Posts by Zyrex

    Quote from Patchnotes 10.4.2.1000
    Revised parts of Realm of the Forgotten Legends terrain and objects.

    Hey, today in ROFL me and my guild had a huge disconnecting lag in rofl 1st boss, 2nd room. Our tank started kiting the boss and suddenly most of our party lagged and disconnected. That was around 21:36 CET. Maybe there is a connection to the changes in ROFL within the patch?


    Also, the way back over the hill (from the second room to the first one of 1st boss) bugs a lot since the patch, you constantly get stuck on the gound. Guess the hill is way too steep there.


    In general, most of us had less FPS in rofl since the patch was released. What exactly was changed there? @Devs

    Report of an unknown soldier of the Order of Dark Glory

    "It was a hard winter in the forbidden lands beyond the borders of the known world. Me and my company never thought, the world we live in could be like that. This place is just amazing. I have no words to describe its beauty. But where beauty lies, there always is evil. Now, after months of marching beyond the known world, we finally arrived. I think, we are here to secure peace. The natives are so majestic and friendly, they deserve our protection, I'm sure.


    One week ago, a scout unit of eight soldiers was sent into the target area. Only two of them came back. One of the soldiers had only one leg left and was bleeding like hell. The other had critical burn injuries. He just passed away in our military hospital. He was a good man, I knew him for about five years now. But this is no time for sorry, but for war!

    I have no idea what happened to them but from what my comrades told me, they have been investigating beyond the forbidden mountains. I heard rumors about them, dark and mysterious stories about creatures we have never ever seen in history. After everything the Order saw and experienced, I never thought, there would be something new. Something, we haven't been confronted with yet.


    So I asked my superior officer about the things lurking at this place they call 'forbidden mountains'. My captain is a man who already fought in many wars, faced the pure evil of the Zurhidon on Candara, but also fought in the last war of the dark elven prophecy of the Jhyr'na in the Janost Forest. But I never saw him like that. He looked at me and I was able to see something right in his eyes. Fear. Pure fear. He wasn't able to speak a word about the happenings. He just told me, he wouldn't know. But I'm sure, he does. There is something in these mountains, some creature, something, we never faced before. In the name of freedom and humanity, whatever it is, we need to purify those lands, no matter of cost!


    Tomorrow our company will be sent right into the valley in order to push forward into the forbidden mountains. We are ready, I never felt more ready. So does my unit. We will bring victory to those unholy land, may it be by sword and steel! If you find this report, please tell my family, I love them."



    Report of an unknown Zurhidon elders member

    "Our scouts espied the troops of the invading Dark Glory. If they knew what comes next, they would definitely shiver and run for their lifes. I'm looking forward to the spectacle, our latest creation will bring us. They are ready, hungry and willing to fulfill their destiny. Those humans never knew when to stop. They can't win, they are too arrogant to admit to their failures and wrong decisions. They will all fall. Master will be pleased for sure if he hears about the inevitable. And after Zhargos and Phargos brought down those weakling humans, our next targets will be inescapable. Candara, your last hour has struck!"



    Character Name: Zyrex (obviously)

    Did you order that by power? Bcz that's actually pretty accurate. But I would put M/D over M/Wd personally. And I also have no clue where to put M/W... maybe somewhere over the rainbow :/

    I see an issue for some mage classes due to the latest changes of static field491172: once you use the Electric Compression491171, your Charged502270 state is being transformed into the Electric Compression501554 state. But then your Plasma Effect1500605 runs out and you wanna rebuff it with Plasma Arrow491169, but this again overwrites the Compression buff due to the new Charged buff again. So for the maximum damage, one still needs to rebuff Plasma Arrow every 9-10 seconds in order to keep the more useful buff (Plasma Effect) up. The time slot for having both Plasma Effect and Electric Compression active is about 7 to 8 seconds due to the gcd the Electric Compression causes. Removing that would probably fix the issue due to the shortened recast of Plasma Arrow while Electric Compression is active.


    Hope, the colors help understanding :huh:

    We are currently looking for a tank secifically, but other classes and roles are also welcome. Just join our discord server, accept our rules and apply there for a trial. Alternatively, write one of our members ingame. ;)

    S/M


    Another thing, since all skills (except fireball and lightning strike) are hitting physical, the Throught Squeezing Seal (the magical amulet from Dreamland) isn't working on a proper way :D It just stacks up with any fireball for me, which is... unfortunate. Could you maybe change that? :pinch:

    Just realised in ROFL the Scout 99 ISS "Shock Frost Arrow" (490421) misses on all the mobs that I targeted. Do I need wisdom to hit them with it? :huh:

    The effect of this skill is for disabling target entirely for 3 seconds, and almost every custom content creature is resistant to such effect.


    Greetings

    Alright.. then... maybe make it useful? :D Not like disabling the mobs but stunning on a normal way?

    Sure lets be ironic and passiv aggressive towards each other.


    Most mages can actually be played by hand, i have legit zero clue what you are talking about.


    But hey, being part of the guild Ascension means you are intellectually above me and your opinion is worth more than mine even tho you contradict yourself.

    Sorry if you feel offended by my posting, that was not my intention. I think, you can optimize your dps on any mage by about 50-70% while writing a lua script rota that fits 100% to your personal gameplay. I mean, I alrdy saw rlly good players playing by hands, but the majority is not on that level (also I would rather play a dps with combat engine tho).


    I wouldn't say that Ascension is the number one guild overall xD Hell no, but we try our best to optimize our runs, in order to make it as comfortable as possible for all of us. If that means we take more supp than dps, so be it. I can only speak for my experiences in my guild, bcz I don't like random runs at all and try not to participate on too many of them. So if you guys tell me that all our pdps are just bad, I accept your opinion; my mdps also isn't perfect, maybe I rlly have a "wrong" point of view, we will never know ^^


    And exactly THIS leads me to my major point: That we need a unified dps testing environment, as I suggested above. It doesn't matter what we all say about balancing if we compare in an entirely randomized environment. I mean, we could ofc, but that wouldn't be effective. I know that from another server I was playing in the past (which is closed now). We had an exact same (as suggested) environment, so we could balance the entire game within about 2-3 months for one levelcap. It's not a big deal if you can discuss on a very same basis. But what do I know ^^

    So many posts in here are going in circles and splitting hairs. The general sentiment is that there is a huge disparity in the mDPS-Scene, nothing more. You agree on that. The nitty gritty is something that the development team has to take into their hands.

    Well it is just me and Zyrex having different opinions while Zyrex is admitting that he isnt even active and afterwards liking posts of his guild members which appear to have the exact same opinion as me so idk mate. xD


    Or am i missing something?

    I see, my post was completely understood correctly... ^^ Well.. whatever. I think it's a huge difference to play a mage class with kitty vs lua, but there also opinions divide. ;)



    Regarding the testing environment I was mentioning

    Let's not talk about the inconsistency of the data sources for "balancing" due to not having an equal testing environment, but lets suggest a solution for that:


    1. Split this thread into multiple class-related sub forums, each class gets one sub forum (as it was on the offi forum)

    2. Remove the useless pvp arena from Itnal Camp (which is never used at all afaik) and replace it with an advanced damage testing environment.

    3. Add some single target Baltons with full debuffs/playerbuffs with enough space in between, so that you don't hit more than 1 at a time with any existing AoE spell (like Soulcrusher, Thunderstorm, whatever).

    4. Add some multi target Beavers (groups of 3, 5, 9, 15 or such) with some basic debuffs/playerbuffs (no burst buffs, but sustain stuff like Charge Warp, etc).

    5. Profit.

    I mean you cant really know because you have been inactive right? So maybe stay away from making a comment like that then? The only playable mage classes where those that provide some party support or have rly good offburst.

    These past patches it was go wl or go home rly. If it was different in your guild runs maybe try to bring some more support classes, as pdps scales a lot better with support than mdps does.

    Well, we had always more support classes than actual dps classes, but however mage was always top tier in our runs. I wasn't talking about S/M bcz such broken classes first need to more adaption before being able to be compared to others. But yes, S/M is the very better mage and if it stays as is, we would probably rely on that one.


    But yea, here we are again, 2 different opinions and no way to find out what is the actual "objective truth". So if you say, mage is weak these days, fine, buff mage. Our guild will not suffer from that, just the opposite :D

    Healer classes used as dps are not supports. Your support potential is 0

    On offi server for me the K/P Battlerez was the stronges Skill in the game. A P/S dps or D/R Dps has access to the battlerez iss, which is obviously a support thing and much more worth than any matt/patt/dmg/speed buff. Having 1 additional battlerez opltion in the raid can change everything in a single boss fight. Also D/R has a huge crit support, but here also ppl have very different opinions, I know ^^

    while D/R (after crap CPS change) and P/S are a joke

    Did you try the D/R these days? Before the last buff-patch of the widow embrace it was able to compete with average dps classes. At least for me, maybe my lua is just better or I had better luck, which results in my testing environment topic... :) Btw, if you use a D/R dps, you don't need a druid healer anymore, resulting in using a much better heal-support class instead, but I'm sure you have another opinion on that as well.

    are you talking about the mage class by "mage" or magical classes in general? because i don't think mage was in meta at all since last few patches except maybe m/s and m/r.

    "mage" = "Mage class". I would say "mdps" if I mean "magical classes". Oh yes, mage was quite op and still is. You don't even need any casting spell (like flame) to deal decent dps in the overall run with M/D or M/Wd, just for example.

    my rogue is reaching 50k crit during burst and it still have 85% crit rate in rofl bosses when i don't use premeditation, which is 81-82% without assassins rage xD i don't think thats such a big boost

    Funny thing, but I think the majority of our community has a lower crit, so do I ;)

    I see new meta again

    Yea, me too. I'm not that much active these days anymore, but just looking at the patchnotes, I predict that the current mage meta shifts to a "mage & champ" one now. The Sage rework seems to ignore the crit resistance of your targets in burst now and another 15% dmg are huge. But we will see how it is ingame. Also I don't understand (guess I never will) why ppl want group buffs to be changed to selfish buffs in a game that i entirely focused on cooperative gameplay, but whatever. The Champ ISS was always a reason for setting up a raid differently (at least for us) and even for single players that was a reason to use a specific badge title I suppose (but am not sure).


    Regarding M/Wl...

    I had a very different opinion of the class (against almost everyone who posted here over the last week), bcz if you don't stack your fire damage, you don't loose that much time to set up your max damage, so that you are actually able to compete with other classes. MWl wasn't the best dps for sure, but it was a maijor support class that was played on 2 different ways:


    1) Only spam FBM debuff on any mob and additionally deal some decent damage on bosses

    2) Use FBM only on specific mobs or bosses and rely on your dps, which was pretty fine imo.


    I'm not sure if the new "Will of Pride" does trigger a gcd, but seems not necessary but a big improvement of the class' dps.


    I don't see, what the Devs wanna do here. We have 5 different roles these days: Tanks, Heals, Full-Supports, Supp-Dps, Dps. Full-Supps are for example S/P, W/P, CH/D, Wl/M. These are meant to be full supportive and can be played as full support classes. That means you can support the raid by using a necessary skill at least every second on a gcd.


    DPS-Supps are for example M/Wl, D/R, P/S and for sure even more (I have no idea what pdps classes can do here, maybe D/W or P/W, bcz of the battlerez and such). They have a good dps potential but their support for the raid is just decent or makes playing them viable. Even if they don't deal that much dps (like full dps classes do), the supportive potential is enough to make them worth it. Turning them into classes that can actually deal decent damage as well, is a fail in my eyes.


    Conclusion: Complaining that classes, which have great support potential, deal bad dps, should not be a reason for improving their dps to a level that enables them to compete with full dps classes. Otherwise I never see an ending of the balancing process coming. Better classify/group dps classes by their different potentials and usages. At least I don't wanna have another 10 M/R's out there, that deal about the best damage and got a decent support as well.


    Also, speaking about ending of balancing... with the "new" card system, the different raid setups (that was alrdy a thing from the beginning but whatever), the randomness of the "endgame" and the very good performance of rofl, I think, it's not possible to compare any of you guys' scrutis or experiences at all. Any time anyone is posting me a scruti of a run that does NOT contain any list of players, classes, support potential, pullstyle of the tank, etc, that is just useless in my opinion. Also the complains without posting anything is useless, bcz all of us have different playstyles, guild internal raid setups, etc. We need a non-random possibility to compare our classes as much as possible on a non-useless way.


    We need a testing environment, that behaves always the same way. That could be one specific dummy (Balton?) with full support debuffs for single target and multiple of these for AoE. Currently there is only 1 low level dummy (not even a boss) available that is not placed between others, which makes effective single target dps testing impossible. Also the "AoE dummy section" isn't representative bcz any class would deal max damage on them (not sure if they are even lv 104+). The testing environment dummys need real endgame resistances, levels and values. In my personal rota I also got some checks for UnitSex which tells if a target is a boss or something else.


    Before having such a testing environment I keep laughing about the entire process and all those very different opinions, which result into the fact that patches/balancing adaptions make specific raid setups quite OP.


    Just my opinion.

    You all ask for feedback from the players and yet that change is huge and had I been asked I would not have supported the change

    You could have just replied to the feedback thread then I guess. The patch was planned for more than a week. And like noone complained about it at all, how should they know :P

    Scout/Mage


    The Frost Arrows skill is now useless for both physical and magical S/M, since Windarrows is not existing. So by clicking on the buff, an error is displayed. Maybe add the Flame Arrows to the Frost Arrows condition or change it so that it's usable? Something like "Melting Arrows" would make sense, bcz shots are hot enough to melt the target, which results into a slow? :D

    Basically any combination is the same, you always press 1 or sometimes 2 buttons for your rota(s). The amount of skills included there don't matter at all. Even if you use some kind of cast combo like D/Wl, doesn't matter, your combat engine deals with it. A player doesn't need any skill to play that game, just a good gear, some knowledge about the class and timing things and someone who writes the best lua files. End of story, change my mind.

    I played this class these days in rofl in our guild runs. I'm slowly getting used to it I think and it's pretty fun. It felt a bit weaker than before (played it once some months ago), but I was still able to compete with our better dps players now.


    In my eyes the class is balanced well, but yes, lacks a bit in multi target burst - which can be compensated by using the "severed awareness" in the trash, which works better there than punishment from my experience, since you can't do the punishment combo there. But still is not solving the aoe problem... maybe by adding a 10-15% aoe damage effect on the "end of thoughts" buff, which would let the soul crusher benefit from?


    But yes, the new soul fang feels very bad. Maybe remove the travel distance delay from this one?

    K/M


    The advanced Silence is also hitting immune targets btw. I tested this on B2 rofl yesterday.


    Btw is there any chance to let the Holy Light Domain damage scale on your strength and intelligence attribute (or alternatively patt and matt), so that it hits like a magical spell if your INT is higher than your STR and let it deal physical damage (scaled on patt, pdmg) while you got more strength?

    For a physical K/M that AoE is useless for aggro, since the hits are so low... with an advanced scaling that could be more than just a buff/debuff :/ I mean, the class doesn't really need this, but seeing those tiny hits makes me sad QwQ