Posts by grknkrdn1299

    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.

    Hello everyone,

    In this forum topic, I will share my own suggestions for a new endgame instance and new content.

    As many of you already know, we will probably have a new endgame instance within a year. However, this new instance and endgame system should be more fun, engaging, and balanced.

    How? Let me explain:

    In my opinion, the developers made some mistakes in previous instances, such as Orkham and Dark Core. Why? Because these instances made previous ones unnecessary, and their content was easier than that of the RoFL instance.

    Let me be clear. When these two instances were released, players ran them repeatedly and completed their endgame items too quickly. As a result, some players quit the game sooner than expected. The new endgame content should be similar to RoFL, where crafting an endgame item takes time. It took 10 days in RoFL content, but I suggest making it one week in this new system.

    To prevent rapid progression, there should be a cooldown or similar mechanic for crafting items. Additionally, previous instances should remain relevant for endgame progression. Developers should introduce a new Hard Mode (or maybe just an Awakened Mode, depending on the chosen name) for older instances. Players should be required to farm materials from these older instances to craft new endgame items.

    Endgame Gear and Instance Difficulty:

    The new instance should have two difficulty modes: Normal Mode and Hard Mode.

    • Normal Mode should be manageable with Orkham gear.
    • Hard Mode, however, should be more challenging and enjoyable.

    If players complete the instance in Normal Mode, they will obtain Tier 14 gear with Tier 17 weapons, allowing them to defeat mobs and bosses effortlessly. This would make the game boring and lead to players quitting.

    How Hard Mode Should Work:

    • The Defense, HP, and Attack Power of mobs and bosses should scale with the Gear Score of the party in Hard Mode.
    • The quality and quantity of items and materials should depend on completion time and the number of mobs defeated.
    • The faster players finish the instance and the more mobs they defeat, the better the purple item quality and greater the material quantity they should receive.

    As mentioned earlier, new endgame content should not revolve around a single instance. Lower instances should be integrated into the new Hard Mode system to maintain their relevance.

    Scaling Older Instances:

    Imagine older instances being scaled based on the party’s Gear Score.

    • Weak parties could farm older instances such as Inferno of Divinity, Gorge of Ice Giants, and RoFL.
    • Stronger parties could tackle Dark Core and Orkham.

    These instances should only drop materials, not purple endgame items.

    Example of Endgame Item Stats:

    Purple items from the new instance could have attributes such as:

    • + X amount of all basic attributes
    • + X amount of maximum HP
    • + X amount of magical attack (or physical attack)
    • + Y amount of negative aggro (Y value should remain constant)
    • + X amount of magical damage (or physical damage)

    Set Bonuses:

    • + X amount of Int/Wis/Str/Sta/Dex
    • + X amount of cast speed/attack speed
    • + X amount of critical damage

    Important Note:

    • These set bonuses should only be applied when upgrading the item to gold quality!
    • The X value should increase based on instance difficulty, completion time, and number of mobs defeated.
    • There should be a limit to prevent infinite gear upgrading.

    Hi, in my opinion this new system could be a great feature if you adjust rewards according to our performance.


    All enemies should be scaled with our gear. But why dont you also scale our rewards with performance of our party ?


    Maybe rewards should be scaled with our gear score and finishing time of event ? Faster we finish event, more rewards we should get.

    About Rogue/Mage


    This class was supposed to be an AoE class. Yet i dont see so many people playing it and doing high AoE damage.

    And i feel like this class has better single target damage more than it should have.


    First of all. This is a projectile class and in my opinion people should always spam projectile skills.


    Make and deal Fire damage.

    Make immediately reset cooldown of

    Make deal AoE damage to all enemies in radius 75

    This skill seems to be unnecessary. Make it a 30-second buff that increases projectile damage by 15% with 90 second of cooldown

    And most important of all; this buff shouldnt trigger Chaos Dagger twice, instead it should spread its damage to nearby enemies in Radius of 60


    I think with these changes it will be better class for AoE


    Edit : I know Combo Throw resetting Gusting Blade Rain might be too powerful, maybe you should just change it reduce its cooldown by half

    I need to thank you for changing Power of the Wood Spirit skill according to my suggestion. Before this change, i couldnt apply my dots on mobs beause it was difficult to hit correct mob when we could hit only 6 targets. Now i can apply my dots to other targets easily

    This is how it is supposed to be when you apply all your dots to other targets


    It says every hit of Soul Hunter skill will reduce cooldown of Harmony skill. But i tested it in itnal camp and cooldown of Harmony skill is not reducing at all.

    Please check this DEVs

    Hello,

    make sure you also have "Soul Hunter" (1491189) active, or this cooldown reduction wont work.

    Yes, i already had Soul Hunter active. Yet i could use Harmony only in 8 seconds. Cooldown was always same.

    I am still using it in itnal camp with Soul Hunter active buff. Yet i dont see any cooldown reduction.

    I never compared s/r to r/wl in the first place, he did not I x)

    The fact that you claim that s/r is stronger than r/wl in target damage is already laughable :D


    I dont know. Thats what he said. He simply thinks r/wl is stronger than s/r. But its not stronger in most burst situations. It might be better than s/r only in sustain.

    I think he was referring to AOE DMG not buffed up single target with 3x single target weps,

    But yeah still pretty funny

    Anyways this troll was removed from Forum so we have peace now xD

    Claiming r/wl has better AoE than s/r is more absurd than claiming it has better single target dmg than s/r.

    S/r has many AoE skills to deal AoE damage. R/wl has only 95 iss for AoE.

    S/r is better in both AoE damage and single target burst. Maybe r/wl has better single target sustain, im not sure.

    Nobody can deny s/r is a very powerful leather class which could compete mages before this patch.