Posts by grknkrdn1299

    There are more than enough goldsinks already in the game, apart from guild buffs.

    For example, to roll the rest of my cards, I am roughly going to need 1kkk gold for the stones alone. There is barely enough gold on ah to do that and keep in mind, I'm just one person, who has already done some zones.

    Imho this shows that the current gold economy is not sustainable and is bound to collapse.

    Currently, farming gold is the most tedious activity I can think of and it saddens me greatly how much fun it takes away from the game (at least for me and my guildmates).

    I'm all for providing new players with oppurtunity to earn diamonds. However, gold will still be needed in large quantities, mainly for tierstones and the aforementioned card system. Hence the demand will still be there. Moreover, taking a look at who is offering gold for sale atm, about 80% of the overall volume is coming from players that are most certainly no newbies.

    You are right actually, maybe we can farm gold for guild buffs. But farming gold for cards is almost impossible. Like you said if every player needs 1kkk gold for their cards, it is really too bad. ISS also consumes a lot of gold. Who really wants to farm 400m gold to unlock a 104 lvl iss ? In my opinion they should reduce all gold prices. DEVs should make 6% guild buffs 1-2m gold and bring a huge discount to all gold prices in game. Such as rune extraction from items and ISS extraction.

    Hey, please just remove the cost of the guild castle buffs. First of all, you invest a million dias to make all 3 towers to 10 and then it costs 6kk gold per buff. You spend at least half an hour farming gold every day to get all 3 level X buffs once. That's really no fun - you want to run instances and have to spend half an hour farming gold beforehand. In general, I hope for adjustments to the gold policy, because it's definitely not fun like that.

    Exactly, 6m gold is too much. They should remove this gold cost or just reduce it to 1-2m gold. Nobody wants to farm gold every day just for guild buffs.

    M/W a character that requires a second set of items is average. this is not proportionate to the expense incurred .

    M/CH he had the ability: suspension of tension (498864), which is probably the strongest area skill among magicians. now he has also received a second skill at the same level .


    Byte pls ... sit down . F rating

    Mage/warrior was nerfed already. They had reduced str bonus dmg to 30% from 35%. Now they made it 25%.

    I dont understand this nonsense. Warriors are doing solo jerath with their bleed. Bleed does at least 600-700m dmg.

    Yet they still bring massive nerf patch to mages. Really such unfair. Melee dps are dominating game in current meta

    I dont understand this last nerf of mage/warrior and change of 20% attribute titles. Mage/warrior's damage comes from static field. And usually we do damage against mobs. This nerf was unnecessary. This class is not so powerful on single target at all.

    You also reduced mage/champion's static field range. It doesnt make any sense, this class is also supposed to be an AoE class. Why do we need to stay close to mobs to use static field ? Please make it 150 range again. And Shock strike should deal damage to all targets radius 100. Not only targets just in front of us. Mage/champion will be a good class again if you change static field and shock strike like this.

    If they buff static, you wouldn't use meteor at all anymore, this would kill the complexity of the class pretty much. On most classes, meteor only is better on huge amount of mobs during big pulls, normally you use static already. I don't remember the exact values for M/Wl, but you wouldn't use it on 2-4 mobs I think...

    Well, at least static field should have better damage on 3 targets. For now Thunderstorm has more damage than static field against 3 targets. Maybe they should nerf meteor shower a little bit and buff static field instead. You can check it in itnal camp also. Static field is really weak . If i dont remember wrong, meteor shower was dealing 120m dmg on 3 targets in itnal camp in 3 seconds. And static field was dealing only 90m dmg in 3 seconds also.

    You already use both skills, depending on the amount of mobs I guess :/ Might be different but on 2-5 targets Static is better and on 5+ mobs, I'd use Meteor. And if you stack up the wind damage buff before, Static hits decently, too... but not sure about the values actually :/ ...and if 5+ mobs constantly move out of the meteor, I'd flame the tank xD

    Exactly this is what i am talking about, When we use meteor on mobs, sometimes mobs are moving to a different direction.

    In a situation like this we should use static field. But static field is not so powerful as meteor shower. If they make static field a little bit more powerful, we wont have such problem in big pulls. At least we can use static field while moving
    By the way, i already tested static field and meteor shower in itnal camp. Thunderstorm + 3 seconds meteor shower > Thunderstorm + 3x static field. Even if i dont use thunderstorm, meteor shower is almost same as static field damage.
    For now using meteor shower is better than static field on this class. This is why i want static field to have both fire damage and wind damage. Static field has become very weak against meteor shower on this class.

    Same thing about mage/druid. Meteor shower has also more damage than static field in this class either.

    I also suggest you to make its static field to have more damage with Green Guardian stack.

    we should have at least 10x green guardian stacks to hit this skill with double damage.
    We should spam static field + subterraneous blade on mobs while they dont stay together. We should use meteor shower only when all mobs stay together.

    Mage/Warlock's Meteor Shower skill has both fire damage+ wind damage and it has higher damage than static field.

    But this skill hits only a certain place and while mobs are moving around we need to cancel this skill and use it again to hit mobs. I suggest you to make mage/warlock's static field have both wind damage and fire damage like meteor shower.

    So when mobs move, we can spam static field and when all mobs stay together we can use meteor shower.

    ID: 491172

    Hello, as many of you players know, in last patch DEVs brought a new stat to game. That means new meta of stats will be like : stasis-titan-gorge-legends-colossus-dark will.

    That means inferno and past times stats and many other stats will be useless now. Can you bring a feature to this game which allows us to disenchant old stats ?

    Soon we will not be able to sell these stats in auction house because they will be old stats like tikal and HoS stats. Please bring a new feature to this game to disenchant useless old stats to useful things like gold or monster card stones.

    Are you buffed correctly and do you buff your pet? Afaik dmg of pets doesnt really matter. It's more about attack and you need hot stew on your mage pet too

    Last time i checked hot stew didnt increase magical attack or magical damage in m/s pet. I dont know if they changed it in last patch. Does your pet hit 5m in burst ? And how much magical attack and damage do you see in your pet while you use burst ? I have seen like 12m magical attack and around 400k magical damage on my pet

    Are you buffed while running instances? My pet deals like 40-50% of my damage and it's really op now. Easily 50% more damage than other mages in DC and even in abbey it's decent and equal to M/W :/ I'd vote for a 20% nerf of this class instead, it's just too strong now...

    Maybe it is because you have better gear than many other players. For now m/s pet is still weak. It needs its magical damage to be increased. And my pet doesnt make 50% of my damage in scrut. It was before they changed pet.

    400k magical damage with burst is not just enough. When pet hits around 4-5m with burst, i feel like it is still so weak. At least pet should hit 10m with burst. Thats my opinion. Pets should deal more damage than our skills. For now even my Flame has more damage than pet

    Mage/Scout's pet is still weak even after you increased its magical attack. When i use burst my pet has 12m magical attack but only around 400k magical damage. This is really nonsense. Pet hits like 5m maximum. Warden classes hit around 20m.

    This pet is still useless. Please increase pet's magical damage like you increased its matk power.

    This is m/s pet damage :

    As you can see, even if i use my burst my pet hits only around 4-5m.

    And look at warden pet's sebal stab skill

    Here is warden pet's auto attacks:

    Please increase mage/scout's pet's magical damage. This class is so weak compared to other pet classes

    I think the stacks should work same as wl/m stacks. If you stop moving they stop going down and not keep decreasing for 2 more seconds. It¡s really not pleasant to play.

    It would be fine also. When we want to use our skills, we could just stop and use . Then we can use Cosmic call and Subterraneous Blade.

    Last Change on mage/druid is not enough, i mean thanks for opportunity to reset cooldown of ID:499623 by 45 seconds. But this is so difficult while we walk. Every second we lose our Green Guardian stacks. I suggest you to reset this skill's cooldown by 45 seconds if we have 10x stacks at least. And this skill should also deal double damage while we have 10x stacks at least ID:494564

    Hello, I have a suggestion for the warrior/rogue and the druid/warrior. For warriors/rogues you should make the skill: Furious Attack (ID: 492962) a permanent skill and increase the damage from 900% to 1200%. and the skill should also work again with the aoe skills. the class is way too weak compared to other classes.


    the druid/warrior is missing a spamable aoe skill. my suggestion would be to change the skill earth wave (ID: 493540) in a similar way to rogues/druids. with a 1 second cooldown. and that he no longer scales over int but over strength. thank you

    :D love you all greetings AKA !!

    Its name is not Furious Attack, it is Frenzied Attack
    And warrior/rogue is single target class now, if they make frenzied attack get triggered by AoE skills, it would be very powerful class both area damage and single target damage. In my opinion they should nerf it a little bit, make it triggered by AoE skills like you said and make it refresh rage with every hit. So warrior/rogue could be powerful on sustain damage and it can use AoE skills more often.


    And druid/warrior should not spam AoE in my opinion. It is also a single target class. This skill should be enough for AoE damage . If they make druid/warrior be like rogue/druid, they should nerf it's single target damage. So class will be balanced. Otherwise it will be a very powerful class.


    Btw i dont know if this is right place to talk about druid/warrior, this is warrior class feedback. Probably DEVs will move our comments about druid/warrior to druid class feedback

    Hello, about knight/mage:

    Mana Shield skill is not good at the moment. When we use it, it gives us mana and 25% protection. But every time we get damage we lose 3% of our mana. And we cant use it for big pulls because our mana will be 0 when all mobs hit us.

    Can you change it to be a passive skill which restores our mana every second and give us 25% damage reduction?

    If you do that maybe it becomes a better class.

    Skill ID:499626


    When our energy is over, our furnitures disappear and we need to recharge our energy and also pay for furniture slots again. I had 210 furniture slots. A few days ago my energy was over and i recharged my energy then i paid for 210 furniture slots again. Why should we buy furniture slots again ? When our energy is over we should only buy energy again. Please change our furniture slots to be permament. When our energy is over only our furnitures should disappear not our furniture slots.

    You had said mage/scout will get further changes but it is still a weak class. Since you nerfed it's pet, it became really weak class. I hope you increase pet's damage. And please bring Electrostatic Charge Expertise Skill back to mage/champion.

    Mage/Champion should be powerful against mobs, not against boss. With hammer + talisman it is a little bit more powerful against boss. But it is less powerful on mobs. I hope you fix mage/scout and mage/champion soon. These were two of my favourite classes. I want to see them to be good classes like before.

    Warrior/Knight seems a good class on single target aggro. But it doesnt have so many AoE skills for big pulls. Can you reduce its cooldowns of AoE skills and maybe make Shield Bash skill to be a passive skill ? ID:491485 . Or you can increase its buff time from 12 seconds to 24 seconds.

    Hello, i want to tell you that this turtle boss in light forces is really annoying. He puts himself to immune mode so often.

    Please change it to go immune mode lesser. Or make it have 50% dmg reduction. Because it takes a long time to kill this boss. You should also nerf some bosses in light forces. They are much more powerful than dark forces.

    I always have enough psi, even in AoD w/o universal potion. If you lack in psi, you got another non-psi rotation to use, and if you wanna optimize that, only use the rage consuming spells while above 50 rage, in order not to run out of rage for the psi generator that consumes 50 rage :/ I think most other warlocks don't have such a viable dps rota outside of willpower blade. For example, you can use warp charge (if not alredy on cd), malice, heart strike, trauma, weave curse and the 2 champ spells (forgot the names) or even spam psychic arrows... for me, using these is enough time until psi generators are ready again :thumbup:

    Well, of course i use some other skills when i dont have willpower blade. But we must open willpower blade as fast as we can. We cant use psychic arrows because mobs die too fast :) . Of course i use other skills also but this class needs to refresh psi a little bit faster. Not as fast as warlock/scout or warlock/warrior, but it needs to be faster a little bit.

    Are there any plans for warlock/champ class? It is really unpleasant to play. Without ale potion the psi management is terrible, all you do there is stay afk and look pretty until maybe u get another 2 psi to use a skill. So old school that is disgusting.

    I agree, they should change warlock/champion's psi recovery skill Rage Sublimation (ID: 499854 ) to be like warlock/scout's Sace's Impatience skill ( ID:1490582 ). Every time we use a psi skill or we attack any target, this skill's cooldown should reduce. So we can recover our psi more often. But they should reduce it's rage cost also. Then warlock/champion could be a good class

    Hello, i just realized that we cant refresh our fire damage buff in warlock/mage class. Blazing Barrier ( ID:621397 )

    buff doesnt get refresh when we use Fire Ward ( ID: 500366 ) skill again. I think it doesnt refresh it since you made it an aura skill. Please change it to refresh our buff. Thanks

    A Suggestion for Mage/Druid.

    Subterraneous Blade. Change this skill to inflict damage twice when we have at least 10x Green Guardian stacks. Because when we attack mobs, we are moving always and we lose our stacks every second. We can never have 20x stacks while moving. Skill ID: 494564


    Cosmic Call. This skill has very good damage but it has a very long cooldown time. If you reduce its cooldown time mage/druid could be better on area damage. As you know this class is weak on single target. At least it we should use this skill more often on big pulls. Skill ID:499623