards already takes alot of diamonds, spending even more for each card just to adjust them for other classes seems insanely expensive. Sadly this presents you with either going all out and roll your cards for your main class and hopefully have some overlapping stats (tank/pdd in my case) and having almost no benefit from the cardsystem when you play something else or prevents you from rerolling stats so that atleast all classes have some benefit.
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Multiple threads already topic, specially for tanks, it doesn't feel satisfying to pimp a tank class further then necessary. While all DDs and heal gain additional strength in form of stronger buffs or just plain damage, the tank class is fairly simple. Either you build enough aggro and survive the pulls, or you don't. Beyond the point where you satisfy these conditions, you gain almost no benefit of increasing your gear further, specially since the requirements for tanks (appart from grafu endboss) really aren't set that high compared to other classes. Additionally there are just a few class combinations that can assist the group beyond just taking the damage, since the armor reduction skill that is part of the main kit, is completely overwritten by the priest debuff and therefore only usefull in really rare cases. I think only knight/warrior and the weaker uptime of knight/champion can actually buff raid damage not taking this debuff into consideration.
For starters i would love to see a change of armor reduction debuff to be seperated from priest debuff. Additionally change the stacks from multiple uses of the skill to be applied by using the holy sigils on the target. That gives one another choice (shield; damage reduce, burst of damage or new: armor reduction). Since a new armor debuff would have a mayor impact onto class balance, one would have to adjust the strength of priest debuff or simply change the debuff nature to a general (or physical) damage increase onto the mob afflicted.
On the same page i would recommend to give the judgement skill a higher aggro modifier. As of now, only the knight/warrior would ever use it to apply the damage increase debuff.
The impact of these changes would give tanks the opportunity to quickly build up aggro, or if they have enough aggro (prolonged fight or strong enough gear to quickly build enough aggro), to assist their groups damage output.Expanding on this, i'd love to have some more uniqueness for the different class combinations. I want to list their identity aswell as good changes to their current kit. I want to list some ideas for the most played combinations of mine. I bet one could easily expand this to the other combinations, though i don't have enough experience to give good suggestions for those.
Knight/Warrior - The best choice for mellee heavy groups - Strong protection for other close combat fighters. This holds already true, though limiting the level 60 elite skill to the group and not raid, makes group building a little harder then necessary. Just expand this to the whole raid and all is fine.
Knight/Mage - Best AoE Aggro (and maybe best aggro in general) - While this might not be a good callout for myself, since it's my most played tank class - The tankiness for this level of aggro generation is insane. While i like the retaliation damage of manashield, holy field already acts as your aoe aggro tool. It kind of feels like this class combination should be alot less tanky for what it's able to do.Knight/Champion - Strong AoE crowd control and interrupts - While single target aggro overall seems a little low and short time protection skills make you less tanky then other combinations, the combination of level 50 eliteskill to pull mobs around you to your position and constant aoe interupts make this class combination perfect whenever one needs to interupt multiple enemies. My main point of critic is the level 70 elite skill. 30s cooldown for a 10s buff that increases damage taken by 2-8% seems really underwhelming. While it can actually be usefull for the final boss in ice dwarf kingdom, i'd say either increase the buff duration or lower the cooldown. On top of this, i'd change the nature of this skill to be a small aoe to perfectly pair it with your already normal rota of pulling enemies towards you and interupting them. To really go big into this role, you should think about making the effect of armor reduction debuff into an aoe for this class combination only.
Knight/Priest - Support Tank - Specially in Origin this class combination shows it's strength. While taking over priest buffs on top of an armor/mres buff and having a battle rezz at his disposal one can really help out in the raid. On Stamina skaling aoe heals already give this combination a really nice identity and i wouldn't change anything apart those general changes.
Knight/Druid - Support Shield Tank and AoE roots - This class seemed to be the go-to tank class combination for many. Specially during DC times. While i appreciate the shields, heals and additional Stamina of this class, it's aggro generation and rooting abilities seemed to be weak in my eyes. I guess the main issue for me was the to low range of Light chains (range of 50). This should definetly be increased to atleast 80 or 100 to match the range of crosssword. if you decide to go for a range of 100, you should also match the level 45 elite skill which is the combo skill. Also 10s cooldown seems to be a little long, though this might be the effect of raids being strong enough to kill groups fairly quickly. Lastly is the effect of level 60 elite skill. while it is nice to have a 5% patk/matk buff, it feels strange. I'd much rather change the nature of this to be a armor/mres reduce on targets affected by the level 45 elite skill on top of light chains.
Might add further class combinations later, if you want.
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To be honest, Magical Perfume seems to be a mayor problem, way more then boots or any other stuff since it affects all players that actively farm or run inis (specially new/small players). Every single guild I played in had perfume as a must have, specially since aoe quick casts on cursor position is blocked by lootable mobs. If you implement a budget option for this, it would be fine, but the price increase should only be AFTER you implemented an alternative. And quite honestly this is the 3rd instalment of tuning the eco against the players in a row (1. Mayor decrease in AC income; 2. reducing AC to Dias by 75%), though this one actually hits people that are still limited to nostalgia inis. An increase of 1250 Dias means people would have to farm ADDITIONAL 25k mems or about 200kk gold every month, only to have the same Perfume as before.
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Most class combinations rely heavily on their respective choice of weapon or to be precise on the corruption effect. While many players over time accumulate several sets of weapons, this can be very problematic for players entering the lategame with a choice that doesn't turn out to be as good as expected.
By implementing testing weapons that are limited to the area of itnal camp, with corruption stats via npc dialog choice or other means, players could test out other class combinations, without the need of investing (ten)thousands of dias into something that might not work at all.For this purpose it would also be great to have a bigger set of training dummies that resemble the defensive stats of grafu and origin in groups of 1, 3 and 8 respectively to test out singletarget and aoe capabilites.
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hey, first of all welcome back to the game.
Since you already ran previous endgame content, i assume you already leveled your pet, cenedrils, set skills and got title system atleast unlocked if not already stocked with some good titles (decent titles can easily be obtained in talaghan before you reach out for highend inis) and last but not least zodiac pets. If any of those are missing, you can easily farm those, while getting back into the game.Gorge sets are pretty outdated, but you can obtain better starting gear and alot of stats for Phirius Shells on your own. Get a corrupted weapon from AH and if it doesn't already come with the right corruption stat, you can either but a corruption stone from ah or ask endgame players for help. The shards for rerolling the stat drop alot and active players mostlikely have a few hundred or even thousands of them just banked up, so you might get the roll for free or atleast rather cheap.
while building this, you should quest talaghan to open up dark core and orkham, try yourself in the arena of darkness and farm tikal easy (you get free buff food inside, so you can get used to using all that stuff, but can only enter without an artefact, robot and below a certain item score) for phirius shells and arcadia coins. you might need to experiment alot with classes here until you find one strong enough for this, specially AoD can be tricky. i think druid/warlock is one of the best classes to do this using healer gear, mdds most often run as warlock/champion and tanks are pretty good with knight/warlock once you obtain the cross sword set skill.
gold can be farmed in level 98 and 99 easy ini and tier stones in arcane forge (entry via dreamland - must be unlocked by someone who finished orkham, but finding someone won't be an issue).
guilds most often look for endgame players - so do we. it can be tedious farming lower level inis that noone else needs anymore for new players or gifting stuff only to see those players become inactive or leave the guild shortly after. but if you're active, got those pre quests done, i don't think you'll have trouble finding one.
if you have any more questions, feel free to write them here or whisper me ingame. always happy to help -
How you farm golds, im new
Exactly. Either you sell it at any trader (recommending wandering trader from itemshop or trader skill from prestige) or you get the alchemist stone from is to instantly sell all blue or below items for 80% of their value
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I don't play all knight combinations yet, but would like to propose a few changes from my experience.
If you place K/W in aggro s tier, K/M should be god tier. The combination of ISS and holy field creates insanely more aggro then K/W skills.
For survivability I'd rank K/W in s tier since the cooldowns and runtime of shield of discipline and defensive stand allow for a permanent defensive boost which makes you way more consistently tanky compared to other combinations.
I'd also decrease K/M to C tier since he doesn't really get anything extra apart from the better holy shield and mana shield and definetly is more vulnerable then K/C who atleast gains some more endurance, defense and a cooldown.
In terms of group protection, I'd lift K/D up to A tier if not S tier because of his additional shields. Didn't play K/B yet though, so I can't say how he compares to him. Dunno why you rank K/C in E tier while K/M is B tier. Neither of those really have anything, while the consistent interrupts and pulls of K/C atleast prevent most casts from mobs.
For the overall ranking I'd also set K/M in A tier, since the insane and most of all passive aggro generation gives alot of QOL and allows you to keep aggro even if you're stunned before even hitting a new pull even once. Makes it in my opinion the easiest knight combo to play.
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i'd say it forces you to consider other class combinations. there is a class combination for any kind of gear that allows you to atleast farm AOD to a certain degree without having high end gear. For example as Knight/Warlock i was able to finish the first 10 waves with phirius shell gear.
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It seems that something went wrong with the new titles from the collectable system "Ewiger Sammler...". They can be placed into title system but don't provide anything in there and also get unselected the second you enter instances inside the region. Would love to have the Sammelobjekt-Bonus inside the instances aswell.
By the way, for the new prestige season monsterhunter in Höhlen von Yrvandis, there doesn't seem to be a mob that counts towards the boss counter.
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It's been quite some time since the last zone was implemented for collectables. Is anything in the near future planed?
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I highly support this suggestion, though i don't think selling those items for a percentage of it's original cost would be healthy for the game. I'd be happy for the option to disenchant those items and receive maybe a purified stone for each 100dias of the original price. That way it would be less frustrating to get "rare" wb loot that i have no use for
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I know i might be a little late to answer but hopefully this will still be helpful.
The typical (or in my eyes easiest way) to progress from a beginner level is as follows:
Get the Phirius Shell Gear and stat it using PS stats or other cheap stats (Town crapstats are a perfect substitution for 6th stat slot as they usually cost around 100 dias a piece and provide enough defence and moderate main stats at this stage)Do the Andor minigame and rent a weapon for 3 days until you obtain a corrupted weapon later on.
While using this, you can find ways to make dias. Farm Gold in Frostblade or Tikal can be effective, but using the auction house aswell to look up what you can obtain and sell might be a good idea.
Get an Aurora Pet from IS or a fitting Holy pet and start to level it.
Do some event Stuff and get a set of Draco celestial pets to boost your attributes and maybe a 2nd for droprate.
Obtain and level up your cenedrils. They provide a huge Stat benefit rather quickly and the mats for the 3rd color might sell for some dias.
With a full PS gear, you now have many options:
Try out some class combinations to quest Talaghan.(Wl/Ch for cloth gear, R/P (not 100% sure about this one) for leather, almost anything with chain armor and K/Wl for plate)
You might even be able to progress the solo mode of Arena of Darkness, but thats not that important, yet.
Do the Tempel of Tikal prequest and try yourself in Tikal easy. That mode provides you with free bufffood and gives you a perfect start into the lategame. (Also is a good solo farm for PS and Arcadia Coins)When you found a guild, you are strong enough to join them in Realm of the forgotten Legends (ROFL), though you shouldn't compare yourself to their damage dealers. You might be able to do enough for a progression group but the gap to those wielding endgame gear is gigantic.
With the help of a guild, you can also start your journey through the awakened dungeons.
Now either you buy your equip from the AH or progress from the red Rofl set onwards.
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Honestly, i have no idea why my pet in particular stays infight or stops walking alltogether at random spots in any ini. Might be a tank related issue? But could you implement a skill that resets your pet or even better all pets of the raid instead of despawning and respawning it over and over again. This would solve the problem of getting out of combat to revive people or change your class
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For future raids, can we get a little pond right at the entrance? When we wait for people to gather, we can use the time fishing
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i purchased some of those pouches, sadly, the gold inside was really underwhelming and definitely not worth the 2500 atlas tokens
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just wanna mention a sadly lesser known fact. You can run Tikal easy mode even solo with only phirius shell gear. it even awards the core, a stat and grants people free buff food for the ini. its pretty much a perfect introduction into the lategame for new players
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As the title suggests, i suggest to increase the closing timer of Chaos Vortex from 3 minutes at least to a minimum of 10 minutes. Opening up the Chaos Vortex already takes up alot of time (for us it was almost 4 hours for the remaining 900 crystals). But when it finally opened, people killed the endboss as fast as possible and therefore closed it again, making it almost impossible to search for collectibles. I think we barely had about 4 minutes of time and couldn't even reach the final boss, not to mention searching for collectibles.
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Tthere are some people that had 100% before they expanded on the collectibles, so the last nature in howling mountains was found by atleast 4 people. But maybe it became invisible through a bug like the last one in bloody gallery?
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I know, this one might not be often used, but as of now, the amulet Kaleks Kristall triggers whenever its off cooldown and one is below 50% hp. This includes when you switch gear after a class change and therefore it's frustrating to see it burn its durability in cities, while farming with a second class or just while testing things out.
In my eyes, though i'm not sure if the game allows for such a condition, would be, that one can toggle the amulet to inactive or active, so one can decide if he wants to use it or not, or atleast make it only activate during combat.
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The current season and prestige rewards in general gave us access to a vast amount of different cards of different star level. Sadly even a card of 3 stars doesn't differ from a 0 star card, once you get your hold on a four star card. While in my opinion the difference for 0 to 5 stars are to small for the amount of work and resources it takes to upgrade them, i'd love to see at least an increase for disenchanting already upgraded cards. My suggestion: increase the amount of disenchants of compendium card by the total amount of disenchants of the old card (or increase the amount by star level +1) and increase the amount of essences gained from disenchanting an upgraded card
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To max out on the Artifact, many players have maxed out their crafting and gathering jobs, but as of now, there isn't real value in gathering anymore and using the jobs just once or twice, for the artifact seems like alot of work for a single use instead of what could be horizontal content in my opinion.
I suggest 2 new item/stat lines, with the first one being introducable right away or with a future zone:
Implement a rare additional drop to the existing ores, herbs and woods each and a crafting recipe that takes all those and about 10 purple gathering materials to build a single item that yields a stat
Those stats should be on par with legends or dark will stats and should hold the same variety as the stasis stat line.
Since these stats would be farmable outside of instances, it is crucial that the rare drops don't have a to high drop chance. I suggest that power farming gatherables should result in a stat every 30 to 120 min depending on gather bonus and efficiency of the player, making gathering tools more interesting and giving players the opportunity to farm stats while questing in talagan without being forced into raids or endless amounts of minigames.
The second line on the other hand should be part of upcoming raids and mirror the highest stats or even expand on upcoming endgame gear. i'd call them the Magnum Opus line:
By combining a vast amount of ressources from gathering (including the previous mentioned rare drops, maybe material from minigames and maybe even new materials introduced in a new zone) with rare materials that can be optinally gathered in new inis/raids, these items can be crafted. I suggest that the upcoming inis have non combat related optional parts like a jumping minigame, hidden treasures, a randomized puzzle, a quiz... (if you decide on implementing something like this, ill gladly pass additional ideas or expand on this) to give people another kind of challenge and reward them with for example a single ore vein of the highest grad that in turn needs to be farmed for the magnum opus. These minigames should be random and not in every run, making them rare and valuable for those daring enough to take on the challenge. Optionally instead of placing these minigames inside a raid, maybe drop an entry key from the endboss, placing those minigames in a seperate ini