Posts by Zyrex

    W/K


    I just played the Warrior/Knight again and the new change of Surprise Attack is working pretty well. <3


    The only thing that could be improved is the range of the AoEs. 60 as a max range is a bit too less for a tank. In some situations you need at least 80 on at least one skill imo. If that's Surprise Attack or Whirlwind doesn't matter I guess, but the class definitely needs more range on AoE aggro (our warlocks and M/R would be grateful).

    I really like the change of Warrior/Knight and will test this later in our runs. Have you already thought about my suggestions regarding Knight/Scout? At least 2 of them are important and should be added to make the class useful imo, which are these:

    (...)
    Skill Name
    Elite Level
    Suggestion
    Sacred Resistance 40 Add aggro multiplier of 250% (then we could actually "use" a ranged weapon in combination with blood arrow, instead of just having one to use some specific spells) and remove the def buff from it. The Buff is more or less useless in my eyes, because I had no control at all over it, since it has an invisible 30s downtime after 20s duration, which is bad. Also some bosses go immune at some point, so you can't even hit them with the skill to apply the buff.
    Disregard Danger 50 This is perfect if you want to get rid of a specific player. Since you don't have an offtank with you, like noone can stand the 84% shared hit, so this skill is useless in my eyes. Also it's very difficult to manage the timing of this. So maybe change this into a self-buff of 20% def with a duration and cooldown of 10 seconds. The focus cost of 20 can be kept.


    (...)

    I have to correct my thoughts of "Disregard Danger" after I tested this again and discussed with mates - the hit isn't deadly for the target, but it's still nearly impossible to manage the timing if you get hit by multiple targets at the same time. So you could just replace it with some kind of self-buff as suggested above.

    Quote from Patch Notes 10.4.0.4008

    Warrior/Knight

    • Changed Heroic Surprise Attack to increase aggro modifier of Surprise Attack to 500% from 100% additionally.

    Wow, that was really fast! Thanks a lot <3 This will help the class a lot!

    W/K


    I just tested the Warrior/Knight today in ROFL and got some suggestions for this. Overall it's a pretty fine tank (with a bit too much hp and too less def, but you can compensate this).


    • Lv 15 Elite (Throw Shield) : Increase its aggro multiplier to 650% from 500%. At some point you want to rely on that skill but with only 500% it's not as useful as it could be. Not that important, but might feel better then in some situations.
    • Lv 35 Elite (Heroic Surprise Attack) : Add a 500% aggro multiplier to Surprise Attack and the class is fine. Everything this class needs is another AoE with aggro multi imo. Whirlwind has only a 50 range, which isn't much and you can't entirely rely on your non-aggro AoE's on bigger pulls.
    • Lv 50 Elite (Blocking Stance) : Remove the additional rage (it's useless imo) and let it buff +10% def permanently instead. This should fix the missing defense this combo has.


    However, I really liked playing this class, particularly the Throw Shield is a funny mechanic and useful for pulls and range aggro. With a few adaptions W/K can become great again :love:

    In one word: yes.


    With some irony: Tank: Knight, Heal: Priest or Druid, Supp: Warlock, DPS: *buff mage*


    And for real: Can't say which is best, always depends on the player, the raid, the gear and your rota. There are a lot of new classes that are very strong and only few that are not that useful. From my perspective as a tank, Knight/Champ and Knight/Druid are the best *new* tank combos, the *new* warlocks are pretty strong in dps... if you want to decide for a strong *new* dps class, I would suggest to play a chain class, because then you can play at least 3 different main classes, deal good dps (e.g. Warden/Warlock), support (e.g. Champ/Druid), tank (e.g. Ch/D again or Ch/K) and offheal (e.g. Ch/D again). But there are still others I didn't mention - it's always difficult to talk about a meta, since meta is completely shifting every 2 weeks atm. :/

    You so sometimes think about what you do, because in my opinion, nerf skills (shot) by about 15% is a little too much at once

    That's what I'm also talking about. Imo the nerfs are very big every patch. Way too big not to let a meta evolve, even if the changes are useful. in the long run. However, Warlock was definitely too strong and xLutinex is right - you don't even need golden gear to compete with golden geared dps classes.


    Imo the ISS are the reason for this, not the classes themselves, but I'm not really as much as required into the warlock to have an idea of this. From my feelings, you should change some of its dark damage bonuses into matt. A guild mate stacked dark damage to over 1300%, which was insane, that's not possible with any other class afaik. I mean, I love the concept of warlocks, but maybe the calculations (for dark damage) should need a rework.

    K/S


    Yesterday I tested the Knight/Scout in ROFL an was a bit surprised by that combination, which was better than expected, but not really as good as most others. I collected some feedback/suggestions here.


    Skill Name
    Elite Level
    Suggestion
    Heavenly Arrow 35 This is a good utility for large pulls, that reduces the physical damage of targets by 20%. Maybe add also a reduction of magical damage, that would help a lot imo.
    Sacred Resistance 40 Add aggro multiplier of 250% (then we could actually "use" a ranged weapon in combination with blood arrow, instead of just having one to use some specific spells) and remove the def buff from it. The Buff is more or less useless in my eyes, because I had no control at all over it, since it has an invisible 30s downtime after 20s duration, which is bad. Also some bosses go immune at some point, so you can't even hit them with the skill to apply the buff.
    Disregard Danger 50 This is perfect if you want to get rid of a specific player. Since you don't have an offtank with you, like noone can stand the 84% shared hit, so this skill is useless in my eyes. Also it's very difficult to manage the timing of this. So maybe change this into a self-buff of 20% def with a duration and cooldown of 10 seconds. The focus cost of 20 can be kept.
    Blood Punishment 70 The 50% aggro are just added to the current one, so 50% is like +10% bonus, which is in addition to 20% light damage pretty okay. But the Blood Arrow DoT is really annoying. It's a pity that every scout class needs to use this, even a tank. I mean, yes, the HoT's of healers outheal the DoT easily, but that means, HoTs are negated by this. Instead of 5% even 1% would be enough, or at least 5% every 2-3 seconds. Best would be changing the DoT into a HoT, but this wouldn't be the mechanic of a blood arrow anymore and make the skill too strong I guess.



    Overall the class was pretty different, but fun to play. I see a decent potential in it, especially if it comes to bigger pulls and Crowd Control, which can be done very well with Holy Chains and the elite skills arrows. But therefor it requires some adaption in my opinion. The one big advantage of this class is its range, which unfortunately can't be used efficiently yet.

    Hello there,


    sometimes it happens, that Balton becomes immune for a long time after finishing its event, if the boss respawns. Me and my guild had this issue for several times now, which is pretty annoying, since Balton can easily oneshot ppl through its random aggro at this point. I mean, it's normal that he's immune for some seconds, but we experienced fights with more than 20 seconds, which might be a bug, I guess.


    At least this should work better, if the planned changes come to rofl, or we all will have much fun at this boss ;)


    Example video from today:

    (video not listed)

    Hello there,


    me and my guild now experienced a strange bug at Jerath Boss in ROFL. It happened now several times, that one random player died by no reason. There was nothing in combat log or any input damage. Even yesterday in one of our guild runs one of my guild mates had the same issue once again. The onehit was always the same: exactly at combat start, a random player, but it happened very random and the issue was pretty rare so far.


    I got a recording of some days ago (because I wasn't able to reproduce it yet).


    (video not listed on YT, don't worry)

    I dont know anything about this class, but while using Stone Shell as wl/wd, your dmg taken is actually increased by 12% instead of reducing it. Also while in Willpower Construct this amount it quadrupled as it technicly should...but still dmg taken is increased. Please fix. :)


    Cheers!:thumbup:

    Can confirm. We had the same issue today. I didn't specificly test it so far, but at least it felt like that indeed.

    how come 15% nerf to "main" skill - which will not be main skill after psi recover change - is being destroying the class which is clearly overpowering in every state? 15% is a small change compared to nerfs/buffs other classes were getting in past, and class will still be broken imo.

    Overperforming in every state? Sustain dmg is almost not existing, it's all about its burst from my perspective. AoE burst is insane, but this is caused by the strong ISS, not the class itself. AoE sustain is quite okay, pdps are better imo and in our guild runs. The only thing is, that you deal insane dmg with wl/m and m/wl in party, since you can increase your dark damage that much. But nerfing ISS is not an option since other warlock classes would suffer from that.


    I think, WlWd needs a nerf indeed, but not that much at once. As I wrote, the patches these days are more kind of crowbar hits into the meta, which isn't a good way I guess. Balancing needs time, noone complains. But you also need time to let the meta evolve after every single small change.

    Quote from Planned Changes
    Warlock/WardenReduced Charged Chop damage to 2720 from 3200.Reduced Gift of Nature magical attack gain to 8% 10% 8% from 12%.Reduced Enhanced Weave Curse all attributes gain to 9.6% from 12.8%.Reduced Savage Power magical attack and dark damage gain to 12.2% from 18.3%.

    I think, Wl/Wd is strong, yes. But I also think, those wrecking-ball nerfs (that happen any few patches btw) are too much for a single patch. I would suggest to nerf a little less, see how it evolves for like a week and if the class is still too strong, nerf it again. Yesterday I was predicting the class will be nerfed to unplayability at once and I think I was right 🤔

    I mean, we all have different raid setups, different gameplays and such, so it's pretty difficult to do balancing, since this process is lasting for almost a year and there are classes that are changed with every single patch. Maybe that's caused by those huuuuge adaptions on different classes, which literally mixes and resets the entire current meta all few patches. That's definitely a problem.


    This is also related to the mage changes I recognize these days...


    Quote
    MageReduced Thunderstorm damage to 2737 from 3220.Reduced Meteor Shower damage to 1400/2616 to 1400/2220.Reduced Earth Splitting Explosion item set skill damage to 1800 from 2000.

    Why do you always do such huge steps? Thats not fine-tuning at all, it's more like hammering with a crowbar on a class and hope it doesn't break. I mean, that's just the planned changes at this moment - there were lots of patches in the past quite similar to this behavior.


    So I think, this process will never come to an end, if every week all classes are changed to behave completely different. Just an example: Few patches ago, you made Mage more and more to an AoE-focused class, which was just fine. Now you slowly take away its AoE sustain dmg and put more into burst again. Maybe this makes sense on some way, but it's always the same: wreckingball behavior. Just my opinion, might be wrong. <3

    My perspective in psi problem... I don't play mdps warlocks so I cant talk about them BUT I will play both wl tank, /wd and /k. In tank options, we NEED those psi so please, whatever the complains and/or the changes in the future, try to affect only the dps part. For example, all atributes nerf from wl/wd affects also the tank side so keep that in mind.

    Agree to that.

    Btt: You could make CC gain psi by 30% chance on hit (or sth like that) while not in WP Blade (so working w/o WP state or in WP Construct). I once tried the Wl/K in rofl which felt pretty strange to me, but I had like no ISS back then and no idea about anything, but I was realizing that I was lacking in focus (Dark Strike spam didn't work well for me) and PSI. If you compensate the ressource sustain on some way, this could actually work well (or at least better from my perspective).

    Regarding the Charged Chop (CC) PSI topic.


    If you really want CC gain psi, which might be a cool mechanic in theory (and will not result in a huge nerf of this class afterwards, what I'm currently predicting), you should add a chance to gain psi, such as S/Wl got for gaining focus. I mean, if WlWd gets PSI, it enters its "Wrecking-Ball-Burst-State" automatically (at least for me in my rota) and deals a ton of damage. I enter the boss fight already in active WP Blade and use 104 ISS and/or Dwarven Beer to get PSI for burst. The "difficulty" here is to find the right moment to do so, in order to use all your passive damage skills, etc.


    I think, with the other mentioned nerfs this class will be balanced (more or less) and it's pretty fun to play I think. I haven't played it in rofl myself yet, but my guild mates did and the result was pretty competing to our pdds, which was great.


    Btw, I play Warlock now for like 3 days, so I'm not even close to know this class, but i agree to melodic that CC gaining PSI would be OP since you get enough PSI a second to all-out-burst for 30 seconds and more, since you get enough psi per sec to use Judgement on cooldown. In combination with CC and all the other non-gcd skills, passive dmg AoE's and dark dmg bonuses, this would be insane 🤯

    Is there any chance to get usefull Cenderil Combination and Buff for Tanks? :)

    I'm running Salo and Mayi as Knight tank, seems ok, but any of the new ones might also be cool, such as Balorg (Crit) and Onid (Sta/HP) or something.

    Wl/K


    Is it intended that Dark Strike recovers PSI while Willpower Effects are running?

    Also Dreadful Sleep channel is interrupted when caster is moving, which isn't such a good idea I guess, because its range is very limited, so you need to move to hit more targets. It works with Hasty as the Night, but without it would be more useful since their cooldowns are different.

    Quote from Planned Change Log
    Implemented 6 new cenedrils.

    Does this mean, you want to enable more useful combinations to get the dmg buffs by using 2 magicals for the mdmg buff or 2 phycicals for the pdmg buff? And why 6 new ones then? Can you maybe share the new planned combinations with us?

    Hmm for me that mechanic never worked properly on m/s and is a waste of time 😆

    For me it worked always pretty well. You just need to cast shot in your ingame macro, instead of in your lua and cast the debuff first in your lua. Then it's applied before the actual shot hits the target. Also since fire rose doesn't trigger gcd, you could rely on that for the entire trash fights. At least that's how I did it until the latest changes regarding shot cd and thunderstorm. Haven't played it since then. :saint:

    but seriously please give wl/s another aoe.

    I got a suggestion for that: Maybe shot could inflict splash damage (hit surrounding enemies) if it hits a target affected by Vampire Arrow DoT, like the MS with its fire rose, which is a pretty cool mechanic in my eyes. But in that case, VA itself should have no gcd trigger anymore.

    Nah, that was happening some time ago already, not last week, right? I had the funny situation when that patch came out the week before and my scout dealt more or less equal dps like our s/p in trashes, but I gonna double-check this until I'm back from my vacation again :thumbup:

    Another thing about SCh vs. SWl:


    Yesterday I ran inferno with my SWl (t14 staff, t12 magical xbow, golden gear t11/12) and we had a SCh in party (t6 gun, red rofl gear, t7 I think it was) and our dmg overall was quite equal, even burst was more or less equal. So I think, the SCh is waaaaaay too strong atm. I have no comparison from rofl so far, but a class with an untiered weapon and much worse gear shouldn't deal the same damage like my SWl I guess.

    So I think, the current planned nerf for SCh is too less, or the SWl isn't as good as I thought... I mean, either the SCh is overpowered as hell, or SWl is weak... or at least feels like this.

    That is already possible with some mdps classes, k/m, d/wl, wd/d, even w/m and m/ch in some situations. Although 100% def is a bit low, wd/d have 120% and is not enough on some places.

    You should show me once how a d/wl can tank rofl. I tried this yesterday and got onehit by birds and b1 side-bosses with more than 400k hp and almost 1kk def. Maybe one should stat the entire gear on sta/sta - I used 7 tank pieces and 7 cloth mdps, but that's not the way for me.


    This is the beginning of b1 fight, which wasn't possible by far as d/wl. Maybe with more than 2kk def and 1kk hp, but then I need some stats and gear I haven't seen yet :D

    https://gyazo.com/45b699eb32c872914586771f6eb2eb34