Posts by Zyrex

    #Dont nerf classes (for not golden armor characters instead nerf the golden armor) or just buff the weak classes

    Im just starting to get bored of this game cause of the balance system is ALWAYS in benefit of the ppl that is just fully endgame. Its always we nerf the op class that all the golden endgame chars are using on rolf making rolf a joke ini, while the ppl with an average gear of rolf red armor / gorge armor are getting worst and worst with every class (In my opinion this ISS from the golden set is a Joke are super op and are just for golden boyss..... this will make rolf easier for them that will make more nerfs)

    Agree on that. The problem is, that most ppl giving feedback come from endcontent and these get the most likes by their guild mates, so posts from midcontent players will not be seen in the flood. Imo they should close the thread for a while and keep doing their own balancing, which worked just well in the past. I mean, I appreciate the possibility to give feedback, but the whole balancing process is more and more cycling around for some few classes.


    Also it always depends completely on given support classes and raid setup, so you can't even do objective balancing in ROFL. In our runs the Wardens are completely overpowered, most having 30-40% more overall damage than any other class, but in other guilds its the mages that are broken, in another guild its the champs. There are so many factors that deny an objective balancing...

    Wd/Wl vs Ch/Wl


    I can't really tell much about this topic since I don't play chain classes, but can tell you what I saw in our runs from my perspective.

    I think Warden/Warlock is/was about 20-30% better in overall dps than Champ/Warlock, at least it was in our runs on Friday and Sunday. Some bosses just got crushed by the Warden(s) with 50kk+ hits, especially on Balton a Warden reached over 400kk total dmg, which was insane, because our other dds had equal gear.


    However Champ is much more defensive than Warden and dies much less through this potential. I don't think, Champ was/is too weak, but Warden/Warlock is definitively way too strong.

    I think its damage doesn't really matter at all.

    I have no words. This skill is our best dmg source in sustain unless we are full buffed. How this dmg doesn't matter?

    For me it seems that only a few part of my dps come from earth arrow, most comes from the poison combo.

    331e5b236bdff564dd34709e14f7b349.png

    On screenshot you see earth arrow on 3rd place with 11% overall damage. Poisonous Arrow did that like 3-times. On bosses earth arrow has more or less the same amount of total damage.

    It is already a perma 0.7s cast. Reduce its general cast to 1s mean dmg of the skill would be nerfed so this wouldn't work in endgame unless they double its current dmg.

    I think its damage doesn't really matter at all. In burst I start with full nature power, which is regenerated through the poison combo itself. Only thing that lowers the amount permanently, is Sandstorm. So the 0.5s cast would enable the user to regenerate it better in trash. I mean, i used to heal myself with Restore Life when I was waiting for the tank or such. That felt kinda useless, better dealing smaller hits and just recovering nature points faster imo.


    Laisha Oh yes indeed, the 0.2s difference make a difference ofc. Most times my casts interrupted at 0.6s

    Druid/Warlock


    Last few days I tested the Druid/Warlock in rofl, inferno, hos and original content. I think the dps i fine and it's a very cool and fun class. You have to manage your nature points sustain and focus, but should always keep an eye on your mana as well.


    There is only 1 problem: you have literally nothing for fast single targets. Everything that deals more damage than like nothing, is a cast or has a decent cooldown. So maybe you could change the cast time of Earch Arrow from 2 seconds to 1 second so that it can be casted with 0.5s on targets. Also this would help to work against the massive nature points decrement/problems in AoE sections.


    Side info: For me it's a bit messy to use the Sandstorm as a ground target in my rota, since I don't use AU Kitty. So I wrote a huge macro/lua that also uses other aoe stuff and no-gcd skills as well efficiently. But still it feels bad somehow. Maybe this could changed to a targeting skill with splash damage, such as Mage/Knight lightstars or static field of general mage? I mean, it's working like okay, but could be improved I guess :)

    Hi there,


    I just got a quick idea, which could be used in coming content or also changed in already existing one. I noticed there are a lot of signpost allover the workd of Taborea, which show nearby locations and points of interest. Maybe you could change some of these to waypoints to fast travel inside a zone itself. Then you could use the doggo (however it's called in EN) to transport between zones and waypoints in zones themselves.


    The signposts are all units that have tooltips, such as immortal objects, which might be changed to enable a text panel on click or such.


    Also I see many players shouting occasionally for transportation to other continents. Maybe there could be some kind of mechanic to fast travel between continents as well? Especially for new players this would help a lot or at least for me (as I never know what continent is where and what ^^). Also, it's kinda useless to actually need to activate all the doggos first to use them. It might be better having them all activated from the beginning and to be free to port anywhere you want.


    These signposts I'm talking about:


    b318a7e4cfe1f530c6b17712252b8f24.png

    Isn't a magical tank when you have plate with physical attack and physical dmg, is a physical tank like the rest of tanks in game. With plate + staff you will do 0 dmg and 0 crit so unless you give him a 1000% extra aggro it can't never work.

    Now, create a new cloth or a new plate with some mdmg, mattack and +aggro instead of -aggro bonus and this class could be interesting.

    Yes indeed, it is possible. Me as a K/Ch got like no patt at all, buffed on Boss I'm at 250k or such, literally nothing, so patt doesn't matter for aggro. So should matt do as well. The crit issue could be handled by some sort of passive that transfers physical crit into magical. So yes, it could be a magical tank. But as I mentioned in my other (this) post, there is a huge trouble to mix roles (tank) with different gear types.


    Also people recently requested a K/M with plate armor and INT stats, so the WlK would fit for that as well. I mean, requiring plate armor is needed, but how you stat this, should be up to any player. And for this one you should be fine without any matt at all. Aggro never had issues with low patt/matt, more specific, you never needed it for holding aggro, so it should also work for non-existing matt I guess.

    "He's a silent guardian, a watchful protector, a Dark Knight." ~Gordon.


    First, I have no idea where to post this. It's not a real suggestion, but an idea that needs some discussion, even with other tanks, also I don't want it to disappear in the mega-thread about balancing, so it's up to the mods to put this on the right place I guess. 8o


    Intro (read first)

    I got some ideas for one of the coming Warlock classes. Since tanks didn't get Warden/Knight, Knight/Warden and Knight/Warlock as new tank classes through the process, I would suggest to change the upcoming Warlock/Knight to a medium range magical plate tank. Many of its skills can be used to actually tank if it had enough aggro to sustain and a good tanking base values, which come by usage of plate armor. Additionally it would use a staff and some skills would require a staff as well. So plate users only need to build one additional weapon, which is totally fine I guess (bcz there are many new classes that require a new weapon).


    Magical range tank sounds pretty overpowered, but I also got some ideas to make the gameplay much more challenging by adding an important ressource sustain management and positioning.


    The skills cost focus and percentage mana to enable some sort of focus management and make it use the focus regeneration skills. Additionally you can use the Lv 35 Elite to regenerate your mana for some focus. This needs some balancing I guess, to find the break even point for an active usage of sustain management, which makes this class really powerful.


    You need Willpower Construct for the full potential of this class, which needs some timing to run. Also you can't use a wand and talisman for an insanely high amount of aggro, so you need to use your skills instead.


    Also Warlock brings some useful ISS, that protect the party or buff the player himself. One skill consumes HP to speed up the character, which can be used for pulling, but needs to be used carefully of course. So the class benefits a lot from ISS, but needs additional management of time and ressources. You need to decide what to do: Deal more aggro or support better. Both at the same time won't work very well.


    Elite Skills

    15: Silent Guardian (passive) - "Your Shield of Discipline no longer requires a shield, but a staff to be used. Additionally decreases incoming magical damage by 20% while buff is active."


    20: Dark Hero (passive) - "Changes your holy strike into a magical range skill. Also reduces your Beast's Roar cooldown time to 15s."

    20: Holy Pulse (replaces Holy Strike) - "Deals 1000 dark damage and adds a holy seal on the target (as holy strike does), each skill level increases to aggro." - 180 range, spamable, 2% mana + 10 focus cost


    25: Watchful Protector - "Changes your Warp Charge to addinionally increase your generated aggro by 100% for 20 seconds. After usage this cannot be triggered again for 15 seconds. Each skill level increases to aggro." - 200 range, 10s cooldown, 5% mana + 20 focus cost


    30: Unholy Staff (passive) - "Increases your aggro by 30% of any dark damage magical skill, reduces damage taken by 10% and increases your received healing by 20% while having a staff equipped."


    35: Dark Echo - "Calls the darkness to help you gain your strength. Consumes 50 of your focus and transforms it into 50% mana." - 25s cooldown


    40: Heavy Sorcery (passive) - "Allows you to equip plate armor and increases plate armor defense by 50%."


    45: Bat's Shuriken - "Throws shuriken of dark magic to deal 4 times 1200 + 0.2 x STA dark damage to all targets in front of you. Each successful hit places a debuff 'Shuriken Strike' on the targets to decrease movement speed and attack speed by 30% for 10 seconds. If a target dies while debuff on it, it decreases the cooldown time of this skill by 2 seconds." - 120 range, 30s cooldown, 10% mana + 10 focus cost, 4s channeltime


    50: Knight's Armor - "Consumes 3 PSI and wraps you into a magical armor for 60 seconds that increases your defense by 25%, generated aggro by 50% and reduce focus cost by 20%. Every 5 seconds you will release a sonar pulse that hits friendly allies in a 100 range that reduces damage taken by 15% for 5 seconds." - 60s cooldown, 3 Psi cost, only usable in willpower construct


    60: Dark Pulse - "Releases a pulse of darkness to all nearby enemies to deal 2200 + 0.4 x STA dark damage. Each skill level adds to aggro." - 120 range, 6s cooldown, 20 focus cost, requires staff (might be equal to Whirlwind Shield of Knight)


    70: Dark Punishment - "Punishes the souls of the opponent to increase it's damage taken by 2% for each consumed Holy Seal. Lasts for 15 seconds." - 120 range, 30s cooldown, 20% mana + 10 focus cost


    Other useful skills for some syngery

    The Mind Barrier can be used at some point, that protects allies around while in willpower construct. Beast's Roar is a cool aoe slow, that works perfectly with the "Bat's Shuriken" Lv 45 Elite, that is a channel skill. So Mobs will need some time to get close enough to interrupt you. Also Beast's Roar is changed by Lv 20 Elite Dark Hero.

    In combination with Lv 40 Elite Heavy Sorcery, Enhanced Armor increases your defense you need.


    You are also able to battle rez, but this consumes all your PSI, so it needs to be used carefully since you need your PSI most of the time.


    Explanation for some Elites

    40: This makes the class a plate tank, since I don't like mixing roles and gears. So the class would be a plate tank with a staff, that gets some boni to compensate the missing shield.

    45: This should work like the Shock Strike of Champion, but as a channel skill that can be interrupted. So the tank needs to know how to move and where to stand while using this.


    My fears

    The class maybe needs a taunt for single target and AoE as well. Also this class could lack on aggro, because the player literally has no magical attack power. There are a looooot of ISS and utility to increase dark damage, but I have no idea (not at all) if that's enough. This needs some balancing for sure, but I think, any class needs it, so whatever. ;)


    Other ideas

    Maybe some more dots can be included effectively to enable additional dot gameplay, for example Soul Pain that reduces target's defense by 5% or something, because Warlock is also a supporter. But I wouldn't give this class too much support, because other classes can and should do better.


    My expectations

    To summarize, this class requires some skill to play. I don't think, a kitty rota would be recommended for this, since most skills should be used in different situations. Playing this requires a good timing, positioning and movement. Warlock benefits a lot from his own buffs and PSI management. Also focus and mana sustain is very important for this class. So you need to take care of 3 ressources, buffs, cooldowns, positioning, crowd control and much more. That's why this class sounds like the perfect tank - and it truly is, but as mentioned, requires a lot to succeed.


    Discussion required

    Now I would like to see some other points of view of different tanks (and also other players ofc)! Would a class like this make sense? Would it be overkill? Let me know! <3 Please consider, all the cooldowns, values and stuff isn't final, it just should be a concept and show you guys, how I imagine this class. ;) So I don't care if its 1000 dark damage or 900 and such...

    How many warden/druids in your party and how often? I not talk about any other wardens. So, now I should wear +aggro rune if I want to go at some solo/duo instance to make my pet not die? Sorry, but it sounds ridicilous. Cenedrils also have -75 aggro and never had that problem that he was tanking boss because of his aggro (...)

    In some solo farming runs I did for my ISS in the past, I used a tank cenedril that took aggro of like anything against my mage with -aggro cap. Sometimes I wanted to tank by myself, then I also put an aggro rune in my staff. I think that's not rediculous, it's normal. If you deal enough damage at some point, your aggro will be higher than your pet's, but below this point, the pet's gonna tank I guess. ;)

    The Oak Walker still have -75% aggro. If you are at -90% and doing something alone, you should increase your aggro. Tanks also need a job. Decreasing more aggro would destroy the need of a tank in some was.

    I, as a tank, never had a problem with warden pets aggro since it is at -75%


    Kind regards

    Different point of view from another tank... i didn't even know there was an aggro buff on the pet, but this has never been an issue, neither in trash nor in boss fights. But I got an idea for this.


    I think, these pets are increasing the damage output of their masters by a lot, also increasing their values like crit and such. So why not also increasing their generated aggro (or transfer the pet's aggro to master) so that they need to use a reconsiliation rune or need to watch out. This would affect any warden tank by a lot, but from my perspective this tank never was relevant and still isn't.

    ur heal is for example a priest and spamming urgent heal on tank at b1 and it is lagging like hell on all group members.

    I tested this yesterday as well after I realized some decent fps drops on several bosses/events. It was all about priest/scout's urgent heal spammed on our tank (me).


    I also think, some skills of scout/priest might also cause some fps issues sometimes, at least that was my personal feeling while being in the same party.


    But all this isn't ontopic I guess, but I wanted to state it at this point anyways. ;)

    1. Language: DE

    2. Client version: 10.4.0.2013

    3. Problem description: The description of the skill "Offensive Sacrifice" (Knight/Champ Elite Lv 30) shows wrong numbers if the skill is liked in the chat. Tooltip by hovering in the skill book is fine. That should be 2% instead of 210% and 1% instead of 105%.

    4. Screenshot: db1c0a418ffdfec2c95cd1a14e04b590.png

    This issue will also always benefit magic damage/cloth wearing classes. As EVERY class can always wear cloth. If a new player asks "what class should I start with guys?", the answer is always "magic damage/cloth". Want to play Scout? Cloth s/wl...knight k/m dps cloth, and so on. And this is also seen in the stat prices where you can see "wtt 1 int/int for 2 str/str".

    Hi there,


    yes, every class is generally able to wear cloth, but it makes only sense on magical classes ofc ;) And we have muuuuch more physical classes than magical ones, so I think turning some physical ones (who never have been physical before, such as scout/warlock) is a good way to go and to compensate the huge gap of playable classes.


    But ofc as a cloth dps gear wearing player you can play primary warlock, primary mage, S/Wl, K/M, W/M.


    As a physical player, you can firstly decide to wear lether or chain. Lether can be primary scout or rogue, also some warriors can make sense and you could always go for champ as an (off)tank for lower instances. With chain you are privileged to play either warden, warrior or champion and here we go again, same topic as mentioned about champ. ;) I think, the only players who mighe be able to complain about the balancing are the lether wearing guys (if they didn't already switched to chain or cloth), because they lost the rogue/warden, didn't get the scout/warlock and need a new weapon for scout/champ.


    I would never tell a new player to start as a mage since mages are more or less the most expensive class out there (always have been afaik). I always recommend to go for chain gear, because you can do like everything with it.


    Physical druid is already existing afaik as druid/warrior, but isn't that good I guess... never tested this or saw anyone playing it. Well P/W was quite too strong with his fairy which was much easier to play than any Warmage or K/M in the past.

    I want to see people tanking as scout or rogue in dps gear :O ;)

    Don't forget that the person worn 6+ tank items and the raid had a lot of dmg-reduce buffs/skills permanently up / used them wisely :D

    Oh, I didn't mean that the person (who would definitively be completely insane even to try this ;)) did it in full dps gear, but I doubt it would be possible without "full golden highly-tiered" stuff though. :P ...Champ you would have to be... *sigh*

    Do you mean increasing the base mana-regeneration? that one is almost non existant during fights and would need increases of several 100%, so regenerating mana by a "fixed" amount that is based on healing or as a portion based on maxMP are the only viable options.

    Well yea, you're right, natural regeneration isn't that useful here. However, maybe instead it could fill up ressources but only out of combat with a significantly increased cooldown. So it couldn't be used in a boss fight, but can replace annoying usage of pots in the trash. :/

    @Mods: Maybe it's useful to split this entire thread into multiple ones for any main class or at least role? Maybe in a new sub-forum? Would make it more structured, I guess. There are a lot of suggestions getting lost in this flood of posts and suggestions. :!:


    I wouldnt go as high as 35%, but giving a shield as a % of targets HP would be great.

    I'm not a healer, but I think I got an idea for this. Maybe it could scale on the caster's attributes or heal bonus and grant up to a maximum of like 20% of the target's HP. Just like the new M/Wl debuff works atm.

    Light Connection - Creates a shield on all raid members in radius of 180 from the caster that reduces damage taken by 37% and increases the caster's Movement Speed by 20.6%.

    This sounds more like a warlock support mechanic than a healer one's.

    There are multiple proposals to change MP recovery to %ual, I dont know what is better or worse.

    What I do know is making MP recovery too strong and too common would effectively remove mana being a manageable ressource from the game along with the need for mana potions. So please be careful.

    Why not increasing mana regeneration by %, that could support as well, and maybe additional to that focus- and/or energy regeneration :/

    Thanks for the huge reply melodic ! Appreciate that very much :)

    I do not think having players with lower gear that cant "get the best out of their chars" in a raid is an issue and that there need to be more classes that can be played to their full potential without proper gear.

    Yes indeed, there are some. For example returning players who want to enter endcontent again asap. I was one of these when I rejoined the party a few months ago.

    But yes, it's not a current issue since we got enough possibilities to even support in any gear type, so this is entirely fine atm.

    Additionally, in my opinion, classes that are kinds of jacks of all trades (being able to do many different things with the same combination or (in this case) gear) should NOT be the strongest in each of those trades, so that when push comes to shove you would have to rely on different classes that actually specialize in their trades.

    Agree on that. I would even say that no class should be able to be able to do these different things with same combo and/or gear.

    - If bosses/trashmobs had actually threatening mechanics or were dangerous enough so that we would either have to kill them as fast as possible or chain-cc them or frequently interrupt them, six ch/wl in a raid certainly would not do the best job.

    Yes, I remember that was an issue for my former guild in inferno release times. Even our plate tank got hit very hard and our champs were only able to tank this with knight secondary without any elite skills. Would appreciate watching this (more or less) in the current endgame.

    I guess Zyrex' intention was not to start a discussion on this topic but rather state his point of view as feedback for the PlayerNet-team, at least that is what I took from his post and that is all I wanted to do as well.

    Well, I would say, a little of both. We can discuss things ofc if there is something to be discussed, but I'm also interested in the opinions of others. ;)

    Im not asking that the plate tank be the "best dps or healer". I only make a suggestion to make a gear (plate gear) more usefull, like all the others classes. There are other games where this works, just have to know how to implement well.

    Plate tanks are alredy quite useful, except you play some of those selfish plate classes without any raid support. But classes like K/W, K/Ch, K/P and many more are highly useful already. Champion or Warden tanks were designed not to have that much support but some more damage instead (but the champ thing is a topic on it's own).


    Quote

    I understand thay you are against mixing up gears and roles, but they wont go back and erase everything, but if we continue along this path, there will be forgotten class like Plate tank, wheres it is not necessary to use it, because you have other more useful combinations, like chain gear class or leather gear class


    Yes, that's the point. But champ is already way too "strong" since it can even tank in chain and do all the stuff else (I mentioned in my tiny post about the problem with mixing roles with gear types). But I think they could still step back from this issue. It's not too late to cut the class in tanking utility, so it can only do with the knight secondary class. Then ppl could still decide wether to tank or to play dps. Just through the process we got a "real" champ tank, that is meant to be used as a tank, why not to change dps related champion classes to the matter they used to be?

    Hello there,


    I just want to state my objective opinion on the current process of the game's evolution. Yes, I'm talking about evolution, because the big thing that was created here (which i really appreciate) is a huge balancing process that I have never seen before. With most patches the game evolved (and still is) into something even greater, but also there are some points I would like to highlight and to talk and discuss (hopefully constructive) about.


    I already mentioned this in a post on the balancing thread, but I found this topic too much important, not to create a whole thing out of it. I don't want to complain about anything, but show you my thoughts about a problem that could matter a lot in the future if we don't watch out.


    At this point a great thanks to the Team for all the effort they took on their shoulders. You show us how to publish the game on the right way!


    The Problem: Mixing of Roles and Gear Types

    Fortunately this isn't really a thing so far, but I see some changes go in this direction. But let me first state what I really mean with that problem.


    We have as many class combinations as no server ever had before, which is great. We finally got all the classes we waited for such a long time. Personally for me, I got the Knight/Champion which contains all the utility, support and defensive sustain that I need as a tank. I'm not a fan of selfish tanks since I played this role in different games in the past which always have been some sort of supporting role. Doesn't mean, we have to do it the same way on CoA, but this one is still an MMORPG, don't get me wrong. We still have the default (old) role allocation of tank, dps, heal and support.


    Since support is not related to any gear, because players can play many different support classes with different gear, which is totally fine imo, support in general should be available for everyone. Players without a decent gear aren't able to get the best out of their chars, that's a fact. So these ppl should be useful in instances even without good equipment imho.

    We got the new Champ/Druid which is a really helpful full support (deals like no dps, but can offtank and supp ofc) for chain or lether users (which also works fine with cloth afaik). We also got the default warlock for cloth users (both magical and heal), we got Rogue/Champ for lether users and of course Warrior/Priest that can be played with literally everything except plate. But plate should be related to tanks.


    The other roles like DPS, Tank and Heal should always be related to gear types. These are plate for tanks, heal-cloth for healers and the rest for dps classes. The point is, as a plate user you got many different styles to play. You can either go for a warden with a pet, for a champion or classic knight. Even warrior is possible, but imo not viable for endgame yet.


    The huge fear I have

    The point of this complain/mind map/idea is, that I see a huge threat in the future if this comes to terms. If you are able to play any role with like any gear, everone would just build one single gear. Also this game always had (and still has) a selfish-optimized gameplay. Most players play the class that is the best in its specific function.

    We had the expression "fashion class" for these classes, that were played by like 70-80% of the players (such as K/M, R/M and others in the very past). And however it will turn out, there will always be a class better like all the others, even if it's just a few percent points or a specific utility function that makes it better than most others. Tanks that are used to Knight/Rogue should know what I mean.


    Me as an endgame player (at least I would call myself as one) I always want to grant the raid the best utility and be as much useful as I can be. As a tank I play the class with most utility on different situations that matches most of our guild requirements, as a dps I always want to play the class that deals the most damage since that is the core of any damage-dealer: dealing damage, as much as you can. Personally I don't care what class I play, as long as I can get the (for myself) most and best and highest values from it.


    So my big fear is that there will be one or two single classes that can do like everything or can at least be used for most roles on the most effective and efficient way. We all know from the game's past, that we always ended up at this mentioned point. No matter how good the balancing ever was, we all know, there is always a meta existing. We just need to try to make more classes more attractive to play aside of the fashion ones. But anyways, if we mix up classes and gears, the common fashion classes will become even more relevant and less classes will be attractive to be played.


    Imagine there was a Warlock/Druid that can heal with full intelligence gear. Imagine there was a Warlock/Champion that could tank in intelligence gear. Imagine there were some warlock classes that deal good dps and others who support very well... oh, realize: there are already two of those factors fulfilled.


    Same relates to Champion: We already got the possibility to tank, deal damage and support with even chain armor on this class. About the healing power we can discuss - maybe 2 champ healers aren't enough for many situations, but imagine the following scenario:


    (Consider I'm not talking about playing with full golden highly-tiered gear, because with that you could even tank as a scout or rogue (as we've alredy seen). I am talking about medium content gear from Gorge and maybe some red rofl stuff!)


    At the moment, you can build an entire raid with chain wearing champions that can fit all roles pretty well. Let's take a champ/knight as a main tank, 3-4 champ/druids for heal, utility and support, the rest any champion class that is currently the best overall damage-dealer of this main class. You should be able to run all the current content without any issues and maybe at least as effective as any other endcontent raid.

    No, I didn't test this, but we got many champs in our guild (even with lesser gear) and I saw the potential of this class with my own eyes, so I assume it's possible though.


    How can we avoid this?

    I think, we need to step back a little and ask ourselves a question: Do we really want to cross the borders and limits, the core game and other mmo's are telling us? Personally I saw games crossing these borders and they failed on many points. Those who didn't, already had a core of sandbox game type, that made it possible not to limit on any structure. But we do have structure, in roles and gears. I would appreciate if we can keep this. I say: Let's bring new ideas and mechanics into the game by keeping the old working core functionality.


    Thanks for your patience. <3


    PS: I didn't test the druid/warlock with heal gear yet, so I didn't mention this.

    Can you improve the "plate" class ?

    Im very happy that the healers now do dps, but dont forget the "Plate Class" like the knight, give it more utility than just receiving hits.

    Use the Hp or Stamina to transform it into physical or magic attack or maybe wisdom.

    Its would be nice to have a plate gear and use it as a healer or dps

    Please not. If it comes that you don't need dps gear for dps classes or tank gear for playing tank, the game would probably break its core. Many of us got more than one or two gears, some even more than 2 gold gears, which would be useless if one gear could do everything, heal, tank and dps. I'm still and always against mixing up gears and roles. A tank should only use heavy armor (plate), a healer light (cloth) and dps everything except plate and heal cloth.


    The current progress of the champion class already feels bad for a tank, since with the right sec class you are able to dps, tank, support and even heal a good amount. Already now you could build a raid out of only champs, who could do like everything. (no hate) ;)