Posts by grknkrdn1299

    Hello,

    I would like to address the damage issue faced by mages in high-level instances such as Origin. As you know, the passive Intelligence bonus skills were changed to magical damage bonus skills some time ago. This adjustment has caused problems in high-end content, primarily because mages have lower magical attack compared to warlocks.

    In full burst scenarios, warlocks can reach around 6–7 million magical attack, while mages typically cap at around 5.5 million. In instances like Grafu Castle and Origin, mobs have higher defense than our magical attack can overcome. Physical classes such as Champions, Warriors, and Scouts possess significantly higher attack power than mages, resulting in greater overall damage output in most situations.


    Let me illustrate this with some screenshots:


    For example, here is a run in Origin as a mage.

    During burst, I was able to reach 5.5 million magical attack, even though I used magical attack food and a magical attack amulet.

    The Champion class dominates the instance with its high AoE damage. Meanwhile, the Scout class delivers extremely powerful single-target burst damage to bosses and maintains solid overall performance.


    Let me further demonstrate the Scout’s single-target burst potential with screenshots:


    Compared to these classes, mages only excel in sustained damage scenarios. However, this advantage is not sufficient to compete with physical classes, as mobs rarely stay alive long enough for sustained damage to matter. Warlocks perform better due to their higher magical attack and shorter cooldowns on their buffs.


    Therefore, I suggest some changes for magical classes. They need additional magical attack power and a stronger burst profile to remain viable in endgame instances.

    You may disagree with me but i will share my thought on mages generally.


    A few years ago you changed mage 75 iss (Shetamb's Think Tank) from some intelligence and magical damage bonus to 12% magical damage only. My suggestion is to change this iss to 10% intelligence + 10% magical damage. Mages are having problems in high instances because of their low magical attack compared to warlocks.

    About Mage/Rogue

    • Reduced Summon Shadow damage to 3144 from 4492.

    it took only 1 day to bring this nerf. But champion/warrior was overpowered for a long time and you didnt nerf it immediately. Mages need more love.

    About Mage/Rogue


    Phantoms stay where they are if there is nothing to attack. If tank pulls all mobs together, there will be no problem but otherwise they just stay far behind us and do nothing. Can you change phantoms to follow player if they dont have a target to attack ?

    I often see players shouting "LF guild" or "We are looking for new players for our guild" in world chat. However, this is not a very effective or healthy way to recruit members. Sometimes, guild leaders may not be online, and interested players can't reach them to join the guild.

    Could you consider adding a new feature for joining guilds? For example, implement an application system. If a guild's recruitment status is set to "open," then players without a guild should be able to send a request to join. Additionally, there could be a system message in world chat that highlights guilds currently recruiting new members.

    I am just telling what i saw. In my latest tanking, i was using Traces of the Cross Sword once in every 10 seconds. And sometimes was using Tsunami. I saw i lost 50% mana. In big pulls i must use tsunami. I was playing with 40%-50% mana all the time.

    I will share my latest observations on knight tank class :


    Even though i used Phirius Deposit-Injector(ID:1244820), I lose half of my mana after 30 seconds in combat as knight/druid. However, if i have a mana regenerating class in party such as druid/priest or druid/scout, i never have any mana problem (as it is supposed to be).

    Classes like kinght/mage and knight/rogue will not have mana problem because of their mana recovering elite skills.

    But at the moment playing knight/druid is really difficult.

    My suggestion is that bring back mana recovery to Holy Power Explosion. Just remove mana recovery when receiving heal. It should recover 5% mana in 5 seconds as it was before.

    Well, i understand this. Having a taunt with only 2 seconds makes it powerful. You can increase cooldown of taunt skill.

    Quote from Brontes

    2) In the same vein, mana generation and mana as a resource was a non-issue for knights. It was way so powerful in fact that we might as well have removed mana and made every spell have no cost instead. This took up too much of the power budget, no matter how comfortable it may seem.

    But with these changes knight class will have a lot of mana problems. We will have to use punishment so often to restore our mana.


    Quote from Brontes

    3) Charge now having four holy sigils means that you may now much more effectively open up fights by using powerful abilities at max capacity right from the get-go, instead of having to wait and manage sigils. We also made it hit much, much harder than before, increasing initial aggro by quite a bit.

    Yes, thank you for these changes. Now we will be able to use Truth Shield Bash and Shock way more effectively. Charge and Shock will generate more aggro because of these changes.

    Quote from Brontes

    4) For that matter, we also added damage and mana gain to Punishment to make sigil management in later stages of fights, where all your debuffs are applied and you sit on an abundance of sigils, more engaging. It also streamlined mana recovery for DPS-Knights, which is a neat side effect.

    I am afraid this might have a negative impact on knight tanks. Maybe on boss fights we can restore our mana. But dont forget that mobs dont stay alive long enough to generate aggro first and then use punishment.

    I totally disaggree.

    first of all, if you have 800m aggro, you can go afk until the boss is dead.

    And second: a taunt every 2 seconds is literally to OP. Personally I never used it except on this random fix aggro of b1 orkham (but there you only need it every 30 seconds anyway)

    Yes true, having a taunt skill with 2 second cooldown is really good feature. But knight tank has lower aggro than other tanks. At least we should be able to take our aggro back easily. Now if you lose aggro on boss fight, it will not be easy to take it back as before.

    maybe you missunderstand that skill like many others.

    this skill is only a taunt. you cannot "generate aggro" with it, unless you are even not the #1 in aggro list. only if anyone else has way more aggro than you, this skill should be needed anyways, because the "5% aggro generation" was not your aggro multiplier on your character. it is instead like this: "your actual aggro on the mob will be increased by 5%". in other words, it was only suitable to use it as a taunt (which it is in fact) and not to "generate" aggro :O

    I know what you are talking about. When i said generating aggro, i am not talking about having 50m aggro on target. I mean you cant just have 800m aggro by spamming whirlwind shield. First you need to use your skills such as truth shield bash, whirlwind shield and others. After some point you need to use that skill to reach very high aggro on your target. And yes, we still need it even as a taunt. As you know knight class has lower aggro than others. Having a taunt with 2 second cooldown would be great to take your aggro back on boss fight.

    About the Latest Changes to the Knight Class:

    • Changed Holy Power Explosion to no longer provide mana generation passively and on heal.
    • Changed Charge damage to 550% main hand weapon DPS from flat damage, changed it to apply 4 stacks of Holy Seal instead of 2.
    • Changed Punishment to recover 8% MP for every sigil consumed, reduced its cooldown to 4s from 8.

    This means you will no longer be able to maintain full mana at all times. To restore your mana, you must use Charge + Punishment when your mana is low.


    Dear Developers,

    I would like to ask: Have you ever seen strong raids inside endgame instances before?

    As you already know, the Punishment skill triggers the global cooldown. Meanwhile, Charge is an essential ability for knight tanks—it is used to interrupt/stun enemies or reach a target faster, and it does not trigger the global cooldown. This skill is incredibly important for knights.

    However, even one second is crucial for generating aggro, and you are essentially asking us to sacrifice that one second by using Charge + Punishment just to regenerate mana. Are you aware of how much more difficult you have made things for knight tanks?

    I understand that you want healers to use their mana recovery skills more frequently, but even their mana recovery abilities may not be enough to support us in this situation.


    • Increased Holy Thunder Blade cooldown to 10s from 2, reduced aggro gain to 3% from 5%.

    Besides, i dont think this is a good idea either. This skill allowed us to generate our aggro faster on a target. Other tank classes have higher aggro than knight class. And with this change, knight tank lost its method to generate high aggro on single target.


    Please reconsider these changes.

    About Scout/Warlock


    This class is having AoE problems in big pulls also. Please change Weakening Wave Curse (1490797) to hit 15 targets maximum. And reduce its cooldown to 3 seconds. Same for Surge of Malice (ID:1490799). It needs to be changed also.

    Make it hit 15 targets maximum and reduce its cooldown to 4 seconds.

    About Scout/Warlock


    This class is not performing good without burst, it deals good amount of damage only when we use burst, that means once in every 3 minutes. It needs some boost for its sustain damage also.

    Can you change Detection (ID:1490800) to increase Intelligence 24% instead 12% ?

    Hello Wesker, can you check Corrosive Poison (ID:494024) skill's DoT value again ? In recent patch notes it was said its DoT value was increased. Yet i have very low DoT damage with that skill. Before patch i dealt 8m DoT maximum. Now i am dealing 4m DoT damage maximum. Are you sure you didnt reduce its value instead increasing ?

    Hello Wesker, i will share my latest experiences about some magical classes :

    • Someone from my guild played mage/warrior. And his damage of static field was suprisingly very low. I saw he dealt 18m static field maximum. And his overall damage wasnt higher than others. I dont think this is an acceptable damage for mage/warrior. But of course this is just what i saw from scrut. If someone had a better experience, i would like to see it.
    • Yesterday i played Druid/Rogue, its single target damage was still surprisingly high even after latest nerf. But i cant say same thing about its AoE damage and DoT damage. My AoE and DoT was really low compared to previous runs before latest changes.
    • I can say same thing about Warrior/Mage as well. Its single target damage is very high after latest changes. Can you consider to nerf its single target damage and boost AoE damage ?
    • Warlock/Champion has become really powerful. I have not played it but when i swap from staff to wand + hammer, my damage increases from 160k to 210k. Allowing it to use wand + hammer is really a huge damage boost. My friend's damage with warlock/champion was very good with when he used wand + hammer instead 2-h staff.

    Mage/Scout was good, but they should let it stay like this for a while. It is one of a few classes that can compete champions in overall damage.

    M/S was dealing 50-100% more damage of champions in burst, only Champ/Rogue could come kinda "close" to it in single target, but m/s still dealt like 25% more and our Champ isn't a bad player at all...

    50-100% more damage than champions ? We are literally playing in a different universe :D

    shouldn't you try it in inis and test in diffrent situations before start complain about something was not necessary or is needed.


    dont get me wrong i think its a bit to early to write things like you did

    I already played these classes before this patch, and some of them were performing worse than before. With these nerfs they will be even worse. I mean everyone knows we dont need %35 permament casting speed for mage/warrior. Some of these changes are really very bad.

    • Mage/Scout was good, but they should let it stay like this for a while. It is one of a few classes that can compete champions in overall damage.
    • Mage/Warrior's %35 castspeed buff doesnt seem to be a good idea. I mean they could have change it to 15% magical damage again. That skill was supposed to be used in every 30 seconds but we will no longer use it against mobs. I mean we use static field against mobs. So, having permament casting speed bonus will not be good against mobs.
    • Wl/S could have been much better. Yes this change is good, but it could have been better.
    • D/R had very good single target damage and it deserved a nerf on its single target. But i dont think that AoE should suffer again. After last changes d/r has become a single target class. Like i said before, its single target should be nerfed and AoE should be boosted a little bit. And if you are playing in a party where mobs die really fast, you will never be able to deal DoT damage to mobs. Having increased DoT damage will not make a huge difference in my guild runs.
    • If you are able to use your DoT damage on mobs as warrior/mage, that means your party doesnt destroy mobs in 3 seconds ! Warrior/Mage also became a single target class after last changes. Same problem with druid/rogue. And only Moon Cleave is dealing damage to mobs in big pulls in our guild runs. Applying DoT on mobs is not really possible in my guild runs at all. These last changes will be huge nerfs in you play in my guild runs.

    I have a few things to say about todays changes on magical classes


    • Mage/Scout was powerful in some situations. But i dont think it was powerful enough to deserve a nerf.
    • Mage/Warrior will be really weak after these changes. Maybe you should just revert your changes in previous patches. It would be better if you reverted its Rage Mana back to 15% magical damage. And that would be enough.
    • Warlock/Scout is not what we expected, you should have made its Sace's Impatience instant skill without global cooldown.
    • Druid/Rogue's AoE nerf was not fair. It already had weak AoE due to changes on last patches. You should have nerfed its single target damage only. Its Necrotic Wound damage should be reverted back to 484%
    • Warrior/Mage already suffered a lot because of latest nerf on Moon Cleave skill. This was really so much unnecessary.
    • Warlock/Champion's latest change is not a good idea. If you want people play with a magical hammer, you should balance druid/rogue and mage/champion properly.



    Rest of changes are understandable

    About Mage/Rogue


    Other magical classes got some changes that made them better. But i feel like this class also needs some changes.

    Can you make phantoms from Distract skill deal AoE damage instead attacking one target ?

    About Warlock/Scout


    Greatest problem of this class is global cooldown of Sace's Impatience skill (ID:1490582)

    We use Severed Consciousness so often in this class. It takes almost 2.3 second to finish all psi. And we use this global cooldown skill to refresh our psi. This is really slowing down warlock/scout. My suggestion is to remove global cooldown from Sace's Impatience. I am sure Warlock/Scout will perform better. And this is what this class needs right now.

    The X value should increase based on instance difficulty, completion time, and number of mobs defeated.

    Just saying such Systems would always lead to the stronger getting stronger while the average players will fall more and more behind.

    It would not be healthy for the game.

    Yes that is true for some point. Endgame guilds will be too powerful and weak guilds probably will never be able to farm new Hard Mode. But i see a lot of people complain about difficulty of instances. After completing gear, we just one shot all mobs and instance becomes so boring. I am sure they can adjust stats of new items for endgame players. Of course there should be no infinite gear upgrading. But people should be motivated for higher gears.