But then the enormous single target substain and burst should be weakened
I tested it in grafu, it doesnt deal 300m snipe like other scout classes do. I dont think it deserves a nerf for single target.
But then the enormous single target substain and burst should be weakened
I tested it in grafu, it doesnt deal 300m snipe like other scout classes do. I dont think it deserves a nerf for single target.
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 ?
Display MoreI 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
Thank you for your feedback, we have looked into the classes in detail and prepared some adjustments for one or another of these.
From what I observed, most of the classes perform better than you expected, Mage/Scout didn't feel much of the nerf in most cases, same for Warrior/Mage. Perhaps some of them need more fine tuning in the near future, but we have to collect more viable data before. If you could share your results with Mage/Warrior, it will be much appreciated, as we lack some data there.
Hello Wesker, i will share my latest experiences about some magical classes :
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
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.
Display MoreAh, I almost thought our guilds would finally play the same game xD
1. M/S was totally broken in our runs, it dealt like 50% more than other magic classes, I think the nerf wasn't even enough xD
2. M/W I need to play to see the impact in the next days, but it doesn't look like its killing the class honestly...
3. Wl/S feels good, better have a 0.5s cast than a GCD, it's a win, dont complain
4. We had D/R in our group today in 2 grafu runs and his damage looked fine now. Before patch it was just op, now it's actually kind of balanced. The single sustain is really strong but from what I read in patchnotes class notes, it should be like that i guess?
5. W/M was op pre-patch, I played it several times (full dot build with matt 2h sword) and it just shredded through everything while being immortal to anything, even the juggler aoes that oneshotted champions around me xD Deserved nerf imo
6. Wl/Ch totally broken in everything below Grafu, in Grafu its S-Tier next to M/Ch pre patch... so probably needs like 10% nerf and mdmg into matt changed, then should be fine...
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!)
But what I don't understand at all about the patch: Where D/B croco buff? It only has 200kk hp and can tank bosses in lower inis, should be able to tank grafu bosses too!
I have a few things to say about todays changes on magical classes
Rest of changes are understandable
Hello, can you remove 15% attackspeed magical damage reducement from scout/mage's 60 elite skill ?
This class will perform better without this.
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.
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:
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.
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:
Set Bonuses:
Important Note:
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
Can you try using it on red targets in itnal, that looses hp?
If you use things on targets that dont looses hp, some stuff might be not working
I tried it on channel 2 itnal camp, yes my skill works. But they should fix it for targets which dont lose hp
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
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.
The fact that you claim that s/r is stronger than r/wl in target damage is already laughable
Bro i have seen s/r dealing 1.2kkk damage in a few seconds. Can r/wl do that ? If so, please send us screenshot
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
About Scout/Druid
This skill has very low radius and its really so difficult to apply this debuff on our target sometimes. Please make this skill hit our target and spread its debuff to all enemy targets in radius of 80.
In order to get maximum physical attack from this buff, people are using dmg roll weapons and dmg food, but they are still having problems because of low patk they have. Make it 35% patk bonus permamently.
Make this skill give us 16% dmg
Scout/Warrior
This skill's Physical Crit. Damage seems unnecessary. Please change it with Physical Damage
Make increase Physical Attack Power by 23% for 20 seconds instead just 8 seconds.
Scout/Warrior is a class with Rage, but i dont see Rage is being used for this class except Bersek buff.
Make this skill consume 15 Rage when we use it, and remove crossbow requirement to deal increased damage. When we dont have enough Rage, it should deal its normal damage.
Same for Make it consume 15 Rage, it should hit 6 enemy when we have rage. When we dont have enough rage, it should hit only 2 extra enemies.