No idea since when this has changed, but I can't see any class in my list:
Could swear this was fine before the latest patch 10.6.1.1002
No idea since when this has changed, but I can't see any class in my list:
Could swear this was fine before the latest patch 10.6.1.1002
Did I miss something?
Knight/Scout
Heavenly Arrow should be changed in anything usefull now. The skill is nothing more than a taunt now. Problem here is, that the debuff is overwritten by Threaten.
Greetings
I think it's still useful, you can use heavenly arrow from distance and it instantly reduces damage, whilst threaten still needs to be stacked up, which doesnt work as fast on K/S I guess At least they should change the debuff is only overwritten by more than 1 stack of threaten if that's possible, bcz I think 2 stacks threaten might be better than 20% reduced dmg?
Recon and Hatred Runes in HH please, much appreciated within aggro rework!
So ... are you going to nerf now wl/ch into oblivion? It's not a class which is strong enough to be insanely popular in end game, but it has a useful edge, e.g. for instance ATF-title quests...
Afaik there is a different class balancing for pvp than pve. If not, I'd be surprised
btw, why are npcs selling +6 and +12 plussing stones, if the gear already is +16? And how much time do you expect from players doing pvp for plussing everything to +20 with full runes? In 30 mins on a winning streak I got like 500 tokens, so I have to exclusively farm pvp for the next 2 years or what?
Edit: And plussing stones even are not 100% xD
Hi,
first of all, I do like the pvp stuff, finally we got some juicy content in this matter, have been waiting for so long! Finally a balanced (not fully yet) pvp experience with everyone having same conditions (gear etc). In the vanilla game, pvp was a matter of the insanity of your pvp gear. If you had none, you automatically lost against players wearing it.
But: What the hell is wrong with balancing there? I see classes that deal like 5-10k per hit, others 500k+, some even 1kk+. That should take a while for balancing everything properly I guess. It feels like casting classes are much more powerful than instants, but wl/ch seems to be entirely broken, such as d/wl or k/m.
The most annoying thing is, that there is no buff cancel at the entrance. You can even farm/use patt/matt sigils outside and they don't expire inside. Also, the damage and sustain difference between unbuffed, selfbuffed and fully buffed is insane. While unbuffed players hit with like 1k per second, a fullbuffed player literally oneshots unbuffed/selfbuffed players. Depending on your class, you can also oneshot fullbuffed players while being fully buffed yourself. Feels like wild west duels: First pulling first shooting first winning...
You should also disable invisible Potion in Battleground, which is another annoying thing. First seconds of fight no damage is dealt, since all players are running around invisible xD
Long story short, I have high hopes in the update, hopefully you can keep up your good work (the rewards are just awesome!) and make pvp something great! (90% through balancing ofc)
Request: Please add more Battleground modes, like "1v1 (no buffs mode)", "1v1 (selfbuffs mode)" and so on. Would me much appreciated, since you literally can only win atm if you buff yourself into heaven.
Otherwise please let quitting opponents count as loosing and in 1v1 the other "win" the game instead of just giving no rewards at all, which feels bad if you buff up for nothing.
Display MoreDisplay MoreBut really... tbh now. Someone read the changes?
- Changed Resilience of Life to increase your defense by 30% additionally.
- Changed Pulse Mastery to increase aggro and physical defense by 60% while Spirit of the Oak is summoned, and just reduces aggro by 10% when it is not summoned.
- Changed Coat of Arms: Can’t be used on yourself. Binds you with an ally. Increases Physical Defense by 30% and Parry Rate by 20% for both of you. Bond will be broken when you are too far away or either one of you is dead.
- Changed Spirit of the Oak to no longer reduce attack power, but reduced defense gain to 50% from 95%.
(+ Briar Shield def bonus)
in sum warden/warrior gets +394% def bonus permanent! while knights (the one with additional def skills) only have +107% maximum
I dont know, but I doubt it will be balanced. Maybe warden/warrior has permanent 15-20kk pdef o.o
Edit: and additionally the +pdef skill of the warrior 50% uptime xd
Edit 2: Ok I have as wrd/warrior only ~8,5 - 9kk deff permanent (I did my math with my values) while as knight I have max 5,5kk
- Changed Threaten: Your knightly charisma inflicts the eminent dread to your enemy. When activated, your spells will reduce targets attack power by 8% for 10 seconds. This can be stacked up to 4 times. Threaten lasts 900 seconds.
This change outweights any high defense value in my opinion. It is easily stacked by a K/R, even in aoe, due to Tsunami and the Blades hitting twice. Given the high attack values of the mobs in dc, it will provide a huge damage mitigation not only to the Knight but to the whole group.
And let's not even talk about Shield of Discipline, which is still the most potent defensive cd in the game.
I for one think the changes to Wd/W are reasonable, if the intention was to make it as viable for tanking as a Knight.
Agree. Plus...
Quote from General KnightChanged Strike of Punishment: Untainted holy energy adheres to the weapon, giving the target a severe punishment. Inflicts 400% main hand weapon DPS damage. If target has any, it consumes all Holy Seal and reduces their attack power by 4% for each stack for 12 seconds.
...results in a reduction of 53% on single targets, which also seems to be available for W/K and all the other /K classes, which is awesome!
EDIT
@Dev: Hopefully you changed the cd of Strike of Punishment to like 12 seconds or something. Otherwise the skill will feel kinda useless
with the new weapon the k/ch lose more stamina as before with the strength on the hammer and the bad stack of the deff skill...
Imo the old 104 hammer is better than the new one. You get a little of dps, but loose a ton of stamina. All the new nonstats are useless for a tank imo. So I think, it's not such a big deal. Also, your hammer damage is decently increased, so it should matter less, if you use the 104 or 105 hammer.
I do like the k/ch the most of all tanks, but I would be fine only with the general tank changes on it. But maybe there is still something more coming for k/ch anyway? Guess we will see.
Quote from planned patch notes(...)
Omg. I'm still blown away from that wall of text which I just found, I have so many questions xD Guess I better wait for the stuff to come, before asking 1000000 questions xD But damn, that looks like really good work, finally the long wished tank rework! This hypes me more than Dark Core did actually
Hello there,
I would like to suggest, that you always have access to all of your crafting materials, no matter if they are in bank, chests or inventory. Right now, I always have to search for everything in all my chests, which takes a lot of time and is very uncomfortable, because I got like 10 big chests filled up with different mats. They are well sorted, but it still takes a while until I find what I need and put it into my inventory.
Thanks in advance.
Zyrex
Display MoreWow... Woooow... Wwwwoooowww...
- Increased dexterity gain of leather set to 18% from 12%.
That is joke... Why now? That is professionalism lever under 0...
After many months without any plans, we asked many times... Dexterity balance on leather... f....
Thanks for this game. Wish nice game for all, thanks for adventure and nice time at all.
Wait, isn't there an all-time wish come true? And you still complain? Why not just appreciate that the team listens to what people want? I guess it depends on how to demand for something. I have no clue about leather, but the latest comments about dexterity balancing in terms of equality with strength even makes sense to me.
I think, nobody has upgraded the old gear yet, so restatting isn't a thing yet, is it?
M/Ch
The last hit of the debuff "Electric Current" (ID 621628) does not proc the Voltage Seize.
M/Wl (or Mage in general)
The debuff of Suge of Malice "Malignant wound" (ID 621192) while Weakening Weave Curse is active, overwrites the Thunderstorm debuff "Thunderbolt Paralysis" (ID 500557). Feels a bit annoying for casting Meteor Shower on the debuff, which is canceled all the time.
M/S
Is it intended that shot has a range of 380 on this class?
Edit: With a bow it's even 400...
Moin, zum Testen kannst du dir welche beim Ausbilder in Varanas kaufen oder Rote in Custom Content direkt am Eingang beim NPC erwerben. Die laufen allerdings ab, sobald du die Ini verlässt. Bin mir nicht sicher, aber in den neuen Minigames soll es auch rote Waffen temporär limitiert geben. Ansonsten gibt's in ROFL beim Endboss die Waffenfragmente, mit denen du aus einer bestimmten Core-Kombination goldene Instrumente herstellen kannst. Für die genauen Kombinationen sollte es hier irgendwo einen Guide geben, den ich gerade leider nicht zur Hand habe.
EN:
You can buy some from the instructor in Varanas or buy red ones in custom content directly from the NPC at the entrance. However, they expire as soon as you leave the ini. I'm not sure, but in the new minigames there should also be red weapons temporarily limited. Otherwise, in ROFL there are the weapon fragments at the final boss, with which you can craft golden instruments from a certain core combination. For the exact combinations there should be a guide somewhere in this forum, which I don't have at hand right now unfortunately.
Yeah okay that explains a lot i guess. So in other words, support in most groups isn't good enough to properly playtest a mage nowadays, bcz mage went to be an endgame-only class now that either requires highly tiered gear or the best support you can get for your money?
Conclusion: the dependency of other classes has increased again for the mage, is this correct?
Its correct that mages, before the change, was less depending on good support.
Now they depend more on it just like pdps.
What do you mean by, increased again for mage, so far i saw mage as beeing the less dependent class which didnt fall off that much when ur support was part-time afk.
U can try playtest r/ch without any support than u can see what it means to be relying onto support.
Increased again after the earlier general mage nerf and buff of warp charge in mdmg.. "Again" is relative I guess, bcz some time has passed already since.
soul crusher for warlock/bard doesnt work id#501920
i tested it 3 x and its not working .
can you take a look into it pls
thank you
I played the class recently, last week iirc, and everything was working well about soul crusher. Maybe double check your combat log, sometimes a ton of hits went out and spammed away the soul crusher hits as I experienced, but the hits were done for me properly.
Display MorePlease explain this. From my pov, the class is stupidly weak, can't compete with any magical class in the game, even wl/wd is stronger in aoe and single target in both burst and sustain Oo Sometimes it seems to me, I'm playing on a different server xD
I would really want to spectate ur runs and see what u are doing (especially what ur tank and support are doing when i read ur "results"), Everytime i saw that class intern/random it was top dps, outclasses everyone in AOE, beat or competed with good single target classes at balton/astaroth. Only weakness was organs if u dont get good support.
And i saw in 1 week atleast 10-20 times that class.
They commented what they wanted to achieve with the mage changes so they benefit from support more and are weaker with less/bad support, so if u have bad support ur damage will be much lower and that was completly achieved with these changes.
Kind Regards
Jockels
Yeah okay that explains a lot i guess. So in other words, support in most groups isn't good enough to properly playtest a mage nowadays, bcz mage went to be an endgame-only class now that either requires highly tiered gear or the best support you can get for your money? Conclusion: the dependency of other classes has increased again for the mage, is this correct?
right now, pre-patch, m/ch is f**** strong. insane aoe and silly simple 40-50kk single burst dps oO
Please explain this. From my pov, the class is stupidly weak, can't compete with any magical class in the game, even wl/wd is stronger in aoe and single target in both burst and sustain Oo Sometimes it seems to me, I'm playing on a different server xD
Ist es beabsichtigt das der Regalwein nach dem Tod verschwindet?
Das ist immerhin ein Itemshop-Gegenstand den man mit Euros bezahlt....
Könnte man auch für etliche andere Items anführen, wie KFC, Reisklöße... also denke ich nicht, dass es ein Bug ist, es verhält sich einfach wie das meiste andere Bufffood.
EN: Could be said for a lot of other items, like KFC, rice dumplings.... so I don't think it's a bug, it just behaves like most other buff food.
Display MoreHey there,
i have always been the jerk who likees to k/m as mdps, tho i suggest something that way:
Let "Light Energy Weapon" (ID:490034) increase the light damage based on how much Intelligence you have.
To have an example, maybe for each 2000 points Intelligence 1% more light damage.
Friendly regards Nethrandiel.
Addendum: And yes, i am serious about that^^
Maybe K/M could be changed to inflict lightdamage through LEW by using any skill, so that every physical/magical hit you deal to a target, additional magical light damage is inflicted, similar to warlock Soulcrusher. That would require the player to actually "do" something and wouldn't just bind the LEW to whitehits. Maybe the damage could really scale with intelligence, this way the tank wouldn't be much more powerful I guess.
Again Ch/B
The skill "Defensive Stance" costs both "nothing" and "focus". What is correct here? It does cost focus if I click it.
Ch/B
If I activate Shield Form and switch into Dissambly Mode, the negative effects of Shield Form stay on the character until I reactivate and deactivate Shielf Form properly. Is this intended? Feels buggy. Maybe let both buffs overwrite each other entirely, makes the class much more comfortable to play. Now I need to cancel a buff before activating another...
You can still use the Compression every 1-2 seconds, it just constantly delays your entire rotation due to the buff delay. In my tests (just rotation on dummy and hoto) it felt really bad. Gonna test the class in rofl soon, but got low hopes.