I would prefer robopoke´s suggestion because this rune is almost a must have on Rogue/Scout due to fast draws low range.
Greetings
There was no reaction to it so I guess it was rejected
I would prefer robopoke´s suggestion because this rune is almost a must have on Rogue/Scout due to fast draws low range.
Greetings
There was no reaction to it so I guess it was rejected
Regarding Distance artefact rune.
Since this rune isn't used in any capacity at the moment (at least to my knowledge, please correct me if I'm wrong), I suggest the following:
Change the item to reduce ranged weapon distance by 30 instead. This way it would be a useful rune for Scout single target damage to maximize Distant Friend damage bonus in instances.
Rogue/Scout can utilize Fast Draw more effectively by hitting additional targets or improving accuracy on the same targets due to better positioning with increased range. I have a similar suggestion:
Since Distant Friend is mainly relevant for single-target skills, let the Distance Rune reduce the range of single-target skills by 30 but increase the range of AoE skills by 30 instead. This way, Scouts can still use AoE skills with decent range and Rogue/Scout won’t be negatively impacted.
EDIT:
This could also be an opportunity to fix the strange behavior of low-range skills used by Scouts with guns. If the range is too short, it ends up healing the target by that amount:
Display MoreIs it intended, that skills like Joint Blow and Vampire Arrow (Range 50) on Scout/Champ do no damage with -42 Range Robot? I accidentally had this Robot active and was very surprised. Interestingly enough, if I use +20 Range Title and increase the Range from 8 to 28, it suddenly does damage again.
This phenomenon does not apply to Rogue/Scout and Champ/Scout so I assume this bug is exclusive to the combination low range skill+Robot+Distand Friend.
I think a bugfix should come in the future with low priority because a Scout should not use this Robot anyway so it never is a concern. But it would be interesting to understand, why this happens.
your mentioned skills does not only do no damage.... it is the opposite. it heals the target xD
I encountered an issue with Robert's Reset-Service in Itnal Camp. After paying the fee of 1 million Gold to reset all skills, everything reset as expected - except for Incredible Riff (ID: 1491093).
This makes testing Bard classes harder since you are forced to wait the full 3 minutes for Incredible Riff to naturally reset its cooldown. It seems like Incredible Riff is not included in the pool of resettable skills. Could you look into this and consider adding it to the list of skills affected by Robert's Reset-Service?
Thank you
Regarding Bard/Rogue
Dark Rune (ID: 1491135) states that it embeds a Musical Rune into your weapons and inflicts 162% damage based on the attacker's hand. Unfortunately, the 162% is calculated based on the main hand, even when a white hit comes from the off-hand.
Could you consider adjusting this skill to calculate damage based on the source of the weapon, similar to Dark Soul Smelt (ID: 498808) for Rogue/Warlock?
To my knowledge Warrior/Bard doesn't have a posion damage increment anymore, since Frenzy got changed to increase 1h axe damage instead. Could you please clarify?
You can use any elemental damage booster source (title or supports) to boost damage over time effect. Previously elemental damage boost was only boosting magical DoTs, we changed it so physical DoTs which are tagged as elemental will get same benefit too.
Greetings
Yes but Warrior/Bard DoT is purely physical and thus does not benefit. Maybe this is a mistake?
I continue to struggle to find a class which benefits from this change. Even Rogue/Warrior who does indeed have an elemental DoT would rather use physical damage in Badge because not all DoTs of this class are elemental.
Currently the benefit of the change seems to be purely theoretical which is important too of course to open the path for future change.
Please correct me if I’m wrong:
I appreciate the consideration of incorporating the elemental theme for transformed skills!
Display MoreDisplay MoreRegarding:
"Fixed elemental physical damage over time effects not being affected by related elemental damage boosts."
Could you please check into Perfect Slice? Even though it’s an Elemental skill for many Rogues, the DoT it applies is purely physical and doesn’t benefit from Elemental damage boosts.
Regarding:
Physical Skills that have been changed to Elemental Physical Skills via Elite
Many Rogues gain an elemental modifier based on their secondary class (e.g., Rogue/Mage gets Fire damage, Rogue/Druid gets Poison damage). These classes also receive boosts to Fire damage, Poison damage, etc. However, the DoT from these skills remains purely physical.
Could you adjust the Elite skill so that when a physical skill is modified to elemental, it also affects the DoT portion accordingly?
These effects are raw bleeds and doesn't have any element damage. As long as skill doesn't mention damave over time (not damage of skill) is elemental based, it won't get affected by elemental damage boosts.
Greetings
Could you kindly specify which physical class has benefited from this change? I’m having trouble finding a physical class that has both + elemental damage and a skill with elemental DoT damage.
Regardless, I hope my suggestions to also consider DoT effects for elite skills that transform physical damage into elemental physical damage are helpful. I’m not referring only to Rogues but also to other classes with transformed skills, such as Scout/Mage’s Vampire Arrow and Druid/Warrior’s Slash, among others.
Display MoreDisplay MoreRegarding:
"Reduced Oak Walker physical attack scaling to 9% from 12%, increased damage scaling to 150% from 120%."
Changes like this can be a bit unclear, as it's hard to tell whether this will actually nerf the pets. If this is intended as a nerf due to some Wardens overperforming, I’d suggest focusing specifically on Warden/Rogue and Warden/Druid. A blanket nerf to all Wardens may not be necessary and will negatively impact those who are already in a decent spot.
Regarding:
"Reduced Psychic Shadow attack scaling to 12% from 20%, increased damage scaling to 200% from 150%."
Again, it’s a bit difficult to determine whether this is intended as a buff or a nerf. Could you consider providing example attack and damage values to illustrate how the pet performs with the old scaling compared to the new scaling? This would help clarify the impact of the change. Without this, it may delay feedback from players, as they might struggle to assess the impact of the changes.
Warden/Rogue doesn't have much to change to restrain pet power except the scaling. Its powerspike comes from dual attack weapons and this change may help it.
Scaling change is also aims to promote attack weapons more if player actually wants to make pet stronger, as currently Warden pets are having excessive attack amounts which makes them less likely need an attack weapon.
Greetings
Wardens will continue to use attack weapons not just because they boost Warden Pets' attack, but also because they enhance the physical damage of Warden Pets. I understand that this scaling change will impact Warden/Rogue (with high attack but low physical damage) more than other Wardens.
https://chroniclesofarcadia.co…/#patch-notes-11-1-2-1103
I’ve gone through the latest patch notes on class balance and I have to say, the explanations from the Game Devs really make a difference. Even though the game is still under maintenance and I haven’t been able to test the changes myself, the thought process behind each adjustment is well-reasoned. What I appreciate most is how these notes open the door for meaningful discussions between the devs and players. This kind of transparency makes it possible to fine-tune the classes based on real feedback, which is key to achieving a balanced system.
Keep it up!
Agreed, I just hope these GD notes are not exclusive to changes pertaining to magical classes. Much appreciated.
I wasn’t aware that the GD notes were exclusively for magical classes. It seems the GD for them must be quite well-compensated, considering the extra attention they receive. Maybe there is a correlation with the high cost of magical stats
Regarding:
"Reduced Oak Walker physical attack scaling to 9% from 12%, increased damage scaling to 150% from 120%."
Changes like this can be a bit unclear, as it's hard to tell whether this will actually nerf the pets. If this is intended as a nerf due to some Wardens overperforming, I’d suggest focusing specifically on Warden/Rogue and Warden/Druid. A blanket nerf to all Wardens may not be necessary and will negatively impact those who are already in a decent spot.
Regarding:
"Reduced Psychic Shadow attack scaling to 12% from 20%, increased damage scaling to 200% from 150%."
Again, it’s a bit difficult to determine whether this is intended as a buff or a nerf. Could you consider providing example attack and damage values to illustrate how the pet performs with the old scaling compared to the new scaling? This would help clarify the impact of the change. Without this, it may delay feedback from players, as they might struggle to assess the impact of the changes.
Regarding:
"Fixed elemental physical damage over time effects not being affected by related elemental damage boosts."
Could you please check into Perfect Slice? Even though it’s an Elemental skill for many Rogues, the DoT it applies is purely physical and doesn’t benefit from Elemental damage boosts.
Regarding:
Physical Skills that have been changed to Elemental Physical Skills via Elite
Many Rogues gain an elemental modifier based on their secondary class (e.g., Rogue/Mage gets Fire damage, Rogue/Druid gets Poison damage). These classes also receive boosts to Fire damage, Poison damage, etc. However, the DoT from these skills remains purely physical.
Could you adjust the Elite skill so that when a physical skill is modified to elemental, it also affects the DoT portion accordingly?
I’ve gone through the latest patch notes on class balance and I have to say, the explanations from the Game Devs really make a difference. Even though the game is still under maintenance and I haven’t been able to test the changes myself, the thought process behind each adjustment is well-reasoned. What I appreciate most is how these notes open the door for meaningful discussions between the devs and players. This kind of transparency makes it possible to fine-tune the classes based on real feedback, which is key to achieving a balanced system.
Keep it up!
I have mixed feelings about the change. While the raw attack buff benefited lower gears, it also benefited lower attack classes, especially those with DoT.
On the other hand, I like the fact that with this change people investing in higher tiers, runes, and card system get more out of them. I say this as someone with a horrible card system.
Generally speaking, people tend to push back against change because it puts them out of their comfort zone. However, many players were raising concerns about newbies, and while the developers are likely reading and discussing solutions, we get a change that directly nerfs newbie dps and tank. I think the timing is, at best, questionable.
These nerfs are a bit too harsh imo. In addition, Bard/Warrior is still very weak in singletarget sustain.
Suggestions:
1) Restore Severe Injury DoT to original value
2) Add Severe Injury to Hack N Slash
Great suggestion (sarcasm). I don't believe that new players want to rent gear for 3400 diamonds for a week to run ROFL. That's the equivalent of around €20. The problem is that the server has only focused on high-end and now no new players are coming. The high-end guilds also don't accept new players. So the problem is homemade. Now you have managed to break the server. Now you're all crying because no one wants to play here anymore. Your own fault.
Greetings
Everyone can talk about problems, few can come up with solutions.
Regarding OP:
I think allowing this rental full ROFL-Gear to be free for verified new players for two weeks is a great way to help beginners. I would just add a requirement of reaching 105/104.
After the initial free rental for verified beginners, additional rents will cost the regular price.
While you can enter rofl without completing prequest which was changed in one of the Beginnerpatches, I still agree with this Post.
Regarding Cores needed for Nostalgia:
I think reducing the amount of Cores from 30 to a minimum of 10 is a fair tradeoff with -5 Cores needed for each instance that is newer than the instance in question.
There are not many players who actually understand how the DoT formula works. Maybe the developers can use these posts by players as motivation to explain their effectiveness (in simple terms) in the skill tooltips. This would allow players to make better decisions on which dynamic attributes to roll for their specific class.
Other examples of helpful information to include:
Adding all or some of this information to the skill tooltips would benefit most players, especially newer ones, by helping them get a feel for the class they want to try.
Can you fix Perfect Slice to be not dodgeable or to apply the buff even if target dodges? Worst feeling you failed stacking not because of gameplay, but because of RNG.
Regarding Scout/Warrior
Can you reduce the travel distance delay of Shot for this class? This class needs to use Shot, but it takes forever until you get the Physical Attack buff from it. Can you modify one of the elite, to allow Scout/Warrior to use a 2h Axe? This would give the class a slight buff in overall performance. Thanks!
lol posts a scrut with no context and a recently buffed class -> expects constructive feedback about K/Wl nerf
Display MoreIn the past, there is an example of balance been unfortunately done by the opinion of only one guild e.g. LL. Scruts have been posted of a specific Warden/Rogue with great card-system (Patk is more op for Pets than for others) in Dark Core (high defense) who probably did not die (low aggro class, Heart of the Oak absorbing two hits) with probably active Warlock who placed Surge in a way that it hits the player and the pet in a party with probably consistent SA. Who knows, maybe the other dps are also bad. Tank pulling behaviour? A mystery. Result? Warden/Rogue got nerfed because of that one guilds experience. This experience was not reproduced in other guilds. In my opinion this is a disaster for healthy balancing.
On the other hand, if this experience by LL would have been reproduced in random scruts consistently and by other Warden/Rogues as well, then of course a nerf is convincing and more justifiable.
That is why I prefer to only use math as of right now to assist in my arguments for nerf/buff. If most people say that a ~30% dmgboost to Knight/Warlock is something the class desperately needed and is considered healthy then hey, no harm. More power to you.
uhm? hä?
random runs = balancing groups? in random runs you have sooooo many supports, that some classes always overperform compared to groups without s/b, ch/d, w/p in group.
and btw balancing should only be done comparing classes without dieing, bcs in 2024 no dps can die bcs of aggro, only bcs of bad playstyle, that is also often in random runs (in my experience, dps players always pulled mobs in DC random runs, why I quit tanking random)
My point about dieing is that Warden/Rogue tends to die less often with same playstyle, compared to other classes because of its low aggro and Heart of the Oak which will positively affect scrut.
I am getting slightly tired of this discussion. I hope we can focus on Knight again and agree to disagree with our offtopic opinions. But I think it is unfortunate overall for the server that you do not want to tank random, but of course your right to do so.
In the past, there is an example of balance been unfortunately done by the opinion of only one guild e.g. LL. Scruts have been posted of a specific Warden/Rogue with great card-system (Patk is more op for Pets than for others) in Dark Core (high defense) who probably did not die (low aggro class, Heart of the Oak absorbing two hits) with probably active Warlock who placed Surge in a way that it hits the player and the pet in a party with probably consistent SA. Who knows, maybe the other dps are also bad. Tank pulling behaviour? A mystery. Result? Warden/Rogue got nerfed because of that one guilds experience. This experience was not reproduced in other guilds. In my opinion this is a disaster for healthy balancing.
On the other hand, if this experience by LL would have been reproduced in random scruts consistently and by other Warden/Rogues as well, then of course a nerf is convincing and more justifiable.
That is why I prefer to only use math as of right now to assist in my arguments for nerf/buff. If most people say that a ~30% dmgboost to Knight/Warlock is something the class desperately needed and is considered healthy then hey, no harm. More power to you.
Two-Hand Weapon Mastery damage gain (1490501) is a simple damage-gain buff similiar to IBW and not like Warrior/Scout Blood Arrow which boosts physical damage. So the overall suggestion would still be just 10% (209/190).
The new ISS easily added ~30% more overall damage. With my suggestion, Knight/Warlock would be still be stronger by around 18% (1.3/1.1).
Scruts are mostly useless unfortunately, until Orkham is ran randomly. Even if I post scrut you can say that the other dps died alot or suck. Also devs said in the past, that their action is not based on few people, but the majority of players. This also explains why mdps are strong, because 80% of mdps are newbs (no offense, just low level guilds tend to play mage because support is bad)
If possible, can you explain the observations made to justify the decisions above? Are you using usage statistics. Are you analyzing average scruts? I am genuinely curious.
As it is explained few times in past, if some class is too strong for you, it doesn't mean its as strong as it is to you for other raid setups. Analysis is done according to majority of end content (Dark Core) players and their instance attempts. Providing "balance" for every individual is impossible for us unless we create identical classes.
Greetings
You are free to have your opinion as I can have mine. But I think you are falling into what-about-ism a bit. Just because I think Knight/Warlock deserves a nerf does not mean your mentioned classes do not deserve a nerf. However, I am not Leather or Mage so I do not have the qualification to help balance those classes.
Either way, from my experience, the new ISS added a significant amount of damage to Knight/Warlock. My suggestion aims to nerf overall dmg by 10% (209/190). I think you did a little misscalc with 109/90 to assume 21%.
Display MoreRegarding this change:
Reduced Traces of the Cross Sword cooldown to 10 seconds from 15, increased aggro multiplier to 2.5 from 1.1, increased radius to 100 from 75, removed target limit, increased stamina damage multiplier to 0.5 from 0.2, made it additionally inflict 150% main hand weapon DPS light damage every second for 12 seconds and upon initial cast, provide shield to raid members equal to 15% of your max. HP.
first I thought it's not good as tank, to get the shield buff only if you hit a target successfully with the initial hit, but after testing several knight classes, I need to say that the skill is good as it is!!!
Ty for this change. Even Knight/priest feels good now :O
While I agree that the new ISS is great for tanking and makes Knight/Warden finally a bit more viable, I think Knight/Warlock is a bit too strong now.
Suggestion:
Knight/Warlock
Reduced Two-Hand Weapon Mastery damage gain (1490501) from 109% to 90%.