Posts by Zyrex

    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.

    Do you have/use the "Soul Raider" ISS. With that you almost never have any focus problems (unless you use Detection AND target area at the same time). I think this class is still really strong. The only thing I suggest is that you increase Elemental discipline to 100% or something like that agaian because this skill is really bad atm.


    Greetings.

    Yep i got that, maybe I got bad timing on moving or such, but it just felt pretty bad in terms of focus sustain. Dps was good, not op anymore, but decent. Well 100% might be a bit too high, but 50% chance for 30 points might be the way I think.

    S/Wl


    I played scout/warlock today in rofl. Dmg is pretty fine I think, both aoe and single, but the focus sustain is as bad as at start of this class. I used more universal potions than ever before and had to wait for like 10s in the final boss fight for my cooldown, because there is not even one skill that doesn't cost focus and could be used as a filler. Idk how, but it "feels" like proccing for like 10% or something. :/ I'm not really used to play dps in rofl, but this is my personal feeling about it. ;)


    So please, either give us an adapted joint blow (with less dmg than physical ofc, maybe just like shot or something) or vamp arrows and remove the focus cost from it or buff the elemental discipline a bit again.


    Even without detection my focus sustain was pretty bad in trash and I really don't wanna miss that buff between traps. :|



    K/Ch


    (Yay, finally a tank stating some points in this process :))


    Now I'm playing knight/champ for a really long time in all instances and I'm a huge fan of this class. It has everything I need, support, burst aggro, good utility and stuff. I really appreciate this class, feels like a knight/warrior's dreams became true. <3:love:


    Only thing I'm missing is an anti-stun or anti-fear skill. Maybe you could change the "Heroic Roar" to something like that, because that skill I never needed so far. Even since the taunt doesn't even increase aggro by percentage, it can't be used effectively to increase aggro in burst. Also knight got a useful item set skill as aoe taunt as well, so this is not needed at all as it is. :/


    Bug (?): "Electrocution Chain" doesn't pull enemies to me, it just stuns mobs at the current positions.



    Thanks to the Dev's who really do a great job for tanks, K/D is also very well designed and fun to play. :thumbup:

    But I really dislike the idea of mixing roles with gears. Imho tanks should use heavy (plate) armor, dps use chain, lether and cloth and healers cloth.

    I really think you are confusing our game with other mmos. Gear (plate, chain, leather, etc) in our server means almost nothing, all depends how we stat it. Im not asking for a magical tank that can tank like champs with dps gear (in this case cloth), wasn't my suggestion at all. Im asking for a magical tank full stamina/def statted but with cloth (purple pieces) because there isn't a cloth dedicated tank set. Physical classes could use leather or chain (doesn't require plate) with a knight to tank, I want the same chance with atleast 1 tank class.


    Regards.

    Why should you stat cloth gear with stamina? I mean, most ppl I see tanking without plate are playing champ, or especially champ/knight (which is another topic for itself...), not really knight. Last player i saw playing knight without having plate armor wasn't effective at all. Maybe in rofl it's possible to even tank as rogue or whatever, but I think about the game in general. However, if defensive cloth was viable to tank with, I would like to have an offensive statted plate armor to deal dps as well :P Don't get me wrong, I know right what you mean, but I don't see the need for it, since if it comes to your stats, you could just choose other gear and there you go.

    Knight/Mage

    • Changed Holy Light Domain to generate 10% more aggro if a shield is equipped, fixed its description was wrong before obtaining level 40 elite.

    I want to propose to modify this tank into magic tank. We don't have proper aggro sets so change this class skills into magical will allow us to have atleast 1 magical tank now that wd/d magical tanking is a disaster while losing 65% mattack.

    Knight is usually requiring ISS, they will need a magical adapt aswell. It might not be easy but since you are changing ISS these days, I think is the right time to ask for it.


    Have a good day.

    I really like the idea of a magical tank in theory, that brings my mind back into oldschool content. <3


    I also like playing other classes than mage with magical gear and also appreciate it might be possible some day for any other dps-player to play any class for dps. That's what i liked most in other mmo games I played.


    But I really dislike the idea of mixing roles with gears. Imho tanks should use heavy (plate) armor, dps use chain, lether and cloth and healers cloth. I'm not a friend of champion class which can do like nearly everything with only one gear, but that's a topic I don't wanna start at this point ;) Imo you should have a clear cut between classes and roles, because in other games you also cannot play tank with medium or light armor (or let's say: not very well/viable).


    Atm I'm asking myself why not selling my plate and light armor and building a new chain one, which can do both dps and tanking. The idea of a magical tank would make me think about selling my plate and keeping only my cloth gear.


    Also I strongly believe, that healers might be able to tank in their gears if K/M comes how suggested as well. So in case you really think about implementing this, get sure not to make other classes/gears of the same role useless. <3

    I tested K/M last week in rofl as well. It felt kind of inconsistent in aggro sometimes, but this is my personal feeling. Aggro in general depends a lot of your cooldown management and support I guess. I also think aoe aggro is good as long as you use more than Holy Light Domain, which is just good as an insanely good support skill. I would aggree, it's definitely one of the best combos for rofl, especially in random partys.


    Maybe it could get some kind of offensive support, like reducing target defense with its silence (maybe instead of insta sigils, which isn't needed) or something, but not any class needs this to be viable ofc. ;)

    Scout/Warlock


    I think the 30% for 25 is a bit too low, but 50% for 50 is definitely way too much.


    So maybe you could increase the focus per second cost for the buffs Target Area and Detection (which is really useful in rofl trash btw) and find some midway. Maybe 35% for 40 focus and let it have an internal cooldown of 1 second, since many scout skills can be triggered on the same gcd (if it's not already included).

    Hello there,


    I got some ideas for further advantages of the "VIP Lifetime" package.


    • Instant Plussing (no cast*)
    • Instant Rune Slotting (no cast*)
    • Instant Card Using (no cast*)
    • daily destiny ring (for speed buff, if no dn ring available)

    * Maybe just lower the cast to 0.5s, that should also be useful.


    Atm the bonusses of VIP are pretty okay, but there is no differency between the limited packages and the lifetime one. Maybe this could motivate ppl more to buy the lifetime package (and ofc it's pretty useful). :)

    Nevertheless I am looking forward to read other players opinions and experiences, maybe even from some who did not run rofl from the beginning, but started here later and have their own perspective on current "endcontent".

    Alright, here I am, started about 2 months ago again after my 3y break, came back and found an entirely new game, which was awesome. New classes, new content (i missed gorge and rofl at all) and even new guilds and players. Glad the server still exists and runs as in my past. <3


    Just gonna throw my 2 cents into this discussion as a returning player and (main) tank at Pulse. ;)

    That being said, running rofl rather feels like a daylie grind nowadays instead of a fun instance-experience.

    That's literally the thing I thought about rofl after my first few runs. It didn't feel like Tikal in those days or Inferno on release, it was more like "the dumb thing you need to do every day" to get the best progression in gearing. Maybe it was more the influence of my guild, that felt bored already when I entered the game again, but however, i wanted to make my own experience. :/


    After almost completing my first golden gear and a lot of very intense runs (most with guild, less random), I think better about ROFL than most others I guess. In my personal opinion, a tank can have much fun in that, depending on which class you play. As a knight/rogue you'd probably get bored after a few runs, but if you try other combinations, that throw some other mechanics into the raid, such as crowd control, you can have a completely different view on the instance. For example trying to let noone die through those random aoe onehits on our glass cannons, makes a run much more intense and also fun. :thumbup: (Awesome, you can have fun in rofl *exploding-head-emoji, which is missing unfortunately uwu*


    But for real, I can understand the perspective as a dps or healer, as the instance is really boring at some point after you mastered all the new events and tactics (without AU). The events between bosses are meant as better as they literally are. I understand the purpose to slow down the run by adding some movement or clicking events between bosses, which definitely are fun to play for the first times, but after a while, it's becoming more and more annoying. Just thinking about the Gargoyl-Section in Inferno, which was reeeeally annoying on release :wacko:


    Regarding Bosses in ROFL

    The boss events are way too uncreative, since you either have to kite something around, run away from a safe onehit or just stand at one single position, maybe move a meter back if you're unlucky with rng. :/ It doesn't matter, neither where you tank the bosses, nor if you turn them around.


    Even B3's front aoe has such a short range, that you need to have very very bad luck (or fps) to die through this. It would make such more sense, if the worms continuously slow the tank down to walking speed, so the dds need to kill or stun them to prevent the tank not being able to avoid the deadly onehit aoe. In that case, the boss should need to be turned much more often and the placement of the food should be timed much better.


    B4 could have more phases of his event, not only 1 at 50%, but maybe any 25% while the adds can be aggro'ed by the tank but slow him down to avoid kiting. So dds still need to burst, but with a much better timing.


    B5 is okay, but the mob waves are strangely random, which could also be changed to at least 2 definitive waves at 50% and 25%.


    Also bosses could become enrage when failing events or become stronger at 15%, so offburst would matter more.


    Regarding the "Endgame" topic

    Endgame in CoA feels more like Infinity War :whistling: (you know, bcz "Endgame"... :D)

    For real, the "highend" instance is not like defeating Thanos to rescue the entire universe, it's more like 12 Avengers fight against beavers, eating their finger nails at bosses and discuss about the gender or species of Melte (which definitely is a seal, you can't tell me it's a fish! :pinch:).


    The point is, after my first few ROFL runs I was wondering myself if that was it or did I miss something. :huh: The setting is great, I like these Origin-like designs and also beavers... at least until I realized how the beavers beahave (hehe beaver joke <X) with their random hits on the best-looking paper dd. Why not making it a front aoe to let the tank turn them around? Or maybe an aoe to the back (because beavers could slap the ppl behind with their tails... no?)


    The golden gear might be a thing in coming content. I don't do random runs that much, so I can't estimate the real difference between a red-gear-raid and a golden-gear one. From what I experienced with my dd, it's not "that" much, but noticeable though :/


    Regarding recycling oldschool content

    I think it would already be enough to use the Warnorken Arena model and include some bosses with new and intense events, that could last for like 20 mins each, such as DN endboss did as far as I can remember. :/ Otherwise, what about the "real" oldschool instances, such as Ice dwarven kingdom? I played this customized on a server that doesn't exist anymore, but it was kinda the best instance i've ever done. There are so many different bosses, mobs and events to customize :)


    Long story short, I think the current content is okay for like 2 or 3 months but then it becomes boring soon.

    (...) For example, Scout Warlock wears a mage set and uses the weapon. champ / warlock, Knight Warlock, Warden Warlock use their own sets and weapons but magic hits. our class was gifted to mages. (...)

    I don't get the point. I'm main tank as Knight and could always complain about people with chain gear who can tank our "endcontent" as easy as me but also deal good dps by clicking 1 single skill that transforms them from tank to dps. As a plate knight, you have to build an entire new gear to do so and play a completely different class. So please do not complain about scouts being stolen by mages.


    From my perspective the scout needs much less gear than all the other classes out there to deal decent damage in rofl (and all inis below ofc). Plus you are range dps, have good item set skills and a ton of utility, crowdcontrol and support. Imho Scout is one of the best classes ingame and has one of the easiest rotation out there.


    If you see others deal more dps with less gear, I would suggest to think about the reason, which definitely is not caused by balancing. Maybe its your pet, cenedrils, buffs, cooldowns, timing, kitty/rota, or even positioning at bossevents.


    Imo the balancing is on a very great way and is becoming better and better :thumbup:

    I got some suggestions for knight item set skills, because there are many skills deprecated through later released ones that share the same cooldown or just overwrite them, making them completely useless. But in CoA it's not necessary to make higher skills replacing the lower ones, so the duplicated skills with less/no functionality can be changed. Currently there are only 3-4 skills which are really useful for a knight (both dps and tank), so there could be some more (since mage for example got like 7 useful skills). This would result in a higher variety of usable skills for different playstyles.



    Lv 55 "Full Moon Cleave"

    This currently is a low dps AoE, which is replaced by the Lv 65 "Arching Chop". I would suggest to give it some CC functionality, like reducing movement speed or targets hit, or stun for like 1 second, or something that pulls enemies to you. Also gibe it an own cooldown, not shared with Arching Chop.


    Lv 55 "Lion King Battle Roar" & Lv 67 "Lanaik's Roar"


    These two currently are worse AoE taunts, which are replaced by the Lv 90 "Howl from the Deep". I would suggest the same as above. Keep the current taunt mechanic but give them some more functionality, like reducing target's damage done by like 5% or such, or reducing their attackspeed for a few seconds. Also give them an own cooldown, not shared with Howl from the Deep.


    Lv 60 "Tyrant" & Lv 70 "Wicked Backfire"

    These two are currently increasing Crit and Aggro, but are deprecated since Lv 95 "World Domination" does it better and overwrites the passive effect of both. My suggestion is: Make them all be usable together. More Crit is always good, for both tank and dps. Other suggestion: Change one of them into increasing movement speed by 5 or 10% while also increasing aggro. Movement is useful for a knight tank bcz most of them have less useful range pulls (wich high cd) and could need more speed as far as I experienced. And ofc make them be usable altogether or at least 2 of them.


    Lv 75 "Myrmex Military Sickle"

    This is deprecated since Lv 98 "Holy Thunder Blade" does the same with less cooldown, increasing current aggro by 5%. My suggestion is: Make this another single target support skill, like reducing target damage by 10-15% for 15s while increasing cooldown decently to like 60s. Or let it set 2 additional Holy Seals on the target and set its cooldown to like 10s.