Posts by Ravinous

    why on earth would u do that, the class already overperforms over any class u can think of and when i say Any, i mean ANY not just warlock vs warlock or warlock vs mage, literally any class, either give staff a bonus or nerf the hammer + wand this is sad good class ruined with some 2 hammer bs, it can literally be abused, with a decent weapon swap function (which most lua players already have implemented).. please consider not putting any bonus on dual hammers and nerfing wand and hammer somehow, dont get me wrong its very unique and nice idea for warlock champ, but in a long run it will definetly end up being one of those classes that when people build mdps gear they will just play that 1 class, for example like warrior rogue before the nerfs.

    It sounds like the weapon swapping won't be necessary because Etheral Hammerfall would require an offhand hammer, so there's not any benefit to weapon swapping. I actually think that the idea of ~5% less damage if you use Wand + 1H hammer vs 2x 1H hammer is perfectly fine -- it should be enough to still allow someone to test the class with 1x 1H hammer and see if they want to invest further (once balancing is mostly complete on the class).

    I don't think it's useless necessarily, especially since addons could be built on the new system that would make it substantially easier than now, but I agree it would be good if they could allow us to select up to 4 attributes for each "line" that qualify for stopping on the random stat change enhancements.

    I love the idea of not having a backpack page dedicated to rerolling cards, and just using the monster card currencies directly though! Edit: Just realized this wasn't planned as I described. It would be really nice if we didn't have to buy and use stones, but could just choose the stone *type* to use and have it deduct from our soul stones directly.


    Also I don't rly get the point of green cost of 1 dia after purchasing 20 since even if you only buy 1 sort you are better with just resting for 17dias with max prestige instead of wasting even 1 dia on buying after the 20 free

    It sounds like you didn't notice the gold cost gets decreased by 1/2 once diamond cost is introduced per enhancement. When you calculate the gold cost into each purchase, this actually makes it more valuable to puchase up to the ~2-3 diamond per enhancement stone before a reset (for green) and ~9 purchases on purples before reset. I'd have to go run a calculator to get the exact numbers, but it's dependent on current gold prices too ofc.

    I understand that the original intent for Warlock/Champion was dual one-handed hammers, and while that concept is unique, I think it may present some practical issues in the long run. Once the class is no longer overtuned, I suspect its popularity will drop off significantly due to the high investment barrier — especially since the second 1H hammer only benefits a single class. That makes gearing more expensive and balancing more difficult, particularly if these weapons don’t get the same attention or tiering priority as more commonly used options.


    This approach also seems to go against the goal of making more classes viable for a broader player base. Players can already get comparable magic damage from a single staff, which is half the investment cost and usable on many more classes. Unless dual hammers are tuned to be significantly more rewarding — for example, two hammers at a lower tier equaling one higher-tier staff — it’s hard to justify the added effort and expense. Even then, you’re looking at investing the same resources to play one class versus many.

    Also, if Ethereal Hammerfall ends up requiring a hammer specifically in the main hand, players will likely do weapon swaps with Lua to get around it — creating a growing gap between Combat Engine users and those playing manually or with Kitty. You could try to mitigate that by adding a cooldown to weapon swapping, but maybe it’s worth asking if the class design really needs to be that restrictive in the first place?


    In general, MDPS already require a wider range of high-tier weapons (staff, wand, tambourine, magical shield, talisman, hammer, dagger, xbow) and armor pieces (3 different dps-oriented glove sets for different elemental damage). It would be great if rebalances helped make these classes more accessible instead of adding more barriers to entry.


    PS: Summarized / organized thoughts with AI; I promise I took a while to think about and respond to this. :D


    Btw about dual wield on wl/ch: I asked GM Daleshy if it's a typo in patchnotes about "2 hammers" but he approved the class will get hammer requirement soon, so will be played with 2 hammers (and I like that!) <3

    To play various mdps classes I am already required to have (tiered or high clean tiered):
    - Gloves: Dark dmg gloves, fire/water/earth/etc, offtank gloves (for some people)
    - Mainhand: Staff (different corruptions for DoT, Dmg and M/W), Wand, Tambourine
    - Offhand: Hex Shield, Talisman, Dagger, Hammer (I love this is getting more uses), Xbow

    Please don't make me make a second hammer (either with a soft requirement of boosted dmg on 1h hammer, or explicitly not supporting wand), and let me keep using my wand and 1 1H hammer. Requiring 2 hammers on the class just makes it even harder for players to try all the amazing content CoA has to offer, and evaluate classes against each other fairly.

    The Warlock/Champion changes are awesome to see! I think that it might be a bit overtuned with the change to having an offhand, since I'm sitting at 220k mdmg with just my pet out. Some quick DPS tests show this will likely be overperforming even more so than D/R was.

    I haven't had a chance to test it in instances yet, but I noticed one bug and have couple comments on its skills:

    1. The bug is Psychic Arrow (ID: 1492094) is still using 5 rage for each cast. When using it as a filler between Severeds, this is making it really difficult to get Rage Sublimation off with > 50 rage (and almost impossible if not in melee range).
    2. The Ethereal Hammerfall (ID: 498676) 10% channel buff is really cool, but only lasting for 3s means you can't really get it to affect all of your Severeds since it has a 6s cd. I'd recommend changing the 10% channel speed buff to last 6s, similar to the dark dmg buff on wl/r from Punishment (ID: 498700). Since rage is an issue, it would also be nice if this recovered 25-30 rage each cast to help with Rage Sublimation (ID: 499854) cooldown / uptime.
    3. Psychic Arrows is instant and hitting so hard, that without a CD I really don't have any other choices for a filler. I find that I get much better DPS if I remove Energy Influx Strike + Electrocution from rotation (minus getting the Electrocution buff on target). It would be nice if there was a reason to use Energy Influx Strike over Psychic Arrows.

    Thank you for the bugfix and removal of travel time with Corrosive Poison (for next patch), that's going to help the AOE feel so much better.

    Would it also be possible to get the 15% movement speed reduction from Shadow Contract (ID: 494368) either reduced or removed completely? I have golden wings, but for AOE pulls that require a bit of running and areas that involve running and attacking (like the ramps in Orkham) I tend to fall behind my party members enough such that it impacts damage done pretty substantially. It also just feels a bit slow (movement speed-wise) compared to other mdps I've played.

    Thank you immensely for the thorough read of my feedback, and your own thoughts as well!

    Regarding Soul Brand Sting, yes. I can configure my lua to always weave soul brand sting -> flaming heart strike at a 1:1 ratio, but compared to my guildmates in EU they get around ~20% more of both skills off (in that configuration) due to the latency delay between soul brand sting and flaming heart strike CD reset. Without the special lua configuration, I get exactly what you describe: 2-3 hits of soul brand sting between flaming heart strikes. EU players also get that issue without a special lua configuration though, but more like 1-2 hits of soul brand sting rather than my 2-3.

    You're totally correct that I'd still be impacted by ping even with my suggested changes, but if I had to get 4 soul brand sting off instead of 1, I'd only feel the impact on the 4th hit (minimizing overall impact of ping) rather than every 0.5s cast.

    Good to know about Warlock / Champion too, excited to try out the changes!

    About Druid/Rogue

    70 Elite skill Curse of Widow is increasing poison damage by 15%. Can you change it to increase all elemental damage by 15% instead ?


    And please remove travel delay from Corrosive Poison skill (ID : 494024). We should be able to apply this debuff on our target faster.

    Can the travel delay get removed from that skill, it takes 1.0 seconds to apply the debuff ( i tried with kittycombo, and my own lua engine) and without it its not worth it to play this class. please considering removing the travel delay.

    There's some kind of bug with Corrosive Poison (ID: 494024) as well, where if you spam it on an enemy it will reduce the duration of the debuff on the enemy. It also doesn't refresh the timer when you use it again on an enemy that already has the buff.

    I've been playing Warlock classes mostly since I re-joined the server back in October 2024. Most of the class combinations perform pretty well, but there are a few changes I think could help the classes out.

    Warlock/Scout
    1. The class initially feels really cool because of how many hits go off per Severed Consciousness, but starts to feel clunky once you start your rotation (because you get 2.3 seconds of Severed's, then wait for a GCD on Sace's Impatience (ID: 1490582). Like Tarsq said, the GCD on Sace's Impatience really should be removed to make the class feel smoother.
    2. Psychic Shot (ID: 1490579) isn't part of any optimal rotation currently. It's damage is way too low to use compared to Severed, and it has no utility that would make it part of the rotation either. If it at least recovered 1 psi per hit, you could use it to recover Psi in-between Willpower Blade but otherwise I don't have many ideas to make the skill useful. Maybe consider reworking the skill or removing it entirely in favor of some other mechanic or Matt buff instead.
    3. Single-target this class does pretty well, but since there are so many AOE pulls in current end-game content this class doesn't keep up with Wl/M or Wl/R due to the 55% area dmg reduction from Ranger's Quickness (ID: 1490586).
    4. It might be worth playing around with a CPS-based design for Severed since right now the CPS damage is almost nothing compared to Severed Consciousness / Shot, but the class has passives like Ranger's Quickness that are meant to increase it's CPS damage from Precise Dark Magic.

    Warlock/Rogue
    1. The class was definitely overperforming in the past, and still does pretty well even after the 10% dark dmg nerf. It's the only Warlock class I can play with 180-200 ping (West coast, USA) and do similar damage to a Warlock/Mage. But it requires 2 weapons tiered and corrupted to get to the same damage values. I think it's worth considering adding back ~5% dark dmg to the Shadow Slice (ID: 621406) buff from Shadow Step.
    2. The AOE damage reduction that was added to Ready and Waiting (ID: 621404) was a really nice idea, but unfortunately most AOE skills still hit for 1.4-1.8m even with the changes. Generally speaking, I haven't noticed any differences in the amount of times I die with the change. I do really notice the missing movement speed it was swapped out for -- the class feels a lot slower (and less fun) without the movement speed. I'd like it if the movement speed could be added back in place of the AOE damage, personally.

    Warlock/Mage
    1. By far, this seems like the best performing Warlock class (IF you have low ping). Many other mdps classes seem fairly well balanced against eachother (various mages vs warlocks), but Wl/M really destroys the other mages when it has a good lua engine and low ping. The main issue is that we're doing 0.5s cast on Soul Brand Sting, but high ping can add up to 200ms delay between that Soul Brand Sting and when the cooldown for Flaming Heart Strike is reset. 200ms is ~40% of the cast time of the next Soul Brand Sting, so overall it can lose up to 40% of its dmg depending on ping.
    2. The ping issue could be mitigated if Soul Brand Sting (ID: 498710) instead reduced the cooldown of Flaming Heart Strike (ID: 498697) by something like 5s, so you had to cast it 4 times before Flaming Heart Strike was able to be cast again. Then that ping delay would only occur every ~4 casts, meaning at most a 10% dps loss vs perfect ping. Of course there would need to be some damage adjustments to both skills to keep Wl/M around the same overall damage as before, but at least the ping issue could be mitigated.

    Warlock/Warden
    1. I've tried this class quite a few times as DPS, and can't seem to figure out how it's supposed to even get close to other Warlock dps. I was initially quite excited about the recent changes to Power of the Wood Spirit, but with the damage falloff per enemy hit, it does less than Soul Crusher making it not very impactful to overall damage done. Single-target it does okay as well, but I haven't been able to get its dps to even half of wl/m, wl/r or wl/s

    Hi svar! We're CriesInNA, an NA-based english speaking guild that started on Arcadia a couple months ago. We've got a mix of new and returning players to Arcadia. If you're still looking for a guild and/or want more info, feel free to pm Ravinous, Astro or Reroll in-game or "optimist" in Discord!

    Hi neobest! We're CriesInNA, an NA-based english speaking guild that started on Arcadia a couple months ago. We've got a mix of new and returning players to Arcadia. If you're still looking for a guild and/or want more info, feel free to pm Ravinous, Astro or Reroll in-game or "optimist" in Discord!

    Hi raraine! We're CriesInNA, an NA-based english speaking guild that started on Arcadia a couple months ago. We've got a mix of new and returning players to Arcadia. If you're still looking for a guild and/or want more info, feel free to pm Ravinous, Astro or Reroll in-game or "optimist" in Discord!

    Greetings, adventurers of Arcadia! 🌟



    Are you looking for a chill
    , welcoming group to call home? Join CriesInNA, an NA-based guild filled with players who share a love for the game and good vibes! Whether you’re just starting your journey or already wielding endgame gear, there’s a place for you here.


    Who We Are:

    • Guild Level: 15
    • Towers: Level 9
    • Players: A mix of adventurer-geared newcomers and seasoned players with corrupted weapons and armor.
    • Background: Many of us have adventured together through the realm of Taborea and now continue our journey in Chronicles of Arcadia.


    What We Offer:

    • A laid-back atmosphere – no stress, no drama, just fun.
    • No gear requirements – bring your chill attitude and good vibes!
    • Dozens of collective years of RoM experience – we’ve been around the block and are happy to share our knowledge.
    • Access to an addon developer who can help with macros and addon customization to make your gameplay smoother.
    • A balance of playstyles – some members focus on crafting and relaxing, while others are working hard to unlock and run endgame dungeons.
    • Support and camaraderie, whether you’re running dungeons, leveling, or just exploring the world of Arcadia.


    What We’re Looking For:

    • Players who want to have fun, hang out, and enjoy the game.
    • A positive attitude – we’re here to relax and enjoy, not sweat the small stuff.
    • NA-based players preferred (to match our activity times), but all are welcome!


    Join Us!

    If this sounds like the guild for you (or you have any questions), feel free to reply here or reach out to Ravinous, Astro or Reroll in-game!

    Not sure how quoting in-line works, so just going to paste your quotes espar91.

    Espar91:

    why it is requiring an aoe increment if class is already doing great in overall? it don't need to beat everything in everywhere

    I never requested a direct buff / increment to the damage of Enlivened Blade. I said other classes see LESS drop-off on AoE skill damage when attacking multiple targets (vs r/m), and that doesn't make sense to me.


    Espar91:
    are you aware of existence of earth pulse skill? because it is literally same as r/wd potws, but not limited to 6 targets and has no damage loss for each extra target. i am dealing 8kk damage per hit with this skill, and it has no gcd. it is hitting all 15 targets for sure because it is hitting only to targets between you and target, and still having 60kk per sec while bursting groups.

    When I responded I thought it was still a 10s CD; I was confusing it with m/d.

    Espar91:
    devs already mentioned that they aren't planning to make rogue a 6 dex build months ago, so i don't know what are you trying to say. 90% of server is using 3/3 build for rogue already and that is identity of this class here.

    ??? Your argument for leather-based rogue/warden being better is that it uses DEX modifiers. So the best way to give an equivalent comparison and see how damage differs due to DEX vs STR modifiers is to compare full DEX (leather) vs full STR
    (chain).

    Espar91:

    how come instance doesn't matter? xD i am playing r/m in rofl and 30-35% of my overall damage is from enlivened blade as most damage, so what is the problem? maybe you are using wrong offhand so it is dealing low damage since its skills are dealing double damage and one is depending on your offhand, similar to r/wl white hits.

    I've explained multiple times "why the instance doesn't matter". For the last time: The damage value itself is irrelevant, the issue is that mages don't see a 10x+ drop-off in damage when AoEing large groups like r/m does. If AoE is supposed to be one of the strongest points of the class (and giving it a no energy cost, 1s cd skill seems to be the idea behind that) then it shouldn't see its damage decreased so much when hitting multiple mobs while mages (and apparently rogue/druid) don't.


    re: rogue/druid
    You're saying 60kk dps to 15 mobs, which comes out to 4m dmg per hit. I'm assuming this is with cooldowns, since the damage is only 328% on Poison Shroud. 4m damage per mob every 4 seconds (cd of Poison Shroud) when mobs have 40m+ HP really isn't that much, especially considering you're using CDs for this comparison. R/wd can easily match that with 4x Power of the Wood Spirit (not to 15 mobs, but most aoe fights have < 6 mobs grouped up anyways) while also buffing pt dmg by 5% and weaving other skills between.


    - Ravinous

    Not with Poison Shroud. With "Earth Pulse". Druid skill

    Ah, okay. Thanks for the clarification. In that case, if Earth Pulse seems to be overperforming, consider adjusting the CD.

    re: rogue/mage
    I don't understand your feedback -- the only change I requested for R/M is that its AoEs don't see a damage drop-off to the same degree many other AoEs do (such as M/D, M/K, M/Ch... etc.).

    re: rogue/champion
    Yeah, it's single-target burst potential is pretty high and it can also be a very strong supporter. That's why all I requested was making an elite feel less underwhelming and to increase the rate at which it can AoE (while decreasing the damage of the AoE). Outside of begging party members to run FT/SA, it's not much different from other rogues (even while support mechanisms are being used).

    re: rogue/druid
    You're saying 60kk dps to 15 mobs, which comes out to 4m dmg per hit. I'm assuming this is with cooldowns, since the damage is only 328% on Poison Shroud. 4m damage per mob every 4 seconds (cd of Poison Shroud) when mobs have 40m+ HP really isn't that much, especially considering you're using CDs for this comparison. R/wd can easily match that with 4x Power of the Wood Spirit (not to 15 mobs, but most aoe fights have < 6 mobs grouped up anyways) while also buffing pt dmg by 5% and weaving other skills between.

    re: rogue/warden
    Please read what I said if you're going to try to criticize it. I said leather needs more class identity, and sharing one of the most powerful rogue classes with chain goes against that. I'd love to see a DPS comparison between r/wd with chain vs leather gear (same tiers, changing 6/0 dex/patt/deftness vs 6/0 str/patt/endurance) to back up this claim that seems to be made so often. In all the testing I've done in the past, dex/str modifiers make a negligible difference in burst dmg, and minor (5% or less) in sustain. As your damage increases using str vs dex makes less of a difference since it just adds base dmg, rather than scaling with att/dmg.

    re: rogue/scout
    I agree the burst needs some help here -- low blow spam can't compete with Chaos Blade / Dark Soul Smelt white hits at att speed cap. I generally enjoy the class, but after playing it more in boss event think it could use an increase in damage for burst.

    re: tikal mobs as a class indicator
    The point was AoE damage from Enlivened Blade shouldn't drop off so much; the instance I gave as an example doesn't matter, AoE damage went from 400k/hit with Enlivened Blade to 12k/hit while mage/druid were still hitting for 500k+ per hit regardless of the number of mobs being hit.

    - Ravinous

    Rogue is my favorite primary class by far, so here's some thoughts I've been gathering on it since we're on the topic:

    Rogue (overall):
    - Combo Throw: Consider changing this from 2 -> 4 hits with a 4 -> 6s CD. 2 hits ends up being pretty useless for the cast time compared to just white hitting. To compensate on Rogue/Mage, reduce CD of skill to 3-4s.

    Rogue/Scout:
    Overall: Currently I feel like this class underperforms compared to other rogues when Energy Thief is on CD. I suggest one of two changes to address that:
    - Energy Thief (Idea 1): Reduce CD from 2 minutes -> 60s. This brings the CD more in line with elite CDs from other classes.
    - Energy Thief (Idea 2): Make this a 900s buff, but reduce energy gain from 20 -> 6-8. This would allow for quite a bit of playstyle diversity -- do you cap your attack speed with all buffs to maximize burn dps? Or do you spread out attack speed buffs to keep higher sustain? Similarly, how much do you choose to weave scout primaries like Shot and Joint Blow? This is my preferred choice, but the energy gain value must be tuned carefully.
    - Combat Master: If Energy Thief is made into a non-CD buff, consider lowering crit damage bonus to 50-55%.

    Rogue/Knight
    - Poisonous Protection: This skill feels very underwhelming. Maybe it can be changed to something that allowed the class to use Shield of Discipline.
    - Courageous Guard: 10s duration feels a bit too short for the 60s CD. I recommend increasing duration to 20s.
    - Illegal Punishment: The damage modifier it mentions for Dex doesn't seem to be increasing the damage by much. Also, Punishment damage feels low compared to Holy Strike at 4 stacks -- I'd recommend making this skill increase the damage of Punishment as well.


    Rogue/Mage

    - Enlivened Blade: Remove damage reduction per mob hit. Almost all mage skills decimate rogue/mage's AOE ability due to no damage drop off per additional mobs hit. Some mobs in Tikal when grouped up took as little as 12k damage per proc, when equivalent mages did 500k+.


    Rogue/Warden
    - Wood Spirit's Grasp: I feel like the increased damage for Power of the Wood Spirit from this elite makes R/Wd too good at both single-target and aoe. I'd recommend removing the increased damage for Power of the Wood Spirit.

    - "Chain Mastery": Remove or change this completely. Leather classes need more class identity, and giving one of the most powerful rogues to chain users as well makes that difficult.


    Rogue/Priest

    - Kick: Decrease MP cost from %-based to the same as Charged Chop.
    - Holy Surge: Decrease MP cost from %-based to the same as Power of the Wood Spirit.
    - Slowing Poison: Remove 'Poison Bottle' cost from skill, or require 'Poisonous' buff instead, or allow Poison Bottle to stack to 1000. Preferably just change it to require 'Poisonous' buff though.
    - Demonstration of Evil: Add 20-30% water damage increase to this elite -- right now there's no reason to choose Rogue/Priest over Rogue/Warden.


    Rogue/Druid

    - Hysteric Vengeance: Increase (double?) the Patt bonus from this skill to make it more competitive with other rogue elites.
    - Killin' Time: Increase the physical critical damage to 75-85% -- r/s already gets a (basically) passive 100% weapon damage boost from blood arrow and permanent uptime 65.5% crit damage from combat master.
    - Slaughterer Blessing: 60s CD for a ~10% heal and 15s physical attack buff feels too long. Please consider reducing CD to 30s.
    - Poison Shroud: Remove the 'Poison Bottle' requirement, or allow them to stack to 1000. Preferably remove the requirement though and just require a 'Poisoned' state.

    Rogue/Champion
    - Remodeled Assassin: This elite felt underwhelming when bringing Assassin's Rage to a 4min CD. I'd recommend adjusting the CD down to 3 minutes.
    - Silent Rune Bomb: This skill really sucks to place with a 4s CD and its relatively low damage. Most of the time it feels like more damage just to spam electrocute unless there are more than 4-5 mobs. Consider making this a skill that has a 1s CD with a slight reduction to damage.
    - Pulse Rune Bomb: With the above change, I think Pulse Rune Bomb CD should be reduced to between 4-6s and its damage reduced accordingly as well.

    Best,
    Ravinous

    I don't understand the reason behind the change with Rogue/Warlock.


    I've played all the rogue classes since class rebalancing*, and while I agree Rogue/Warlock had better sustain dps than most others (roughly tied with r/wd, but no mana management), this was balanced by the fact that Rogue/Warlock has almost no AOEs. Its only AOE is Ghostly Strike which can hit 3 targets every 4 seconds.


    Second, its damage for Shadowstab / Low Blow / Wound Attack has already been lowered to account for the permanent increase to dark damage and passive pattack buff. That wasn't touched here, making Rogue/Mage significantly better by every comparison (1s CD AOE, 50% fire dmg buff with 60s CD, no nerf to ss/lb/wa dmg). The only potential downside is that r/m doesn't get warp charge, but that's available to all classes through wl/m anyways (please don't get any funny ideas...).


    I haven't tested R/Wd since this change, but before it I was able to match my R/Wl dps by weaving Charged Chop with my other skills (without warp charge).This change just makes R/Wd that much better than the next best, further invalidating any investment into leather gear vs chain.


    Please reconsider the changes to Rogue/Warlock


    ---


    Separately, can we please get more staff interaction regarding class changes? I noticed Byte used to respond here to feedback, but that seems to have stopped. I think that would go a long way to understanding the reason for the changes being made.


    Thanks,

    Ravinous

    Quote

    without heal bonus on gear (starter gear), you will not heal more/less with healing change, because there is no heal bonus on equip?

    I agree that healing bonus is needed on starter gear to make it viable for new players.

    Quote

    > If you are a new player, why do you want to heal ppl with 500k+ hp? that sounds like you want to heal endcontent statted players with your starter gear?

    The starter DPS gear is roughly equivalent to end-game ~lv90 gear, which can be used to clear Grotto of Horror HM with a tank. Is it unreasonable to expect a tank for GoH (lv85 instance) to be able to be healed from someone in gear that should be endgame for 5 lvls higher? I don't think so.

    Quote

    Also your healing power, magical damage and wisdom seems very low (starter gear?). Is it buffed or unbuffed?

    This was purely to show that healing for equivalent gear has been reduced by 3x from what players starting on Arcadia may be used to, and it strongly affects what a new player is even capable of participating in.


    It also shows that an equal amount of healing power gives significantly less heals (around ~3x) than it did pre-balancing.


    Quote

    Buffing as healer now increase healing, same like damage for dps classes.

    Both healers were tested with 0 buffs.

    Quote

    If your values are unbuffed, try buffing (you should come near 60k wisdom for example)

    While buffing does increase your heals quite a bit, most new players won't immediately have access to buff foods that would significantly help heals in runs (e.g. transformation potion, hero potion, everlasting love spiced juice, or featured cuisine delicacy). Sure they maybe be relatively cheap when you have 1k+ diamonds, but making that 1st 1k without being able to do anything but leech in runs is difficult when many folks aren't comfortable taking things when they know their contributions are low.


    I don't think it's completely fair to compare buffed numbers post-balancing with unbuffed numbers pre-balancing, but since buffing does offer more of a benefit than it did before, here they are anyways:


    Buffs: Hero Potion, Transformation pot (sta/wis), Everlasting Spice Juice (7% int/wis, 3% mdam/healing), Featured Cuisine Delicacy, Concentration Prayer +104, Crispy Chicken Drumstick


    Magic Damage: 19,437
    Wisdom: 48,431


    Recover: 28.3k non-crit, 75k crit, 13k HoT

    Mother Earth's Fountain: 11k non-crit, 29.3k crit


    Even with buff foods base heals are less than half of what they were pre-balancing with equivalent healing power, 12% more crit damage, and 4x the wisdom.

    The most recent change to heals seems to have brought my heals on D/P even lower. After some testing, I can see that heals are less than half of what they were before any balancing / lass changes with equivalent stats. Here were my findings:


    Healing before any balancing / class changes

    ============================

    Lv 92 Druid (no subclass, no buff)

    Healing Power: 22,720 (Gear: 20,200; Set Bonus: 2520)

    Magic Damage: 12,297

    Wisdom: 11,172


    Lv92 Recover: 70-72k non-crit, 175-180k crit, 14.2k HoT
    Lv92 Mother Earth's Fountain: 37-39k non-crit, 95.8k-96.8k crit


    Healing today

    =========

    Lv104 Druid (no subclass, only arcadian patience buff)

    Healing Power: 22,880
    Magic Damage: 15,577
    Wisdom: 30,255

    Lv 104 Recover: 20.4k non-crit, 54.1k crit, 7.3k HoT
    Lv 104 Mother Earth's Fountain: 8.2k non-crit, 21.9k crit


    Essentially, heals have been cut by over 3x from what they were. I think this explains why Kelpi, @Dale Kingston Jr and I are so frustrated with the healing nerfs, as the entire role is quickly becoming unenjoyable.

    I understand that there is a need to incentivize healers to upgrade gear as new caps are released, but please reconsider the approach that hurts new players so much. Healers are already at three major disadvantages when starting:
    1. No DPS gear (they chose adventurer healing gear) to solo farm with
    2. Adventurer gear gives no healing power, and with the stats it gives they can't reliably heal even % ticks on players buffing to 500k+ hp.
    3. Stats and gear is tied for most expensive on the server, with the entire "magical dps" category (covering dozens of class combos and playstyles).

    Until today, I've strongly felt that all player feedback is listened to (through changes from feedback noted here, item shop suggestions, questions in-game, etc.), but it really felt like Kelpi, Dale and I's concerns seem to have been completely disregarded in the most recent patch and that was really disappointing.

    Please reconsider how the healing formula is currently written (logarithmic scaling suggested by melodic seems like a great place to start) and help us understand the goals of healing changes so we can provide useful feedback.


    Thank you,

    Ravinous

    To expand on Cosmo's request more explicitly; could we get the following in IS for an upcoming Weekend Promo?:
    - Aged Realgar Wine

    - Egg Rice Dumplings

    - Hot Stew

    - Soulmate Mixed Dessert

    - Featured Cuisine Delicacy

    - Everlasting Love Spiced Juice

    - Fresh Ostrich Feast
    - Attack Sigil

    - Magic Atack Sigil

    - Defense Sigil


    Separately, I haven't seen these for a while and it would help our guild's new players a lot:
    - Pet Experience Charm Bundle (4x 100k charms) and the single-charm items up to 10m exp.
    - Powerful Pet Growth Potion
    - Crafting Furnitures (All)
    - Individual Race Change (Elf, Dwarf, Human)

    > The last posts have lost the purpose of this thread and I think many players would be helped, if we find a solution for the main problem AU users might have: If one part does not work, everything does not work and every user has to rely on one person to be able to play the game again.


    Please, please, please open source the addon so other developers can improve it (even just for themselves). I've tried moving KittyCombo out of AU multiple times since the 64bit conversion and I keep getting stuck on broken dropdowns for my whole client (but invisible buttons are fixed). Reve has been great at providing suggestions for the next place to look, and that's really appreciated, but since the addon works with AU and doesn't without, there's something in AU code that's making it work and the closed-source nature means I'm left guessing. As I don't use KittyCombo myself, my motivation to figure out the black box shrinks considerably.


    If open sourcing isn't an option, maybe CoA could consider acquiring the addon from Revenant since it's integral to so many players CoA experience? Or maybe the Paradise Addon Developer Program should require that addons released under CoA contain uncompiled copies of compiled files too.


    Last, I want to make sure it's clear how much respect I have for AU -- as someone who works on addons myself, AU is probably the best addon I've ever seen developed for RoM. It has a huge amount of functionality, offers ways to enable/disable them, and is extremely easy to use since it packages many components together. It clearly has required hundreds of hours of investment over the years, and it's part of why it's so integral to many players workflows. So, to end my slightly pessimistic take, thank you Revenant for releasing it at all, and all of your hard work on it. Especially with 1-2 day turnarounds on fixes like this.