Posts by Zyrex

    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

    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.