Posts by Zyrex

    Have you written a healing CE before? And I don’t mean one where you click targets manually and try to spam a button for choosing heal spell on top of that. It’s INCREDIBLY complex [...]

    Wait... I think we have a misunderstanding here... the only "rotas" we talk about are like a few mob targeting spells (plus maybe seed + title skill debuff).. You don't need to add player-auto-targeting mechanics or such, bcz the healers just work as dps by dealing damage on mobs and heal players around passively. So you basically play like a damage dealer, but you heal by some mechanics... THAT'S what you write rotas for, that are veeeeery simple and straight-forward. Doesn't need any experience in lua or kitty or whatever, since most conditions are one-dimensional too...


    Current state of healers is either:

    - play full heal classes with raidheal addon as before (bcz they were almost unchanged in gameplay), OR,

    - play hybrid classes with full mob targeting rotas like a mdps player (either manually or with simple kitty)


    Example is p/m: You cast your ice wind blade and get a proc to cast group heal (raid wide) instantly with no cost and can do this every 2 seconds. On single target you cast your sublimation rota and maybe some fillers, such as dots or ISS and whatever you can find to fill in between and voila, you got your full targeting rotation healer that doesn't even have to use raidheal or similar heal addon anymore ^^


    I saw some guild mates play druid/mage or priest/mage by playing such dps-hybrid rotations with minimal effort or optimization and they dealt quite good dmg (like 10-20% of a proper dps, maybe needs some buffs here and there) and healed like 50-70% of a full heal at the same time... nobody wants you to use full heal spells on players, bcz it's not even necessary... and if u don't want to play the new archtype, just go for full heal classes that still exist and seem to be untouched at all...


    The thing what ppl seem to not understand in my previous posts is, that you don't need highend LUA scripts to play such hybrid heal classes at all, but if you WANT you can go for it. Just do a simple kitty and you're fine...

    The main reasons healers don’t do damage is that they wear healer gear. They’re missing melee magic damage %, getting mdmg bonuses from various pieces of gear, pve dmg %, etc. I get that the goal was to make it so it was less necessary to stat / spec for heals in healer gear, but it’s not just an overall healing reduction per heal

    From what I saw what guild mates already achieved within 1 day after patch, they already used %mdmg or %magic melee weapon dmg rolls on their weapons bcz %wis isn't best in slot for (hybrid) healers anymore and some found use in channel or enchantment gloves bcz both seem to be viable for them now... and the damage they dealt was pretty good (could even be buffed further imo) :huh:

    the fact that you actually just said learn it makes your whole quote make me lose hope for humanity, you expect people over 40-50+ years old to learn Lua/Kitty when they play the game for fun and just wanna play for the nostalgic feeling not to mention have 0 knowledge about writing code, everyone with a decent IQ can tell this change was unnecessary and not wanted by the community.

    Yes, I'm so evil, I expect ppl to properly play/learn their new classes and to use an addon if they can't do it manually... I bet if you get along with healbot or raidheal, you can also understand kitty very easily, I mean the rotas of healers aren't complex or something, no need for big condition stacking and such, they remind me of warlock/druid rota of 2-3 skills... those rota-healers are actually easier to understand than most configurations I saw in raidheal or gridcliqueit, but what do I know...


    And however, there are still some full lazy-mode heals in existance, so yea, I'd actually expect ppl to learn kitty to play the rota-ones properly, IF they can't press 2-3 skills manually (which seems to be an issue for quite a lot ppl already) xD

    You cannot assume, that everyone is able to do lua scripts.

    I don't expect everyone to learn lua lol, but kitty is quite easy to start with I guess... you literally have to know nothing about scripting and if you want to improve it, go for lua, that's all I say ^^

    So... maybe think about people instead of spreading nonsense? It's kind of weird to say "just learn it" when some of us do this in our free time for fun.

    I was playing manually warden in the early days and after some time, when I found the scrutinizer addon, I had to learn how kitty or diyce works, so i could compete in damage with other players... so my point is, why shouldn't healers come to that point too? There are a lot of basic healer classes that can be played the original way without needing to use a kitty rota, but if you want to put your hands on better classes, improve yourself and make a rota... it's not an issue of time, but of being willing to adapt...

    Keybindings are totally normal, so what exactly shouldn’t be done manually? xD

    There is such mmo that takes place in a fantasy space setting with light sabers and stuff, there u don't have any addons and have to deal with standard interfaces too... and the combat system is more or less the same, its also tab-target without active combat but casts... there it works well too, I think healers just got lazy from early on and ppl commited a lot into lua development, so it's no wonder addons like healbot or raidheal exist for a long time...


    Now the game goes into another direction, it's nothing bad, but a chance for the game to be more than it was before, you will have much more possibilities for your raids and stuff... I'm just saying try it and learn it before telling it's bad or unplayable...

    Then... uhm... maybe... learn it? I started at 0 too once... but pls don't start speaking of skill, if u don't heal 100% manually yourself and instead press 2-3 buttons on an addon that does 100% of healing for you :D Compared to most ofher mmorpgs this game is easy af, now healers have to adapt to new gameplay, deal with it i guess, like all of us did too... I'd perfer full manual gameplay too, but it is what it is...

    Yes, it's very difficult to use a rotation of 3-4 skills instead of just pressing 2 buttons on an addon all the time :D I like the changes and even consider to build an own heal gear now (like some ppl already did when they heard about the changes), bcz it's now not as stupidly boring anymore as it was before :D u can basically make kitty/lua scripts for heal now and you will be fine... classes like d/m or p/m can be played with kitty only! That's a huge W change imo... idk what u guys complain about, just play the game like all of us do alrdy xD


    Edit: I mean imagine being a dps player and don't edit your rotation after a patch... ofc it will be bad then xD

    Then appreciate the change itself... that Rake publishes this here, means that he wants to get our feedback, so we can express our wishes and maybe it will be considered 🤷‍♂️

    This was actually one of the most constructive feedback I've seen from u in a while xD u can't imagine how someone with limited time feels about this change, it's a life changer honestly, instead of spending 20 hours, i will spend only 1 (if at all), this is insanely good 😱 But if u alrdy spent days for updating cards the normal way, I can feel ur frustration, but u can be glad that it will work for yourself in future too I guess

    You're getting it wrong. The system would be good if it didn't require more stones than the manual process. And I mean significantly more. The fact that you can't set it to "stop when the minimum of one of the following [list of attributes] is present" is simply useless in terms of saving resources. It's just that it's probably true for the majority of players. I'm not surprised you're hyping it, though. ;)

    As I understand it, you can also upgrade card by card with your saved preset... that it eats more stones if you select all your cards at once is obvious i guess ^^ What I would like to see is a workflow: Select card --> select preset --> confirm --> done. If it takes me 4 times as many tiles, it's still worth it to me because it absolutely sucks the traditional way. I would give the shirt off my back for the mechanics :D

    Daaaamn this hypes me to the moon I can tell u, update presets is probably the best update I've seen in a while over all general game updated ever, I'm so excited rn 😱😱😱


    The card system was so annoying before, bcz u had to click 100000 times the same 10 stones in the same order all over and over again and if u wanted to max them without dias, it was like another 50 stones per card in the same order again xD This update solves it entirely, so it's maybe one of the most useful quality of life changes of this year so far <3


    Imo it doesn't matter what features it has additionally, just the update presets (however they are implemented) make me happier than 10 naked dwarf women in a room <3


    in short: useless :D

    This was actually one of the most constructive feedback I've seen from u in a while xD u can't imagine how someone with limited time feels about this change, it's a life changer honestly, instead of spending 20 hours, i will spend only 1 (if at all), this is insanely good 😱 But if u alrdy spent days for updating cards the normal way, I can feel ur frustration, but u can be glad that it will work for yourself in future too I guess...

    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...


    Wl/S could have been much better. Yes this change is good, but it could have been better.

    Wl/S can easily solo big room worldboss within 1 single phase and it doesn't even need perfect gear for it... if there is a more single target focussed ini coming, it will burn everything I'm sure... in Grafu it also dealt decent damage before patch, just don't do the mistake to use warlock AoEs with higher prio in big pulls, it will suck, better just switch between soul crusher and the cps one...



    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.

    I mean true, if you add AoE to a single target class, it will be broken bcz it can do everything I guess? If u have too much overdamage in your group, just simply don't play a DoT class? :D This is like u say a Ferrari is bad in a drift race and loses to some Toyota cars, of course it is, but in a drag race it's op xD Why does every class have to be viable in any situation? As mdps you have access to 28-31 (if you count in meme classes) different classes, a lot of them are played with the same weapons or even rolls, so just adapt to your party and u will do good :D


    If you are able to use your DoT damage on mobs as warrior/mage, that means your party doesnt destroy mobs in 3 seconds !

    It's the same with Wl/Wd, if u have too much burst power in your raid, play it on %mele weapon mdmg and the dmg will be decent, however it's a dot class so don't expect it to compete with drift cars :D This is what I like most about magic classes, u can always pick the one class that fits perfectly to your raid and the ini, so you can always be one of the best dps in a raid :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.

    M/W was op if you had a good patt buff and if u had additional support for it, like resource generators, it just was insane. I never felt the class that much in Grafu, but I'm only having 80k buff, so I think with 85k+ u will do much better there... And if you had read the patchnotes, they said that there is some content coming up that adds another decent buff to buffgear, so probably huge gear upgrade, so stop complaining about a decent class that will become more decent soon xD

    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

    Ah, 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!) <3


    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!

    The Warlock/Champion changes are awesome to see! I think that it might be a bit overtuned with the change to having an offhand, since I'm sitting at 220k mdmg with just my pet out. Some quick DPS tests show this will likely be overperforming even more so than D/R was.

    I played the class in Grafu today and it dealt the exact same damage like mage/champ 😱 So if one considers m/ch as balanced, this class is in grafu too. But then we went into abbey and wl/ch destroyed everything, so maybe just change some mdmg against matt (like they did with m/w) and it should be fine I guess...

    1. The bug is Psychic Arrow (ID: 1492094) is still using 5 rage for each cast. When using it as a filler between Severeds, this is making it really difficult to get Rage Sublimation off with > 50 rage (and almost impossible if not in melee range).

    Where is psychic arrow costing rage? If you test in itnal camp, it will auto-decrease by 5 bcz u are out of combat :D



    EDIT: btw the combination of D/R and Wl/Ch is insane, one adding a lot of dark damage support, the other helping with rage and psi :D

    If you interrupt properly and use some defensive support, like warden tank or wl/d, you won't be oneshot anymore I guess :/ At least with some classes like m/s (that has no class specific defensives at all) I can stand between all mobs in big pulls and rarely get hit by more than 20% at once, i only die when the tank can't control his pull due to lag or such 😱 But having like 3-4kk hp as a mage helps a lot i guess :D It's just the jugglers that always kill me, but their cast is long so u can react in time normally I guess... but yea, compared to Anne the other boss fights feel like tutorial xD


    If u keep dying in trash, maybe use a knight dps or w/p...

    I like the classes as they are now, but maybe check mage/champ, it feels a bit too strong in 6er inis like Grafu...


    Screenshot from grafu:

    888983d0862d7350d64e91dd6fb74cdc.png

    Isnt this a screen from a Priest?
    Grafu aint a 6er ini since you can walk in as 12, lol?
    Aswell as more context is needed for balancing something in there. Since we dont know any about the difference from you to the other 3 dps + 1 support i believe?

    ~ Greetings

    Yep, I switched to p/s for the endboss so we had another battle rez, but screenshot is from everything before Anne... others also changed their classes, before it was:

    1. m/ch (me)

    2. Ch/M

    3. Ch/S

    4. S/R

    5. B/S


    Yea it was a 7 man run, but grafu is quite easy so its a 6 man ini for me that u can run with more ppl like u could do with the wings of room in the very past :D But even with more ppl the m/ch was dealing quite a lot of dmg, even more than my warmage 😱With full elemental / wind support it's even bigger 😱 I know u can't trust scrutis ever, so it's just for visualization :D

    2. Psychic Shot (ID: 1490579) isn't part of any optimal rotation currently. It's damage is way too low to use compared to Severed, and it has no utility that would make it part of the rotation either. If it at least recovered 1 psi per hit, you could use it to recover Psi in-between Willpower Blade but otherwise I don't have many ideas to make the skill useful.

    (Wl/S) i'm using this skill when I'm inside willpower construct, after battle-rezzing ppl, there isn't much you could do otherwise, so I like this skill pretty much... Outside of Willpower buffs you can use Dark Rain to recover all needed psi fast, so no need for another generatior imo...

    3. Single-target this class does pretty well, but since there are so many AOE pulls in current end-game content this class doesn't keep up with Wl/M or Wl/R due to the 55% area dmg reduction from Ranger's Quickness (ID: 1490586).

    (Wl/S) Have you tried using single rotation in aoe pulls? With Soul Crusher it deals quite good damage in pulls too imo... only bcz there are a lot of mobs around, u dont automatically need a lot of aoe skills ^^ It also feels kinda weird to me to use aoe skills on a class that passively reduces area damage by 55%... just swap CPS buff with Soul Crusher in trash packs and go back to CPS one for boss later and keep using boss/cleave rotation all the time, it will feel much better than any aoe rota :thumbup:

    2. The AOE damage reduction that was added to Ready and Waiting (ID: 621404) was a really nice idea, but unfortunately most AOE skills still hit for 1.4-1.8m even with the changes. Generally speaking, I haven't noticed any differences in the amount of times I die with the change

    (Wl/R) I feel the same, however there are some AoE in Orkham and Grafu that I dont die to anymore (eg Whirlwinds from grafu Guards), but it doesn't help much against Electrocutes or Juggler Apprentices... the movement speed loss I didn't even notice before u mentioned it 😱 maybe it's bcz I'm on mount like all the time :D 🦙


    Warlock/Warden
    1. I've tried this class quite a few times as DPS, and can't seem to figure out how it's supposed to even get close to other Warlock dps.

    Imo Wl/Wd is much better than all the other warlocks, including wl/m, it has decent DoT and if you play it with magical 2h sword rolled on %melee weapon mdmg it shreds everything inside grafu... if you play it with %matt roll the dots will be better but burst will suffer and if you have a 2h sword with damage reduction roll, you can even offtank stuff if you're fast in switching to willpower construct :D


    The gameplay loop with this class is basically: buff up --> Soul Pain --> Perception Extraction --> PotWS to spread the 2 dots and throw everything u got in afterwards. Having Beast Roat up 100% of time also increases dps quite a lot. Even if you're using a damage roll on your weapon, the dots alone deal like 35-40% of your overall damage inside Grafu, it's rlly huge :pinch: Maybe it's a ping issue on your side, but my experience with the class was decent (and so were my guild mates) :)


    The other stuff i agree to :thumbup:

    Since i dont want to discuss further with someone that doesnt know anything and doesnt want to share his ingame name i will stop it here :D

    Reactions speak for themselfs and obviously your opinion isnt getting any support, therefore gl and have fun :D

    Also pretty funny how you first said in one of your Messages that rogue sucks and then compair r/w and say sth about 400kk DPS would be interesting to know where that DMG should come from, the only person that could realistically eventually do that on a rogue would be Airforce rn at least if that 400kk is inside Grafu, also you might not understand how rogue burst is stronger than scout because rogue gloves give flat DMG if the grade is high xD So if you reach over def ofc you will do more DMG than scouts bruh

    Also would be nice if you would call names of persons that can reach so high instead of just saying yeah it is like that, show me not just written sth without any prove :D

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

    Yo, I have 1 question: Have u even played the game once? 🧐 But please keep talking, it's just too hilarious xD Someone please remove this troll :D

    Elo, this sounds really good, especially for someone like me who hates normal questing! One question about the new system: Do I get this right that it only replaces the original daily quest thingy? So the passive bonuses, such as cheaper crafting costs or the "resurrect with all buffs" on prestige gold still remains?


    The "Monster Hunt" in the Achievement category only contains open world mobs, or also instance bosses? If every single player has to kill low level world bosses, such as Perodia, there will be war in these zones I guess 🥵


    You listed "Gear Enchanting" as a development path in future updates, wouldn't it also make sense to add instance boss kills in core/nostalgia instances, since endgame players normally don't build much gear when there is no new instance being released? Also, housing might be a little problematic, bcz some of us already have huge houses where no much can be optimized...


    Other than that I really appreciate what I read here, I'm looking forward to it for sure! :thumbup:

    Elo, iirc the issue persisted forever since the ini was released on that ugly other server, maybe it's time to change Maderoth event entirely or just make it a burst boss or something, I mean who cares if its difficult or not?

    I began to observe such a situation. A person stays in the game for 11 days and receives an item from the last dungeons. At the same time, he is not dressed. Somehow it is not fair to players who have spent a lot of game currency, time to start going to the same difficult dungeons to get the same thing. The same applies to bards. They have a skill that deals heavy damage to the boss in the starting things. It seems to me that I somehow need to filter the drop from the boss, for people who are poorly dressed and do little damage, heal or aggro.

    Elo,


    I agree with u - to me it still sounds weird that a newbie can get endgame items, but on the other side they can't use it at all, so will sell it for some starter dias, which is completely fine... I'm here for longer already and am not rlly mad if ppl get a moon artefact we normally have to run 10+ grafu runs for, bcz what does it change? The newbie still deals no damage and can't even use it due to locked nostalgia quest progression. Same for loot from Orkham or Dark Core, doesn't matter I guess... I mean, you aren't mad on someone if they pull golden wings out of Atlas gasha, are you?


    The bard skill should be a bard/priest elite iirc, that deals 10% max hp once, so it's not a general bard thing and might get nerfed it u can exploit it on worldbosses, a simple bug report or report to gm might be enough so devs will notice it ^^

    Where graphic? I used https://tiermaker.com/single-use-tier-list/ with professionally created class icons 🥵 27 magical classes was much more work than 5 scouts i guess :D You could also include leather bards, like b/s that seems to be good enough too :/ And maybe only make tier list for 1 ini, on mdps side the list would look entirely different for Orkham for example...

    Feedback on Mage/Priest Class Gameplay Experience:


    Currently, the Mage/Priest Class feels somewhat slow due to the mechanics around applying debuffs. To apply debuff 1502932 either through single-target ability 499608 or multi-target ability 492928 as a Channel (limited to 5 targets) significantly impacts overall damage output in larger pulls. Single-target application becomes inefficient because mobs often die too quickly for individual debuffing to be practical.


    To enhance overall class performance, I suggest adjusting the debuff application mechanic of ability 499608 to instantly spread debuff 1502932 up to 5-10 targets. This change would make the class more responsive and efficient, particularly in large group engagements, resulting in smoother Gameplay and overall Class Balance for Mage.

    I had a similar experience with this class, I even tried using channel gloves and Meteor Shower during Vortex cooldowns but it still wasn't good at all, max C tier on my tierlist 😱 maybe shorten the channel time and remove the cd and/or target limit from Vortex and the class should be fine (and can played in elemental gloves too) :/