Posts by MDNCITAJ

    I think it is a stupid discussion about the shield form of the champion.

    It is a unique skill, and if you remove it, or nerf it to the ground, especially what Madoxx have said, the champion will loose his unique style.

    If your goal is to make all tank classes the same, or more of the same, pleaso do so, but my understanding of the multi class system is, that you have to keep the differences of the classes.

    I don't think, that the Ch/K is overpowerd. He is very very tanky, yes, and has alot stuns - pretty strong tank class.

    But he is lacking: 1. DMG-Reduction for the raid (like K/M), 2. Supporting with Raid-Buffs (like K/D, K/P)

    I like its tankyness, but tbh if I had full tank gear, i would play Knight/Mage.


    If you demand a nerf of Ch/k. Don't nerf generall Champion skills, that effect all Champ-Combos, but its elite skills

    I appreciate this thread very much.

    10 Months are a really long time, this balancing progess is lasting since.

    Tbh I am more satisfied with what the dev's are doing than unsatisfied, but I like the idea of Zyrex.


    When I was playing the game on you know what server, the forum had class-related subthreads like Mage, Scout,etc...

    In this subthreads, people were talking to each other, with alot of knowledge of these classes, nobody else had!


    And since we are the only beta-testers this server has, we should discuss the balancing progess not patch-wise but in a class-related subthread. Were you do not loose the overall view on the impact of the balance patches on every combination.


    I think it is about time, that the balancing progress come to an end - which means no strong changes anymore, only small ones. So maybe it is necessary to get more class-related feedback

    Hello World... It would be nice if you could Do the cenedrils and warden pets 50% smaller or you make them invisible for other Player... If you run instance all of the screen is full of pets... Would be a nice change.... THX


    BEST GREETZ

    I think it's a good idea, we also discussed, that it would be nice to have the possibility in the settings to hide them. (own risk)

    I would like to see some new pve content.

    You are doing a great job with balancing, and i consider this and the new class combination as great content, but i have some ideas, that ppl could like:


    With the new card rework you could add new hardmodes for old instances, ppl love so much, like Treasure Trove, Grafu or Tosh, where you can farm new cards, with rewarding attributes.

    Also i rlly would like to see another option to farm the golden wings, except video contest and atlas minigame.

    For example also farming nostalgia instances, where you get ingredients in the end to craft a gasha with a little bit higher chances to get the wings


    Greetings

    Die Gilde Pulse sucht neue Member.


    Wir bieten tägliche Ini-Runs (Endcontent), eine ausgebaute Gildenburg und ein faires Lootsystem.

    Der derzeitige Endcontent ist sicherlich nicht das, was er sein sollte, aber wir hoffen ja alle darauf, dass sich da bald was tut.


    Wir stellen auch einige Anforderungen an dich:

    • Discord-pflicht
    • Deutsch oder gute Englischkenntnisse
    • kommunikativ
    • ein Mindestmaß an Spielverständnis

    Bei Interesse melde dich inGame einfach bei Gizzmo, Niirtii oder Kalypso - oder schreib mir eine PM im Forum


    M/S


    Hello, I have found a huge bug regarding the Mage Scout.

    It appears that "Flamme des Feuers (Flammengeist)" (ID: 492675) is reducing all cooldowns like "Elementarkatalysis" (ID: 1490404), "Der Weise" (ID: 495727), "Stimme des Meeres" (ID: 490226)

    The mechanic seems like if the runtime of "Magischer Querstrom" (ID: 620185) gets refreshed from "Flamme des Feuers (Flammengeist)" (ID: 492675) all cooldowns get reduced step by step.

    If thats a bug, it makes the M/S a bit too strong.


    Greetings


    *** Edited: You are right, did not noticed, that skill cooldowns were reducing faster in that area in generall

    SCh


    I noticed that the function and description of "Geschmiedeter Schuss" does not match.

    Either the description (max stacksize 10) or the function (max stacksize 4) does not work properly.


    Also


    I do not like the range of "Gelenkschlag" (Range: 50)

    It forces you, as a range dps, to go into melee range

    I suggest to raise it up to 200 or 220

    With other Scout Combos this skill already has a 200 range, because it's an issue of the GUN.


    Byte

    But since you changed Auto Shot (with gun) to range 230, i think its ok to change the range of "Gelenkschlag" too

    About Warden:


    I noticed recently that the Pet from (in this case) Warden/Warlock does alot more damage in Rofl than before.

    And I was a little bit surprised since it did not appear in one of the latest patchnotes.


    Did you noticed it too, because i did not play warden for some weeks now

    I like this idea too

    beside plasma arrow change i would suggest to make static field not depend on previous buffs like now and and we could directly use it. The amount of time we spend doing those previous buffs is insane compared to other classes, in most places mobs are already gone specially vs some pdps.

    I don't know, sounds like a little bit too much quality of life :)

    Mage/Druid

    • Changed Control Flame to modify Flame additionally to have 1 second of cooldown but makes it instantly casted.

    Very good qualitiy of life change.

    Instances

    • Added physical attack, attack speed and bad luck aura to Nayat, Siddartha and Krishna in Realm of Forgotten Legends Hard Mode.
    • Changed Khat in Realm of Forgotten Legends Hard Mode to electrify everyone in room if someone gets caught by a small lightning.
    • Added entrance cooldown debuff to Jerath event in Realm of Forgotten Legends Hard Mode that lasts for 180 seconds. Jerath now gains 8% physical attack every time a player participates in the event, and gains 8% physical damage every time a selected player refuse to participate. Every creature killed will inflict 2% damage to the tactic object.
    • Changed Balton to re-apply poison every 3 seconds instead of 5 in Realm of Forgotten Legends Hard Mode.
    • Added Earth Core Fragment to Realm of Forgotten Legends Normal Mode last boss. (3 Earth Core Fragment provides 1 Earth Core when used.)

    I also would suggest, that you start to implement these changes.

    But not all at once.

    For example, start with:

    • Added entrance cooldown debuff to Jerath event in Realm of Forgotten Legends Hard Mode that lasts for 180 seconds. Jerath now gains 8% physical attack every time a player participates in the event, and gains 8% physical damage every time a selected player refuse to participate. Every creature killed will inflict 2% damage to the tactic object.

    And let's collect the feedback



    I agree. But tbh nobody is capable of reporting just 100% objective

    For me during all this time the balancing process is starting to get on my nerves.

    It has become more or less just a bad joke, where some subjective opinions in the forum - call it feedback, but whatever - are finding their ways into the patchnotes.

    What I find is rediculous, for example:

    On Patch 10.4.0.2013 you changed Power of the Wood Spirit from 434% to 521%

    4 Weeks later on patch 10.4.0.3000 you just did it the other way.


    Honestly you guys just dont know what you are doing, and especially you rlly dont have a final goal that you try to approach.


    In the end i am pretty sure that you will fail, because it is nearly impossible to balance all the different classes in relation to pve content (low,mid,high end + future pve), upcoming pvp AND the huge difference in GEAR (from starer gear to t14 gold gear / t17 gold weapon) - that range is just too wide, and its coz'd of fundamental function of game mechanics which you cannot change unless it is not runes of magic anymore

    • Changed Guitar instrument to provide 20% attack speed additionally, attack speed portion of this effect will be overridden by attack speed portion of Lute.

    Hmm why not do the same as sw titles? turn guitar or lute into both buffs, same numbers, no disadvantage to pdps or mdps. I really thought that was the idea behind this.

    I recommend that too