Posts by grknkrdn1299

    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.

    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.

    Regarding to latest changes on Scout/Rogue


    I see a lot of people are unhappy with scout class in general. Because they cant match mages after last mage buffs.

    My suggestion is to change some scouts.


    Lets start with Scout/Warden


    You can increase ranged damage buff of this skill to 15%


    Make Entling Offering be triggered twice when we use this skill


    Reduce this skill's cooldown to 4 seconds

    Make this skill hit all enemies instead just 2


    With these changes you can create another scout class which is not useless against mages

    Hello, thanks for your adjustment for mage/scout. 6 second cooldown for Fire Storm skill was a little bit high. Now you reduced it to 4. But i have one request. Can you also change name of additional magical damage of Shot skill to be same as Fire Storm's shots ?

    Additional damage should not be named Shot. Please make its name Fire Arrow Shot

    Regarding to druid/rogue


    I like these new changes, but i just need to ask 1 question...

    I dont see any skill that deals poison damage.

    Did you just forget to remove 15% poison damage bonus from elite skill Curse of Widow ?

    Hi, i cant aggre you about mage/scout. Because it doesnt have enough AoE damage for big pulls. When your tank pulls high amount of mobs so often, you may underperform with that class (just my opinion). Scout/Warlock also doesnt have good sustain. In some situations you might miss some damage. I think you should put scout/warlock to C and bard/mage to A. I had a very good experience with bard/mage in grafu. Its AoE sustain damage was good enough.

    However, this is just my opinion. I dont know how your guild runs grafu. Your guild's gameplay and my guild's gameplay might not be same.

    Hello everyone, fishing has got some changes in last patch and it became so useless for some players. People cant farm their gold fish and unknown box from fishing because of low chances.

    I have some ideas to make it easier for everyone.

    First of all you should increase golden fish and treasure box chance to their previous values.

    You should add many fishing clothes to fishing NPCs. Not just upper body but pants, belt, hands, boots, capes, head and shoulders.

    Of course there should be different fishing gears for different goals.

    1 - If we want to farm golden fish and treasure box, we should make a fishing gear with treasure chance

    2 - If we just want to level up faster, we should use fishing speed bonus gear

    3 - If we want to collect more fish and sell them, we should use a gear with gathering chance


    And maybe you can add some other builds for fishing. But please consider my suggestion to make fishing fun and easier for everyone.

    In the current period of the game, scout pretty underperforms at large scale mob packs. I would recommend increase the damage of the "Hurricane of Downpour" from %250 to at least %600 and reduce the focus consumption from 40 to 10. Also reduce channel speed from 2 to 1 and reduce the hits in seconds. And finally reduce its cooldown from 10 to 5 seconds.
    Additionally make it uninterruptible.


    We are still waiting for an answer from developers. When will you fix this problem ? It has been 3 months and you are saying you fixed backport problem by 75%. Yet we are still having backports so often. We cant see improvements about this problem. It is impossible to play warlock classes and many other classes with non-global cooldown skills.

    You fixed many problems before, why cant you fix this now ?

    I am posting this video only to show DEVs are wrong about backports. It is not something about low fps or high ping. Its all about non-global cd skills. I was able to play warlock/rogue which is best class to have backports. As you can see in the video i dont have something like 5 fps and 300 ping. Yet i got backported 3 times in 4 minutes. Developers must watch this and understand backport problem still exists and some classes such as warlock/rogue are almost impossible to play because of this problem.


    Hello


    We were never changing anything related when backports appeared, so there is nothing to revert. Backports have largely already been solved for 98% of players, ones remaining are rare cases and effecting few players more than others (but still massively reduced from original reports), and continues to be investigated further. With next patch these case should be reduced by up to an additional ~75%. But some backports will likely still remain, as low FPS and higher ping can cause them.


    Greetings

    Yes that is true, backports of some classes are usually happening when i have like 25-30 fps. But lets not forget that this is all about Non-Global Cooldown skills. When i play with a class which doesnt spam those skills, backports dont happen. When i play with a class which spams those skills every second, i get backported once in every 60 seconds !

    If you dont believe me, just play warlock/rogue and see how it is causing backports. There were no backports in Orkham 2 months ago. We were backporting only in Dark Core. Now its so much annoying to play warlock dps in Orkham. If you want to see how it happens, i can record a video of backports and post here

    Developers will you fix this backport prıoblem in next patch ? It has been 2 months yet i still get backported so often in instances. Cant you just remove your changes 2 months ago ? It is really becoming annoying and its affecting our gameplay in a negative way.

    Hello, can you make Assasin's Rage skill (ID:490506) to give us 3x stacks of Perfect Slice buff (1502730) ? A lot of people would prefer katana if you do that. Using Perfect Slice 3 times is really so difficult and sometimes it is waste of time. In this way i believe katana will be better