Posts by Zyrex

    Hell no. Why? You just killed wlk tank.

    Is WlK not using spells every second? My WlWd tank for example uses CC or PotW on cd or channels stuff, but the change would be okay for the class I think. So if I understand right, you just need to do "something" to trigger the Soul Crusher hit. Is WlK different in some way?

    Hi there,


    I encountered this bug now for a long time and now wanna report it. Sometimes if I use a link to a post (unread posts, subscriptions, ingame links, etc) the entire browser page is being blurred out. This is fixed after reloading the page. I know that others also have this issue. So maybe it's not my Browser, but the forum itself?


    Using Mozilla Firefox 89.0


    Example of the blurring screen:

    a89434edfd1ca467436e9aded717fc97.png


    But it should look like:

    618917fd3fb052aeb550c3d36969f873.png

    Quote from Planned Patch Notes

    Warlock

    • Removed Soul Crusher set skill cooldown and duration, change the skill; it will inflict area damage and recover HP every time you use a magical offensive skill, but this can’t be triggered more than once within 1 second.

    This actually looks like a very good idea. Should fix the afk-farmers issue and forces the player to activly do something. One question: Is the Soul Crusher hit an On-Hit-Proc, like SWl got it? So it's procced after the "magical offensive skill" is being executed and target hit, or does it hit just after hitting the key on my keyboard?


    Also, can we remove the buff (I assume it will be a permanently running buff) by rightclick? I wouldn't like it to be a passive spell that has to be unequipped in order not to use it. :/

    If you would have that many ngcd skills combined with scout burst you would oneshot everything <gorge.

    Well, that's already possible more or less, but logical (and not only possible for SWl btw). But balancing is not for low lvl inis and I personally don't care about any other instance below gorge. Even tikal is more like dumb grinding, not a challenge at all anymore. I mean, in times where specific classes can solo DL quite easily, that's not a big deal I guess. ;)

    I tested it too after the last change of this class and tbh, the burst is stronger than pdps scouts burst Oo. I mean, if I do nearly same burst (+- 5%) with my mage gear like my pdps scout, this class is definitly not weak in burst.

    And remove so many gcd will result in (let me count) 5 instant skills without a gcd OO. Don't you think this wouldn't be too strong with additionally increasing poison damage?

    Well I see your fear, the skills w/o gcd seem to be a huge amount, but those skills make about 10% of the damage of the class. In AoE it's even less than 5-6% btw. So no, I don't think, it's too much. It would just be a slight buff, but the class would feel much better. Yes, burst is okay, but not enough to compensate its lesser sustain damage. The burst damage already falls down after about 10 seconds, while a mage/scout for example keeps up its fullburst for about 20-30 seconds. And M/S was already much stronger before the pet changes.

    S/Wl


    Hi, I played the SWl now in a few rofl runs and think, the class needs another buff again. Compared to other magical classes, its damage is not relevant at all, compared to other dps in general even less. I requested a nerf recently (few patches ago), which would have been fine, if other classes had not been buffed decently in the same time. So now, after multiple meta shifts, the SWl feels useless again. Due to the non-existance of support (only for dark damage users), its damage should at least be equal to druid/rogue (which also isn't as strong as it should be atm).


    Please fix that - I personally think, its burst is way too less, since most of your spells trigger gcd, which interrupts both rota and autoshot. Since you're a caster, half of your spells are even interrupted by moving, additional GCDs are just annoying at all. Even with the latest Autoshot changes it feels not good.


    My suggestions:

    • Remove gcd from Reflected Shot
    • Remove gcd from Shot
    • Remove gcd from Vampire Arrows but give it a cast time of 1 second (like Piercing Arrows got it)
    • Remove gcd from Poisonous Snipe
    • Increase Poisonous Will poison damage gain to 25% from 18%

    Our dds had the same issue sometimes in the last days. Most time, they can't even use the food down there properly and die instead of resetting the timer. The food will stay down then and mess up the entire time management for the next entering player.

    Hello there,


    we are currently looking for a tank (so that I can also play my dps) and more DPS. But all other classes are also welcome of course. Just write me or another member of our guild ingame or join our Discord by clicking on the "Join now" banner. We got a functionality to apply to Ascension via Discord.


    Best regards

    Zyrex

    all wl are melee dps, they absolutely cannot have skills that consume it health, only ranged damage classes can have this

    Why? Every dps is always at full health with one(or two) Hot(s) from a heal anyway. So either you are onehit (in which case it won't matter if you have a life-consuming skill active) or your full hp (in which case it also won't matter) :D


    Greetings.

    What if you have the exact specific HP to stand a oneshot, because you also have some damage mitigation support with you, but once you loose your hp through the dot, it takes about half a second to get healed. Some hots also don't tick every second. In that case you would loose some hp, which make the hit oneshot you again. And since rofl is pure rng, you can't see the hit coming or react on it.


    As Sab said, there is no issue for ranged dps or classes with more defense (such as warrior or champ), but a warlock would just be transformed into a pancake running a continuous dot on it. I know that from my SWl, which is also just being made a pancake if I come too close to the mobs sometimes...

    But the difference between those 2 skills are insane. One is a good aoe, the otherone doubles your dmg of all spells, including aoe spells

    And the first one heals you by 8% every mob it hits lol. I would like this skill on tank even if it drains my life by 5% Oo

    Actually you "only" heal 8% per second with it. It's not like jumping into the trash and be full life all the time. For dps it makes no difference, either you're oneshot or not. There is not that much healing potential available for a dps from my experience. And for the tanking one, the heal is important, since you're a cloth tank. So for me as a tank, this skill is essential. Also a warlock/scout would be totally unplayable with such a change, just saying.

    Scout have 5% HP every second, and warrior/scout too.

    Difference is: Scout does not tank normally. 2 specific Warlock classes (WlWd and WlK) can. And something like bloodarrow on a cloth tank might be more difficult to handle than on a plate tank (since KS works properly) that actually parrys almost every hit.

    The purpose was not to weaken the class, but to prevent abusing the skill in other contents of the game. We will decide what to do about this skill in the future and will disable it in certain areas until then.

    Yea, I saw it on the planned notes. I'm only farming cards as a dps WlWd, but must say, the Soul Crusher is only hitting lesser mobs, while Power of the Wood Spirit is doing the most work. So I think, if you wanna be a lazy warlock, you can rely on the ISS, but it's not necessary. I see your thoughts about it, maybe lower CD and duration to like 10 or 15 seconds and increase focus cost to like 35 or 40. Then the player needs to (finally) take care of the focus sustain and actively keep the skill up running, which would work, since the spell does not trigger gcd (which should never be changed btw).

    Quote

    Changed Soul Crusher set skill to consume 3% HP every second, allowed it to heal during Jerath event.

    Yaaay another class that I can delete all my rotas for! You devs know, the most warlocks will be totally useless in rofl then? Soulcrusher is the most important AoE for most of the classes, which is only a melee spell. Consuming caster's HP will result in instant deaths I'm sure. Also I can delete my warlock tank then, that would be unfortunate. Instead, increase its range and lower/remove its healing.


    EDIT: Thanks for the strikeout of the change. This warlock tank appreciates <3

    Hi all : святой:
    I would like to see some small changes added to make the game more enjoyable
    Warl/warden
    Especially in the run-up to the enhancement of the mage

    I support most of these suggestions. The WlWd is underperforming compared to other magical classes, especially with mages. The AoE if pretty fine, but single target is lacking a lot. When I play this as a tank, the single target aggro is really low, because the Charged Chop is way too weak.


    But I think increasing the dark damage of Dark Method wouldn't be the way of doing, since that would also increase the already fine AoE damage. Better would be to increase the damage of the Charged Chop a bit again. The last patches nerfed this way too much I think.


    Also, while under the effect of the willpower blade, I would still like to be able to wear a shield, like wl/k. The WlWd tank needs a bit of defense, which would be present with a tank shield.

    I don't see lack of utility.

    Agree. But there is still the fact, that most utility is just not important for an optimized raid that already has a huge overdamage. Even after the overall damage nerf, I see mobs and bosses drop in seconds. So speeding this up more, is nonsense in my eyes, which is eliminating half of tank utilities at once. Also other classes are more viable for tanking. I don't see any reason to play Knight tank these days, if there are wardens and warlock tanks available. That's just it.

    Holy Light Domain is by far the best utility/support skill a tank has access to these days.

    Remember, not all groups run with a Warrior/Priest.

    Well.. if one of the best supporter classes for rofl is overwriting the major support utility a tank class has, it's reasonable that ppl keep playing it, because in random runs you usually don't have access to a w/p, but it's not a good class in general. In our guild runs with an optimized raid setup, a K/M is just useless, as said. If the debuff is changed to overwrite W/P or even stack, sure, K/M would be very useful. But that's just one single class. Thinking about all the other knight combos, I stay at my statement.

    Some thoughts about the Knight class these days...


    I was playing the warden and warlock tank these days, sometimes even warrior. So now I went back to Knight once again, in order to compare the K/X classes to the others. I have no idea what happened over the last patches, but I had really huge issues to hold aggro in trash phases against mage classes. In the past that was working much better - maybe it's because I'm not that much into knight these days than before, but it felt like not that fluent as I remembered from 2-3 months ago.


    Also if it comes to support of the raid, I personally don't feel the knight anymore. Utility like Crowd Control is much more important and only Knight/Champ can handle that on an equal way. K/M is entirely useless, since W/P overwrites its debuff. Most other tanks are either selfish (which makes them also useless in my eyes, bcz tanking basically is just easy) or are worse than other classes. Before you take a Knight/Scout with you, you can rely on a Champ/Priest, which is way more useful for kind of the same utility.


    In terms of damage sustain, the class in general needs to work more for the same damage mitigation, compared to warden tanks. Warden just summons an immortal pet that makes him parry every hit received. Resulting in the missing necessity of a lot of def, like champ or knight needs, since you can't parry 100% of your input. With only 2.5-3kk pdef you're good to go as a warden. Also damage mitigation of knights is quite worse since the adaption patch of mitigation formular.


    So in my eyes, it's not at all necessary to play a knight if you want to tank these days. It's way more useful for the raid to have either a warden, a warrior, a champ or even a warlock tank. Knight needs much more support, more utility and more aggro, especially in AoE, which is much worse than any other tank out there. If a dps has forgotten to remove its hatred rune, a warden can still hold aggro against it, but a knight has lesser chance. I mean, it's still possible, but not with such a low effort. If nothing changes for knights, I will probably keep playing warden and warlock tank, which are much more useful in our runs, but is kinda unfortunate, because I really like the knight class. UwU

    Why are you all complaining? I mean, if all the diamonds investing methods are RNG, you can also rely on farming the cards yourself. I mean, I personally don't need 100% of perfected cards, it's enough to have "good" ones, which are easily farmed or created with a minimal effort. I haven't checked out the latest changes, but the base machanic should still be available I guess... Plus you can swap cards with other ppl, which lowers your grinding a lot.


    Cenedrils are an equal power grind, where you can either invest a lot of diamonds (tickets) or time (or both), especially if you want multiple of them for different classes and roles. But noone ever complained.


    I think you guys are generally demotivated by other reasons, so the "new content" seems not to match your expectations, which results in that kind of shitstorm. I can feel and understand this, but in my very own opinion, I can't complain about that.

    Warum werden einzelne Klassen nur runtergesetzt, statt andere hoch?? Das ist kein Ballancing sondern Strauchdieberei.

    Ich würde vorschlagen, den Gesamtkontext zu betrachten. Krieger wurde im großen Overall Nerf nicht angepasst, stattdessen haben alle anderen Klasse ca. 10% dmg passiv verloren. Einzelne Krieger-Kombis (die gängigsten) wurden in den letzten Patches hart gebufft und sind jetzt mitunter am stärksten unter den Kettenträgern.

    Ich finde den Patch auch nicht ganz so gut wie erwartet, aber für Kettenträger ist das nicht wirklich tragisch... Und was man vom Balancing an sich zu halten hat... nunja, dazu äußer ich mich lieber nicht :pinch:


    EN (summarized)

    It's a misunderstanding of the context, since warrior already wasn't affected by the past nerf and was buffed through several patches, so the current nerf is not a big deal imo.

    P/S


    Found a bug: If you through away your Elemental Repercussions ISS from ISS interface and slot it again, you get the buff instantly with a permanent duration. You don't even need to activate the buff. But if you do, it's being overwritten and the duration is fine.

    These are only examples from my healer perspective. Maybe the active mdps players could interfere here with me but I don't like the changes about having a viable dps and with 1 equip switch a strong healer.

    While I generally agree with you, if this would be adressed then there are several other classes that would need to be changed because they work that way. Druid/Mage , Druid/Rogue, Druid/Warlock all can instantly switch and heal (some have to unbuff 1 skill first but yeah). So I honestly don't mind the fact that this is possible. Also as Elmo said its not entirely the same because a champ/druid can do all of that with 1 eq.^^


    Greetings.

    Maybe the solution would be to add a healing decrement on specific buffs. For D/R the Shadow Pact reduces healing output, so you actually need to remove that buff, not only switch gear. That is missing on the other classes afaik, which could solve that problem... however, I don't really see there a problem. On a lot of classes (not only healer primaries) you can build another gear to fill another role. A lot of warlocks can be played as support or dps, some even as tanks with adapted gear. Not even talking about champs :D


    I would not recommend to strictly separate roles and gear types anymore. In the past I wrote a post about that issue, but now I think, it's kinda "too late to complain about that", so let's deal with it. (Link to the mentioned post)


    @Mods: Maybe you could change the link markup in the forum to be visible better.. now you need to hover over the text to see a link, which is... unfortunate.

    I agree on that totally. The Rising Tide is just useless atm.


    Maybe add a chance to reset the cd of Drowning Attack with a crit of Rising Tide and buff its damage a bit, that could solve the issue.

    K/S


    Got a suggestion for Knight/Scout. (I just tested this in a rofl run to get sure.) This class is pretty decent already, but it's major mechanic to pull over distance fails at some point, since you're not able to generate good aggro on range. So pulling mobs with your ranged weapon skills (best would be Holy Resistance) results in losing aggro to ranged dps instantly.


    Solution: First, let Holy Resistance492939 deal Light Damage and additionaly give it an aggro multiplier of 250% like Holy Strike.


    That should give it a ranged holy strike alternative that costs focus. (Also it seems to be named as an alternative already bcz of the "Holy" prefix).

    pls change mana usage for r/p or for all warden comb bcs now is unfair

    Please not, I see Warden/Warrior with %-mana cost PotW running out in 10 seconds...


    I have no clue about rogue, but I think, it depends on the class, if it's useful to make skills cost percentual or not. Changing that for all of them would be fatal and destroying a lot of classes entirely. I mean, r/p is just 1 single subclass... if the mana drain is that much, include a priest/mage or druid/rogue into your raid and use mana reduction buff food, that should fix it.


    But for specific subclasses that would be a good idea. Maybe not 5% but 1-2% should make mana matter more/again on (for example) warlock/warden, which is one of the easiest combos out there (for cloth dps users) and its damage is (still) insane (in our raids).

    K/S


    I just realized that Heavenly Arrow (ID: 490067) is only decreasing the physical damage of targets hit. The description doesn't specify this. Could that be changed to additionally decrease magical damage? Maybe the class could be way more useful for the raid then.


    Also the Holy Resistance (ID: 492939) could have a shorter downtime, or longer duration. A K/W can use the Shield of Discipline and Defensive Formation rotating for constant defensive cooldowns, but K/S has a huge downtime on such a rota. Decreasing the internal cooldown of Holy Resistance from 30 to 20 should fix that. Then, the Holy Arrow could be used in the 20s downtime, which would perfectly match and might be equal.

    Quote

    I assume they forgot to delete the "reduce"

    That would make sense then.


    However, that's the first patch for a long time, that is literally exciting me, because we get new classes / redesign of d/r, whose result I can't recognize yet.


    There are a lot of changes that I think are very useful, but in general, I still don't get the point of that gamble tactic: Instead of such huuuuuge changes (that will probably reroll the entire meta once again) there should be done smaller ones in a shorter period of time. But what do I know...