Posts by Zyrex

    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) ;)

    Hello there,


    for a few days I got the issue that I couldn't click my ZZTitles Addon dropdown anymore. It always ends up in a SCRIPT_RUNTIME_ERROR (see screenshot below). I already reinstalled the addon, doublechecked and debugged on my side, but can't find the problem. Maybe it's some kind of game-sided thing?


    e3874bb39b8322d666e51a2fda1d963c.png

    I also think, the fire fairy is generally a bit too strong. I mean, we all agree, that the old K/M or W/M were dealing too much dps for such an easy gameplay (just right clickinig mobs and stand in range). But the current P/W just needs to click on a mob to deal about 30-40% of its dps, on both mobs and bosses.

    Especially in ROFL b3 event this class is absolutely overkill that shreds the organs like nothing else and most work is done by that fairy.

    According to the new item set skills... I would appreciate not to grant any strength related skill (warden, warrior, champ) for one extraction, I would go the old way, since there are some more classes/players, who need to build more than only 1 set.


    Magical players could also use scout for their s/wl and warlock ISS, or even the druid one. So like everyone would need to build multiple sets for their skills. Chain and leather classes would be the only ones having all of the related skills on the same set. ;) Maybe it would be not fair for others, letting them get all the skills at once. :/

    This is still up btw, also the skill Electrocution Chain (ID 1490486) does not pull mobs to the caster, but only stuns them, as in the balancing thread already mentioned. But I also wanted to state this issue here as well.


    Btw, Blast of Remorse has the ID 499833.


    Could you please fix this, since pulling/stacking mechanics are quite useful in ROFL, especially for a tank. :)

    Quote

    Knight

    Honorable Guard

    Passive

    Decreases received magical damage by 30%.

    (This effect cannot be used at same time with Honorable Fighter, Protection of Twilight, Heroic Spirit Guard.)

    I was always asking myself, why is there even received magical damage existing on other item set skills? Afaik there are no magical skills where I could use them, except in pvp. I just got them all, since they are all passives. :/ Better change it to 5% more Stamina or +10% Movementspeed, or even 5% decreased damage received... or give us a horse to mount on in instances for a specific time, I mean, we are Knights... what is a Knight without a horse? &)

    Hey there,


    I just noticed that - if you play with a combat engine like Kitty Combo or something else - your plasma arrow is casted a second time after you receive the buff, even if you already fulfill the condition that checks if the buff is active.


    The same relates to other cast skills that grant a buff, for example Mage/Warlock Flame or Electric Explosion (which buff your dmg).


    Could you somehow fix this or give us a workaround for lua combat engines? Timers don't solve this issue for me. :/


    Thx in advance and regards

    I think the functionality of stacking the trash is quite useful. Many classes have very limited ranged aoe's that require stacked mobs. So I would appreciate to remove the stun of Electrocution Chain (at least this skill, maybe also the champ one if it makes sense, which I can't estimate?) in order to just pull the mobs instead, because the actual pull is much more viable than an additional stun, even since there is already a viable stun for Knight/Champ available which hits most units with the correct positioning.

    Yea, I'm not speaking about dividing speed buff cooldowns, but the antifear should be separated imo. It's obviously only a "quality of life" change, but it wouldn't really break the gameplay I'm pretty sure ;) I just don't want to wait for the ring before that specific part in rofl.


    Speaking about simple gameplay, I think this game never was really difficult. It's just a matter of timing, gear and who has the best rotation. No skill/movement required at all (for current endcontent). Compared to other games this is just simple. I don't think, any quality of life change would have an impact to break the game since it's already just too easy to play.