Posts by Zyrex

    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...

    Quote
    Changed Poisonous Widow Embrace damage value to 342.8% + 10 x 34.3% CPS dark damage from 5570 + 10 x 557, reduced energy recovery to 3 per hit from 2 per critical hit.

    How is that a decrease? Before it was 2 energy per crit, now it's 3 energy per hit in general (no matter if crit or not)? Or does it now only trigger if I don't crit?

    Are you guys really talking about healer balancing? :D Just a hint - there was a druid/warlock brought as a dps some time ago, but since then I saw more healers playing that class than dps players :/ So even if a class is changed/designed as a dps, it can - generally spoken - still be a viable healer class, since - as we all surely agree - heal is "op" these days and should be drastically nerfed to make the secondary class matter.


    Conclusion: it doesn't matter at all, which heal class heals the most amount, only the support for the raid matters. From my perspective as a tank, it doesn't matter if I'm healed by a priest/mage or priest/druid or priest/scout or even priest/rogue. The only difference is: my fps don't suck at priest/mage. :whistling:

    - Death of Cold: This one could be used too in any mdps priest if you adapt it aswell.

    I agree on that.


    * I just tested all the ISS for priest and it seems, Frost Death and Death of Cold both trigger gcd. Removing that should make these skills more useful I think.

    8d60255983f661ab6f4a5f7f366db838.pngdb242cc36eb922be438ff48ac1adca13.png


    * Another thing is the really huge mana costs. Even with a "kind of" rota I'm currently running out of mana very fast. Can't imagine how this could work post-patch :pinch: Maybe add some mechanic to restore mana again, like SWl is restoring focus. Then you don't even need to reduce the mana cost.


    * Also please remove the gcd from Energy Reaction:

    dbd753e977602c499d4606fbf866da00.png

    The additional 5% dmg are a very nice support for the raid, but having a gcd makes it even more useless than Elemental Weakness of primary mages.


    * The Water Elemental of Rebirth seems like an "okayish" matt boost of 5%, which also grants the party some mana recovery. Maybe add this recovery to the caster as well and remove the 4s of cast, which is way too much.

    a00bc5ccb65d065bb0f53136d10643fc.png

    Yes, but the WlWd tank almost always has that much of damage reduction. At some point I don't use my Mind Barrier (while moving) or my Otherworldly Whisper (while AoE isn't useful). Then the additional reduction through the shield would be "higher" than 1.5% ofc, but it would still be far away from "too much" imo.

    WlWd (tank)


    I got a (serious) suggestion for the WlWd tank that should make it more viable. Since WlK and DK are able to wear shields and physical defense is almost useless for the WlWd tank, maybe the Willpower Construct can be changed to enable wearing shields on that class, while active. But this would compensate the missing aggro bonus (which is necessary for sustain aggro) and an additional dmg reduction (and also stamina for more hp). The def isn't important at this point.

    You're talking about another 9% damage reduction and a literal fix to all issues here. Wouldn't that make the class a bit too broken? :D

    Not really, the damage mitigation is already very high, so another 9% shouldnt matter that much, maybe it's another 1%. It's more about the bonus aggro through nonstat and stamina.


    Atm I got 48% through Stone Shell, 36.2% through Mind Barrier, 50% through Otherworldly Whisper and 6% through my jewelry set. This should be (correct me if I'm wrong) 84.4% damage reduction (without additional support).


    With the 9.6% of my t12 tank shield, that would result in a 85.9% reduction --> 1.5% increment.


    Also I'm having about 900k def in rofl all the time, so the additional def of the shield shouldn't matter too much. I mean, it's already working with 900k, so even more def shouldn't have such an impact on the difficulty.

    WlWd (tank)


    I got a (serious) suggestion for the WlWd tank that should make it more viable. Since WlK and DK are able to wear shields and physical defense is almost useless for the WlWd tank, maybe the Willpower Construct can be changed to enable wearing shields on that class, while active. But this would compensate the missing aggro bonus (which is necessary for sustain aggro) and an additional dmg reduction (and also stamina for more hp). The def isn't important at this point.

    Hi there,


    I have an issue with my gear slots. Every day I log into the game, my 2 equiped gears (plate and cloth) change the slot on my char (see screenshot below). Yesterday my plate gear was at Slot 3, today it's at Slot 4, same happens to my Cloth gear. Sometimes even after a simple relog the slot changes.


    This is pretty annoying, if you need to change your gear asap (bcz tank dies or whatever). If you hit an empty slot in a fight, you loose almost all your hp (bcz you are naked) instead of just changing the max hp which results in a gearless death sometimes.


    This issue is existing now for a while, even on the offi server it always has been a thing, but there was no solution available yet.


    I think, this just happens, if you have more than the default 3 (?) slots enabled.


    9e8412386037a8d597719c8c6e060f80.png


    (Patch 10.4.1.1002)

    Well, that was just my personal opinion, based on my guild runs. So if you all think different or disagree, that's okay :P We got both chains and cloth users in todays runs, I was playing wlwd to compare the dmg post-patch. And this resulted in the mentioned experience. At least for our guild it will be a mage meta I guess. But if wlwd is fine / well balanced and mage not op, that's acceptable for me. ;)

    (the following is based on my subjective experience through my guild internal rofl runs)


    TL;DR

    The patch was particularly fine, but turned the mage balancing in the wrong direction. This may result into a huge mage nerf, that should have been prevented by adapting the classes on the right way. Now we got a new mage meta.


    Quote from Patch Notes 10.4.1.1002

    (...)

    First, thanks for the Scout/Warlock nerf, that was needed. I very much appreciate listening to us in that topic. :)


    Also it's nice to see a champ buff again, since warrior was overperforming over champ a bit. Now the champ will be much better by far, but we're already used to the 2-weeks-rotation of strongest classes, so thats okay to me.


    Unfortunately there was no tank related adaption, which feels a bit sad, but okay, there are other classes having a higher prio I guess. :/


    The druid/mage and druid/warlock are btw still lacking in singletarget and are very strong in AoE, nothing changed for them. So maybe the adaption could be rated as useless, but we will see what may come in the next days.


    BUT what the hell did you do with the mages? Mage/Druid and Mage/Rogue were alredy pretty imbalanced and now you just made them op. These two combos were (mostly) the best (magical) classes for AoE overall damage in rofl and now you just added a decent burst to them. Even the (still op) Warlock/Warden hasn't reached that damage level yet. By eliminating the only weakness of the classes, you created a real monster. :evil: But maybe this is intended, idk what you guys planned for the future.


    I also don't understand why you're nerfing all the classes in one patch and 2 patches later bring out op classes again, that deal even more damage than already existing op classes (like wl/wd, wl/s, d/r, etc). Now we need a definition of classes that are above of op... maybe "op plus"? I mean, do you plan to nerf all classes again in 2 months? If yes, the changes should be fine, else I don't understand this at all (anymore). :pinch:


    If I knew that you plan to introduce such op mages, I would have never complained about the Scout/Warlock, which now - post-patch - should be lacking in dps compared with the new/"op plus" classes.


    I compared M/D today in rofl with my Wl/Wd and the AoE dmg was much higher and the single target sustain too. Only single target burst was still better on Wl/Wd, but overall M/D could have beaten Wl/Wd, but he died for 50% of the time and I was called 5 times at b3, so it was quite close in the overall dmg... :rolleyes: Oh and hey, WlWd is still op, but M/D is a doubled WlWd (in terms of dps).


    I mean, M/D is op as hell now, it's like the pre 10.4.0.4 M/Wd but now all the weaknesses are gone. Maybe add another passive that reduces incoming damage by 90% additionally? That would make the class complete, so it doesn't die anymore. (just trolling, please don't do that...you can't be sure these days I guess...)


    In the end, I smell a huge mage nerf coming in 2-3 weeks, which makes primary mage useless again, but we're already prepared and used to that as well, since we still have the good old warlocks. Maybe a warlock raid makes sense then.


    Also I would like to suggest again, to increase the aggro of Willpower Construct on Wl/Wd from 75% to 100%, the class is doing a great job so far as a tank (and seems to be one of the most viable tanks out there, bcz it prevents the raid of dying on big pulls) but is lacking in sustain aggro a bit. Especially if mages have more than 10% aggro, it's a bit difficult on some situations to keep aggro without stressing. =O

    It still reduces "Dark Damage" by 9.2%, while all Scout/Warlock's skills have been transformed to Poison Damage.

    Perhaps it could give this class a small boost if this was changed to Poison Damage?


    (I'm not sure if the class needs a boost, just a suggestion :))

    I'm playing that class in rofl a lot. I took that specific debuff as some kind of support for dark damage classes that aren't using it themselves (such as Mage/Rogue). However, changing the debuff to increase poison damage would make the class too strong I think. I mean, it's +9.2% dark damage atm. Another "permanently active" 9.2% poison damage on multitarget would be insane.

    WlWd ... as a full tank


    Today I was testing the WlWd as a tank in rofl. I used my tank jewelry, wings and a 4 piece-mainset of red rofl gear, statted with stamina/hp, got about 1.9kk hp, 600k matt and 800k pdef. I just wanted to see if it's possible at all to tank with that class, since it has some tanky utility (such as Otherworldly Whisper (OW) or WP Construct).


    I was able to come close to the dmg reduction cap about all the time (no idea how this is currently calculated exactly), by using the 6% from tank jewelry, 48% through WP Construct and another 50% while channeling OW or having the Mind Barrier active. Even with the Mind Rune I think I hit the capof dmg reduction. It was a bit difficult to manage the damage mitigation at some point, especially at b1 and b3, but it worked quite well - even better than expected. That build was able to tank the entire ini without any issues or problems, while supporting the raid with dmg mitigation, matt/patt support and shields. The range pulling was very nice, the stacking through OW was easy and the burst aggro was decent due to the dark damage increment this class has. However, the dmg itself was very bad, but I wasn't sure how much of my tank gear I should use.


    The only thing that was a bit low, was the sustain AoE aggro. The only 2 skills with aggro multipliers in AoE are Power of the Wood Spirit and Otherworldly Whisper. PotW is limited to 6 targets and OW is channeled, that requires no moving. So bigger pulls are a bit complicated, if you have to compete against champs or other warlocks.


    However, the class as a full tank is very fun to play and worth a try imo. Maybe you could slightly increase the aggro bonus of WP Construct to 100%, which could fix the lacking sustain aggro.


    I experienced, that you can't ever rely entirely on OW in AoE, but need to use some PotW as well before. I had around 250% aggro (displayed on the char frame), which can be improved by a second Hatred13 (I used a t13 in my wand and a t11 in my talisman, which was granting a more consistent aggro as my staff), but also by a small adaption of the WP Construct, as mentioned.


    Also this class was tanking better and more consistent as the Wl/K in my eyes, maybe caused by the insane uptime of the dmg reduction, that is literally much more useful than any pdef or parry, even after the latest change related to the stacking of dmg reduction (which might apply also to WlWd, but I'm not sure). The biggest hits I received were around 350k in average, b3 hit a bit harder with a critical 700k, but at this point, I mis-placed the Mind Barrier due to the screen shaking, which was sucking a bit.


    The clear advantage against WlK is, that you don't need to care of your WP state, since its permanent, so you just take care of you psi, because once the psi is gone and your mitigation is running out, you're just a paper that stands against razer blades. Fortunately the heal has been buffed enough in the past few patches, so that you can always have some downtime on your mitigation, but if you get used to the class as a tank, that should reach a 95-100% uptime, I'm sure.


    If anyone is interested in my exact setup, write me ingame. <3

    S/Wl


    I really like the latest change in Elemental Discipline and actually thought that would make it viable again, but from what I was experiencing now is a bit different. The burst is very strong now, but the sustain is a bit too much, so maybe nerf the Elemental Discipline to 120% and it will be fine I guess.

    I never really understood why ppl were even complaining about the difficulty of rofl in order to let it increase difficulty. In my eyes it's entirely useless to implement an adaption in dmg 1 year after the release. On one specific server we had some very easy instances as well, such as GoH, which were cleared in less than 1 hour at the first run. We all complained about the easy content and then they brought more difficult instances afterwards (PoM, CoE, HoE, etc)... i mean, they still were not that hard like a ToSH has been back then, but it was okay for most ppl.


    So related to CoA I would have done it different: let rofl be as easy as it was and introduce more difficult content in following instances. It's still an MMO and we all do progress with gear, raid setup, class diversity, etc. So putting us back to a deprecated state of dmg that we all throught to pass already, feels worse than intended I guess.


    At least me any my guild is always working hard to find another percent of dps here and there, introduce another supporter, try new tactics, but now some may feel cheated by the server, since all our progress in cooperative dps feels like being nerfed --> gone. I mean, it's not rlly gone but generally nerfed and I know, our optimizations are still worth it, but ROFL as an instance is still boring and will be forever, but now we need about 15 mins more (in average) to finish a run, which is just useless in my eyes. Instead I personally would have let rofl as is and focus my development resources to new content.