Bind lifters please in Happy Hour
Posts by Zyrex
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Elo there...
first of all, i like orkham rlly much, its shorter than dc, has a lot of funny events, trash diversity is very high and you can't solve everything with "just burst". The instance felt like a mixture of Tikal, IDK and ROFL but you only have the fun parts of those instances
BUT could you please put the real endboss at the actual end of the instance? Right now that Muddrass and his Buddies feels much stronger and more complex than the Ascended Xemen, which isn't feeling well. I mean, you have 3 phases and the boss(es) in each phase have different attack patterns, casts, you need entirely different gameplay to pass them, take care of positioning, run away from stuff, dodge stuff, use cleanses, be aware of aggro resets, there are actually multiple oneshot events. Even the Zhargos Worldboss on HM has less mechanics than this. This is by far one of the most complex bosses in the entire game and it's a FIRST boss 🤯
Imagine you're running IDK but have to kill Thynos instead of Mole King at the very beginning. Or run Lv 72 ini (dont remember the name rn) and Da'Dalodin is your first encounter. You can do it, but after that intense fight, the entire instance still awaits to be run (and the manticore dude are nothing compared to orkham crocs and his friends at all)!
On our firstclear the boss felt really good. you were able to skip the annoying stuff and burst it down if you had enough DPS. But then you changed 1000 things and now it feels like we were attempting on an entirely new instance that held us down from starting to farm it properly.
So please either disarm the boss so it's not as deadly anymore, or make players able to skip certain difficult events in phase 2 and 3 by DPS. In orkham it generally feels like you're punished for dealing more damage, which leads me to the question why I even should progress any further with my gear?! Doesn't make sense to me rn...
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Rex du verrückter
Easy ist easy, hm solo wär interessant
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Pet classes are better if player attack is lower compared to your target's def, so I'd wait for Orkham release... if boss defences increase, pet classes will shine again
Yes i know that pet classes are usually good in high instances. But in my opinion we should play m/s in every instance. For now this class is very bad in RoFL because pet has very low dmg. Maybe they should reduce pet's magical attack and increase magical damage instead. My pet has 1.8m magical attack and 70k magical damage when i summon it. Magical damage seems really very low for me. I hope they change all pet classes to be playable classes in every instance
Then go for it, M/S deals decent dmg even w/o the pet being op in high def content... compared to the physical wardens its dmg is really good
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Regarding Mage/Scout
This class still needs some changes. It has been a long time since last time i saw this class in an instance. In my opinion m/s pet is still weak. In last changes you gave its pet extra magical attack. But this magical attacks seems kind of useless with so low magical damage. Can you increase its pet's magical damage more ? I mean this class is weak in AoE. It should be powerful in single target damage. But our pet deals like 2x6m dmg with burst. It is not enough for any instance.
Actually in my opinion pet classes are weak in overall. They need some changes to return meta
Pet classes are better if player attack is lower compared to your target's def, so I'd wait for Orkham release... if boss defences increase, pet classes will shine again
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I even added the new Necro STR set (before I even made the INT one), which ended up at a 60.5k mdmg buff now
But I also see other M/W running around with 45-50k buffs, which should be the average case.
So your gear is 35% above those you run with. That explains why our points of view are so different
Not at all, my point is that other mages can compete with my M/W even if my M/W is 35% above average...
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Lutine, easy answer : you don't need 1 gear but 2 ( buff gear and good Mage gear) so it is much more expensive than k/wl or did you ever seen someone play Mage with buff mage gear?
you didnt got my point: with m/w gear(s) you can play all other mdps classes too. with k/wl gear you are just limited to k/wl
Yes, I fully agree, in my buff gear I can even play W/Wd, since I got decent patt with it...
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I really don't see the point in having 1 broken mage class (m/w in this case). Yes, it is more expensive but everyone playing 1 single class literally destroys balance meaning. So if i want to play any other mage, wl or druid (no cps) I just have to live being the worst dps in party? It feels like the balance failed so hard these days. Same goes for others pdps classes like w/wd etc.
M/W is strong, yes, I agree. But other mages can compete with it. M/S, M/Ch, M/P are top tier mages as well and some are even better than M/W in a lot of common situations... even M/D is really strong but the use case of having full stacks on both buffs is quite rare and not that easy to sustain
But I agree, M/W needs some further love of the devs
And this directly leads me to my next point:
The gear has become rlly expensive with robot and stats on the artefact. Literally every upcoming content update requires me to upgrade my buff gear and I'm not a patient dwarf, I want it all and I want it now!
I even added the new Necro STR set (before I even made the INT one), which ended up at a 60.5k mdmg buff now
But I also see other M/W running around with 45-50k buffs, which should be the average case. So instead of changing the wisdom and bravery buff I'd suggest to change more %values, such as AoE decrements, like the devs already did on Meteor, as I suggested earlier (and btw, the change already showed up very well, since M/W isn't that good in big pulls anymore)...
One thing everyone seems to miss: Necro is the perfect instance for a M/W. You have packs of 3-4 mobs that give max damage on static field and you got a lot of running around in boss fights, which doesn't matter for M/W either. The short burst phases are also perfect for this class, so seeing M/W overperform in Necro is quite obvious. But if you compare the output in IDK for example, M/Ch is much better... the bigger the pulls, the worse M/W becomes imo... but don't start another discussion about that, I know I'm living on my lonely island, playing a different game
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Hey and welcome back!
A common and strong healer is pr/s (Priest/Scout). Also classes like Druid/Scout is good.
There are variable heal classes, in my opinion overall all are playable. Everyone has a different feature to bring into the raid. Like Priest/Mage has decreased ressource consumption, or Druid/Mage has group vita.. So all class has smth good what makes them unique and can be played in different Situations.
When you wanna look for smth funny, look into Warlock/Druid or Warlock/Priest. Also funny heal combinations and strong aswell.
~ just my opinion
Greetings
Côsmôwell didn't warlock ,priest and druid is from different race? how can i use this class combination?
Short addition to Cosmo 's explanation: You can basically have any class combination with full elite skills, even druid/priest or priest/warlock... you can even play druid/champ, which is a really powerful healer as well from what I've seen
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Thanks everyone for looking for my lost dwarf children. Special thanks to Leszix and rascellian who found all 20 first!
Congratulations for the 10k dias each of you! 💎💎💎
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My "find the dwarf children"-Contest will end this weekend on Sunday at 23:59:59 CET, then the winners will be announced
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I reached the 62.5k mdmg mark on M/W pre-patch, now it dropped down to 49.9k like a menu bar on smartphones (u know, bcz "drop down" xd)
Imo the "op" part of M/W was the AoE damage, especially on big pulls through Thunderstorm + Meteor Shower combo. Adding a little support, such as Wl/B oder S/M in combination with a Wl/M made the class overperform very much and dealt like 50-70% more damage than a decent R/Wl in Necro in our runs (and our average group/raid setups are focused on dark damage, not even fire) 🤯
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You already use both skills, depending on the amount of mobs I guess
Might be different but on 2-5 targets Static is better and on 5+ mobs, I'd use Meteor. And if you stack up the wind damage buff before, Static hits decently, too... but not sure about the values actually
...and if 5+ mobs constantly move out of the meteor, I'd flame the tank xD
Exactly this is what i am talking about, When we use meteor on mobs, sometimes mobs are moving to a different direction.
In a situation like this we should use static field. But static field is not so powerful as meteor shower. If they make static field a little bit more powerful, we wont have such problem in big pulls. At least we can use static field while moving
If they buff static, you wouldn't use meteor at all anymore, this would kill the complexity of the class pretty much. On most classes, meteor only is better on huge amount of mobs during big pulls, normally you use static already. I don't remember the exact values for M/Wl, but you wouldn't use it on 2-4 mobs I think...
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and if 5+ mobs constantly move out of the meteor, I'd flame the tank xD
As druids dps playstyle?
In my opinion, druid mdps is only viable under really specific conditions and group setups, but I rarely had such issues as a druid, bcz d/r has another aoe option and d/wl is only worth it for healers or in limited content imo due to the lack in mobility 🤷♂️ So just use your meteor or sandstorm if you're sure the mobs don't move and use other aoe while running
Having the one perfect solution for every situation seems boring to me
Btw, the same applies to M/W too I guess... it can't fully rely on static field, so you wanna use meteor into thunderstorm as well, but can't interrupt the channel either due to the proc of fireball, but what's the problem in using another spell for changing raid pacing?
Knowing when to use which spell is elementary for me for complexity of gameplay
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Mage/Warlock's Meteor Shower skill has both fire damage+ wind damage and it has higher damage than static field.
But this skill hits only a certain place and while mobs are moving around we need to cancel this skill and use it again to hit mobs. I suggest you to make mage/warlock's static field have both wind damage and fire damage like meteor shower.
So when mobs move, we can spam static field and when all mobs stay together we can use meteor shower.
You already use both skills, depending on the amount of mobs I guess
Might be different but on 2-5 targets Static is better and on 5+ mobs, I'd use Meteor. And if you stack up the wind damage buff before, Static hits decently, too... but not sure about the values actually
...and if 5+ mobs constantly move out of the meteor, I'd flame the tank xD
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Short headsup on my latest "find the dwarf children"-Contest!
You'll find the original post here: RE: Design Special Challenges and Games Contest
Have fun and Hakuwuna Matata
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Elo,
may I present you (again) my amazing maze! For those who don't already know, I built a real labyrinth, based on the movies Maze Runner, which is pretty accurate lore-wise, containing the glaze in the center (where you spawn), features the desert around it and of course a complex maze that took me about 20 hours to build (from planning to the final build) and is still being upgraded with new furniture that is released
And because it's the birthday of CoA, I wanna celebrate it with another own contest, just like I did on the release of my maze! (more info below)
When I released my amazing maze, almost a year ago, I celebrated it with an own riddle, where players had to search dwarf children hiding inside the maze. Since the labyrinth is really huge, an unknown amount of dwarven children was lost again inside. Please help me finding them and bringing them back to their families!
The first 2 players who send me a PRIVATE MESSAGE and a list with all correct coordinates of all 20 hiding dwarven children, will get
💎💎💎10.000 Diamonds each💎💎💎
as a finder's reward!!
I found a photo of one dwarf child standing on a barrel next to the center wishing well on the glaze, maybe it helps you get an idea how the children look like. If I remember correctly, they all have the same height but wear different clothes...
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Are you sure you're playing the same game as I do?
You say, that on your previous server, all people were playing different classes, so do people here. If you see a dps player play only one class over and over again, I'd say it's not balancing's fault, but caused by the inadaptivity of that player to the endgame (or let's better call it laziness). I see a lot of players stick to only one class, that they were told to be "the strongest" but if you really analyze the gameplay properly, you'll see that there is not the one perfect solution for everything. For example, Mage/Warrior is a decent class with tons of magical damage and decent matt for burst. In theory, this class comes close to be the "perfect one for every content", but actually it isn't the best in slot class for everything at all. Even a Mage/Scout can easily out-damage it in instances with higher defences, since pet classes (almost) always beat non-pet classes
If you try to play the very "best in slot" class in every single instance, you simply have to play more than 4 classes at the minimum. If you even wanna run best in slot classes in every content (to include endgame minigames (such as AoD), nostalgia instances (such as Hoto, Kalin, IDK), event instances (such as Atlas Defence) or even grinding instances (such as IBP or souls) as well), you end up at even more.
And if you additionally wanna actively adapt to your raid setup, in order to support your friends, there are more options available again. You can simply play every single magical damage dealer and find a raid setup that is best for it. COA is not about balancing single classes against each other, it's about how to properly build raids and double your overall damage just by class interactions and synergies...
To be honest, a lot of people seem not to understand how to properly build decent raids or optimized groups. They may run with the same classes over and over again, this works for sure, but isn't optimal by far. There are so many possibilities to improve the overall dps, damage reduction, healing, burst, CC, etc, by so many different ways, it's complex enough to start studies on
Example: You have 4 mdps players. All of them could play Mage/Warrior and every single one would deal decent damage. But what if one goes for Mage/Rogue, one goes for Warlock/Rogue, one for Warlock/Champ and one for druid/rogue? Then you got huge debuffs for dark damage, gift of the baron = dps, damage reduction, whisper = matt, and every single class deals more than M/W would have dealt without such synergy. In this example, your leather players could go for Rogue/Warlock, in order to get a piece of that huge dark damage support. Also, the druid/rogue brings druid buffs, so the healer could play something different, like warden/priest for even more support for the group, only by picking the right choices. And all of the classes deal equal damage 😱 That's how we play 6 man content and that's how you can run abbey within 20 minutes easily... instead of like an hour or more 🥵
Мы сейчас не говорим о вариациях рейдов, и подстраиваемости всего рейда под 3-4 дд. Мы говорим о балансе. А вы говорите о типах классов, иными словами: дд, танк, хил, саппорт, нюкер, сейвер, баффер, и утверждение, что между ними не может быть баланса, например, саппорт не может бить как дд, или дд не может танчить как танк - идиоту понятно. Поэтому давайте четко по теме, без ненужной информации.
В каждой из категорий - есть свои доминанты, на фоне которых остальные меркнут, по разным причинам: имеют не более мощный дамаг, а продолжительный, разгоняют не урон, а атаку и так далее. Как не крути - нету баланса.
А на вопрос о том, в одну ли мы игру играем - хороший вопрос, видимо, не в одну
Вам еще осталось в пример привести мага, назвав его крутым классом, потому что мобов быстро можно убивать штормом
We are not talking about raid variations now, and the adjustability of the entire raid under 3-4 dps. We're talking about balance. And you are talking about class types, in other words: dd, tank, heal, support, nuker, saver, buffer, and the statement that there can be no balance between them, for example, support cannot hit like dd, or dd cannot tank like tank - an idiot understands. Therefore, let's be clear on the topic, without unnecessary information.
Each of the categories has its own dominants, against which the rest pale for various reasons: they do not have more powerful damage, but long-term, they do not increase damage, but increase attack power, and so on. Either way, there is no balance.
And to the question of whether we play the same game - a good question, apparently, not in oneYou still have to give an example of a magician, calling him a cool class, because mobs can be quickly killed by a storm
Ok, so you haven't actually played the game, your main char is not even max level (as it seems in your streams) and you haven't been into an instance at all yet and state that balancing is bad?
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So... if you once was in balancing yourself, you should know that balancing is a process and never "done". In my opinion, for magical dps, healers and tanks in the endgame, all class combinations are playable and viable in the meta. Not every class is good in every instance, but overall you can play whatever you want and deal more or less the same damage/aggro/heal as others
I have no idea about pdps, but who plays pdps in 2023?
For magical dps classes, maybe there are one or two that need a little nerf, but it's not like only a handful classes being viable at all... in the past I was talking really badly about balancing myself, too, but after a while (and by playing all magical classes myself on a higher level) I realized that it's actually not that bad at all. So lemme ask: What kind of content are you playing?
Я извиняюсь, но вы говорите такие элементарные вещи, что можно было и вовсе не говорить.
Нет, я не знаю такого, что нельзя отбалансировать, и иметь пару связок, которые имеют дпс - это не баланс.
Все играют ДПС, не верите мне - посмотрите на людей, и каким классами они играют, все бегают +/- одинаковыми классами.
И 35% баланса, что имеет аркадия - нельзя называть "не все так плохо". Если, конечно, смотреть на это положительно, то - не всё так плохо, а если реально - то ничего сбалансированного в этом нет.
Я балансировал классовую систему Magic of Gods, и довел баланс до 90%, при этом, на сколько это возможно, сохранив классическую версию связок. По итогу, все играли разными классами, у всех рейдов были по своему собранные пати, все дд - разных классов, все танки - разные, даже хиллы. Вот что такое баланс, когда ты заходишь в данж и видишь абсолютно разный гринд пати. А не когда юзают один и те же связки, в надежде на больший дпс.
Без негатива, с уважением, Best.
Are you sure you're playing the same game as I do?
You say, that on your previous server, all people were playing different classes, so do people here. If you see a dps player play only one class over and over again, I'd say it's not balancing's fault, but caused by the inadaptivity of that player to the endgame (or let's better call it laziness). I see a lot of players stick to only one class, that they were told to be "the strongest" but if you really analyze the gameplay properly, you'll see that there is not the one perfect solution for everything. For example, Mage/Warrior is a decent class with tons of magical damage and decent matt for burst. In theory, this class comes close to be the "perfect one for every content", but actually it isn't the best in slot class for everything at all. Even a Mage/Scout can easily out-damage it in instances with higher defences, since pet classes (almost) always beat non-pet classes
If you try to play the very "best in slot" class in every single instance, you simply have to play more than 4 classes at the minimum. If you even wanna run best in slot classes in every content (to include endgame minigames (such as AoD), nostalgia instances (such as Hoto, Kalin, IDK), event instances (such as Atlas Defence) or even grinding instances (such as IBP or souls) as well), you end up at even more.
And if you additionally wanna actively adapt to your raid setup, in order to support your friends, there are more options available again. You can simply play every single magical damage dealer and find a raid setup that is best for it. COA is not about balancing single classes against each other, it's about how to properly build raids and double your overall damage just by class interactions and synergies...
To be honest, a lot of people seem not to understand how to properly build decent raids or optimized groups. They may run with the same classes over and over again, this works for sure, but isn't optimal by far. There are so many possibilities to improve the overall dps, damage reduction, healing, burst, CC, etc, by so many different ways, it's complex enough to start studies on
Example: You have 4 mdps players. All of them could play Mage/Warrior and every single one would deal decent damage. But what if one goes for Mage/Rogue, one goes for Warlock/Rogue, one for Warlock/Champ and one for druid/rogue? Then you got huge debuffs for dark damage, gift of the baron = dps, damage reduction, whisper = matt, and every single class deals more than M/W would have dealt without such synergy. In this example, your leather players could go for Rogue/Warlock, in order to get a piece of that huge dark damage support. Also, the druid/rogue brings druid buffs, so the healer could play something different, like warden/priest for even more support for the group, only by picking the right choices. And all of the classes deal equal damage 😱 That's how we play 6 man content and that's how you can run abbey within 20 minutes easily... instead of like an hour or more 🥵
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at the moment the whole classes in game is way more balanced than like 5 years ago, when only a few combos will playable(w/m, s/wd, k/m and wl/m as support). all rogue combos are good right now, except r/p maybe. most of warrior combos are good, champions is not too bad also. mages is way different thing, but anyway they are good and +- has a same dps as others than like before, when mages was op. there is a few class combo like k/wl, that you can play with chain/leather/plate gear, d/wl dps class for priests. even scouts are good, but i think they should a lil bit buff it.
regarding pvp:
there is will be a new pvp system with own pvp items, stats, skills and etc. so, talking about pvp is not entirely appropriate at the moment, just my opinion.
Я не сравниваю с тем, что было когда-то, я сравниваю с точки зрения абсолютного баланса. Возможно, сейчас лучше чем когда-то - никто с этим не спорит, но то, что ПВЕ контент еще не готов(в рамках баланса классов) - это однозначно. Это я говорю как человек, который в прошлом сам занимался балансированием классов. Какой это был сервер - не суть, те кто меня знают, прекрасно поняли о чем речь, и пусть скажут, где баланс был лучше.
Да и суть не в этом, это говорится не для того, чтобы кого-то обидеть или спровоцировать, но своим опытным глазом я отчетливо могу сказать - далеки мы еще до того, чтобы назвать классы сбалансированными. Даже больше, можно сказать, что баланс классов прошел примерно 25-30% от 100%. Почему? Потому что в среднем 2-4 связки у одного класса играбельны, остальные 8 - никому не нужны(исправьте меня, если я ошибся, вроде бы 12 вариаций всего возможно для 1 класса).
Вывод - работы должно быть еще больше сделано, чем уже сделали.
Извиняюсь, если кто-то что-то поймет не так, так как ваши переводчики могут преподнести информацию иначе.
So... if you once was in balancing yourself, you should know that balancing is a process and never "done". In my opinion, for magical dps, healers and tanks in the endgame, all class combinations are playable and viable in the meta. Not every class is good in every instance, but overall you can play whatever you want and deal more or less the same damage/aggro/heal as others
I have no idea about pdps, but who plays pdps in 2023?
For magical dps classes, maybe there are one or two that need a little nerf, but it's not like only a handful classes being viable at all... in the past I was talking really badly about balancing myself, too, but after a while (and by playing all magical classes myself on a higher level) I realized that it's actually not that bad at all. So lemme ask: What kind of content are you playing?
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Update, Rekrutierungsstatus weiterhin offen, suchen verstärkt ambitionierte DDs 🔥🔥🔥
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Mage/Scout's pet is still weak even after you increased its magical attack. When i use burst my pet has 12m magical attack but only around 400k magical damage. This is really nonsense. Pet hits like 5m maximum. Warden classes hit around 20m.
This pet is still useless. Please increase pet's magical damage like you increased its matk power.
This is m/s pet damage :
As you can see, even if i use my burst my pet hits only around 4-5m.
And look at warden pet's sebal stab skill
Here is warden pet's auto attacks:
Please increase mage/scout's pet's magical damage. This class is so weak compared to other pet classes
Are you buffed while running instances? My pet deals like 40-50% of my damage and it's really op now. Easily 50% more damage than other mages in DC and even in abbey it's decent and equal to M/W
I'd vote for a 20% nerf of this class instead, it's just too strong now...
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Are you standing close enough to the organs? Stars is an AoE spell, so it misses on organs if you're too far away, just like all other aoes do
yes i stand close enough dont worry i know how aoe's will work
Maybe close enough isn't actually close enough. I remember the spell missed by standing like 1 pixel away from the organs, so I had to cuddle with it like no other class had to
Same for mage/priest pre-patch with it's Vortex spell that uses more or less the same mechanics I guess
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I totally agree.
I also lost all my energy due to lesser activity in game (the last thing I would do in holidays time is to check every day if i have 2 or 1.9k energy in my house -_-)
10 random items just stayed and the rest dissapeard.
it's not possible to do a thing unless I restore all my slots - I mean BUY THE SAME THING AGAIN - ridiculous...
I wanted at least put 10 chests on, and forget about the rest for now - lol not possible hehe
Please consider:
- make it possible to unlock already bought slots by recharging energy
- If not, let players to remove everything to backpack, then allow to put 10 wanted items on
And another best option for me...
-because I spent a lot of hours creating my wonderful house with garden, garage and basement - and now I need to create it all over again i guess? u kidding me?
...to add an option - if even I loose my energy and recharge, my objects will re-appeared in the same positions, or just one button, save different settings in house - wow would be perfect
Damn I feel that so much, if that happened to me, I would cry for a week straight
A preset dropdown menu would be awesome. I already got plans for a second house style but can't start with it, bcz I had to create a new character and use his house, because my maze is just too big/complex to build it again after overwriting it. I'm willing to put another 100k+ dias into my planned project, so go implement such presets asap!