Posts by robopoke

    You are looking at it from the wrong point of view.

    Every day you probably need around 50 million Gold on average. With Ryzeks idea, you save 18million Gold with free Guild Tower buffs. With this, all your Gold needs are satisfied with Agnes alone!

    This will kill the current business for newbs who can make good diamonds from highend players in need of Gold.

    Right now farming Gold is a very valuable, lowbudget and riskfree entry business for all newbs. With comparably very little investment, you realistically earn around 90kk Gold / hour which you can sell for around ~1300 dias in Ah with the current rate.


    I am not against any change to the current gold policies but so far any suggestions mentioned will easily destroy the goldfarmindustry.


    Let me ask you this:

    Imagine about a NPC where you can buy 1x Dirty T12 for 500 dias each day. This would not destroy the economy for tierfarming, actually. But now a player comes and gives the suggestion: "We need moar". Devs listen and now suddenly you do not need to farm tierstones at all. From one point of view, this is amazing! Who wants to farm tierstones anyway, right? It is boring!. But now you took a farming strategy for newbs or people who wanna play more F2P. Same thing with Gold.

    You can still buy Gold from AH though.

    The inconvenience and lack of Gold for high-end players is real and will always be a valid concern. Personally, I suffer from it as well. However, I think this inconvenience is outweighed by the convenience for new players to make additional dias.


    Knowing this allows you to to save 6million Gold in most cases:

    Here is my tips to make this easier for all of us:

    1) Always buy your 30mill Gold from Agnes

    2) Keep crafting buffood yourself. It is cheaper to buy Gold from AH to craft buffood, than it is to buy buffood.

    3) Consistently do Atlas on the weekend and use your Atlas Coins for the Gold Gasha.

    4) Have multiple Raid XIII or Curse XIII runes for all your weapons to prevent extraction costs.

    5) Consider which Guild Tower buff you actually need.

    6) If you still do not have enough Gold, by Gold from AH/global chator farm Gold


    Here is an example sellmacro for lazy people who do not want to clean up their inventory. This works for the given strings, for singular items and for quality 1 and 2 (iirc for blue and green items only). No responsibility!

    Add as many as you like:

    Gotta do three Perfect Slices in a row with perfect timing. Good Job, here a 900k DoT. Oh you play Rogue/Scout? Ok you get 1.5kk DoT but don't mess up the timing with your 1.5 second Channel skill that misses anyway.

    In all seriousness, the DoT damage does not reflect the effort of aquiring the DoT. There are other Classes who do 1 single attack and get 20kk DoTs.

    [...]

    I wanna come back to this post and just further illustrate my point. Here is a scrut of Warrior/Champ doing organs within ~30 secs (no SA from pt).

    Gyazo
    gyazo.com


    In comparison, Perfect Slice after skillfull timing and three hits does maybe 1-2kk dps and you can only do it on one target at the same time.


    Also with the introduction of the new dagger there is 0 reason to play with Katana anymore.


    Right now I do around ~10% more dps with Katana (if I hit all Perfect Slices) over 2x Dagger for non-offhand based classes like Rogue/Warden, Rogue/Priest in singletarget. I think this is a fair dmgboost considering the skill and risk needed to play with Katana.


    With the offhand elemental boost + patk you will do the same and require less skill and no luck. You have very low aggro in burst, higher precision for classes like Rogue/Bard in Dark Core and can use this Dagger for other classes like Scout/Rogue and Bard/Rogue.


    Suggestions:

    Restore the ~10% dps advantage for skillfull gameplay and look deeper into the bleed damage especially comparing it to other bleeds.

    While the new World Boss Dagger might make class like Bard/Rogue viable, it will boost class like Rogue/Mage and Rogue/Warrior way too much.

    I am not convinced that Rogue/Warlock will benefit alot from this if you are a good Katana player.

    Vampire Arrow is unique because the first hit is based on DPS of your Bow or XBow but the Bleed damage is actually based on your main hand weapon. So if you upgrade your main hand weapon you should see an increase

    Regarding Katana.

    Katana is too good allaround on Warrior. The double whitehit generating rage, the extra AoE+Skill and strong bleed damage makes it the best choice. Even Warrior/Bard uses Katana even though it is supposed to be 1h Axe+Talisman.


    In my opinions other weapons like 2h Sword or 2h Hammer should be equally viable.


    Suggestions:

    1) Make Morale Slash usable by all weapons

    2) If using 2h Hammer, make all bleeds do 0 dmg and or reduce dps of singleskills but make all AoE-skills stronger (-15% single, +15% AoE)

    3) If using 2h Sword allow AoE-Spells to be weaker, but boost singleskills (-15% AoE, +15% single). However keep bleed weak.

    4) Katana stays the same being allaround good choice for single and AoE.

    5) 2h Axe stays same but all skills get a 15% chance to stun the target. Remove stuns from other skills.

    Very Interesting. Then I suggest this workaround for continuous cost of skills:

    Add back what would have been reduced by the increase in cost reduction. For example -10 Rage + 3 Rage

    Regarding Champion/Warlock.

    The class is strictly underperforming atm, both compared to the best Champion class (Ch/Wd) and almost all Warriors.

    The damage gap gets even worse in a fast group, where mobs die way to quickly to a) reliably build Forge/Rune Drive stacks and b) hit Shock Overload procs.

    This is ofc a general issue with Champion (except with Ch/Wd, which doesn't use Shock Overload), but since I can't think of a solution that wouldn't fundamentally change the core mechanics of the class, I suggest the following.

    Change Heart Collection Rune to a 15minute buff (and remove the cooldown). It currently has a theoretical uptime of 50% anyway (30sec duration + 60sec cd).

    You know how Blast of Remorse (the aoe teleportskill) gives target that silence debuff for 2 seconds? How about if all damageskills from Ch/Wl gets doubled or tripled in that short timeframe. Consisdering Global CD you would have around 1.3 seconds time. This way you can stack your Forge stacks and whenever you are ready use teleport and explode for 1.3 seconds.


    Could be a problem with bad Fps/ping though (rip laptop players)

    Good luck and feel free to share your experience as well!

    Warden/bard seems quite well. especially regarding the additional support comparing to warden/rogue. But it's weaker than r/s ^^


    Nice scrut :)


    In addition to Knight/Champ you can try to use Bard/Knight as support in group 2 for the % atkbuff as well. Just an idea since we are on the topic of maximizing raid setup.


    But the danger of these scruts are, that devs assume certain classes are too strong. Tank playstyle and raidsetup influence scrut alot.


    For example Scout/Rogue or Scout/Champ (already strong classes) can be crazy op if Tank always only pull 2 mobs.

    Rogue/Warlock (already strong) can be extremely op if Tank only pulls 1 mob and does not do many big CDs.

    Knight/Warlock (already strong) can be extremely op if Tank pulls 15 mobs and does many big CDs.

    etc. etc.


    While a good tank uses certain pull behavior and strategic CDs to maximize dps of raid I would not conclude that a class is too strong if it excels only in these scenarios. Imo this is the case for Warden/Bard. Strong in certain setups/tankplaystyles but below average in most cases. Warden/Rogue for example would still be strong in your raidsetup but still be strong in any other raidsetup thus deserving a nerf more.

    Good luck and feel free to share your experience as well!

    If it is just curiosity then I am happy to share my experience with you.


    To be precise, only critical hits of Sonic Chop trigger Sepal Stab. Also it being a front AoE makes it less effective than if it was a regular AoE Skill. It also has a 2 sec AoE while Warden/Druid especially in the first second can spam three powerful AoEs instantly which results in high dps. Most of the time mobs are dead within 2 seconds of AoE burst in Dark Core.


    Tamb boosts Pet damage by ~33%, even though Tamb is just 15%. Lets call this effect "double effect" (btw this also applies to Cenedril)


    Warden/Rogue has many double effect buffs which results in very high pet damage. iirc three buffs with 10%, 18% and 24% effect. This is a multiplicator of x2.59 for pet (1.1^2 * 1.18^2 * 1.24^2).


    Warden/Bard only has one double buff (Perfect Harmony) which boosts petdmg by ~33%.


    Even if Warden/Bard has many more Sepal Stabs than Warden/Rogue in Dark Core, the hits themselves are just too weak. From what I recall we are talking 20kk vs 7kk. While in AoE-Burst situation Warden/Bard might be stronger, Warden/Rogue will easily dominate thanks to its regular hits being quite strong by themselves, overpowered singletarget burst and high sustain damage in singletarget.


    Unrelated but also worth mentioning:

    With Scout/Bards Musical Shot recent change from 10% pdmg 10% mdmg to 10% increased dmg, Pets were indirectly nerfed. Now instead of making use of the double effect (21% dmg) Pets only do 10% more damage.

    But with this you also nerf innocent classes who are not overperforming as dps like Warden/Warrior, Warden/Bard, Warden/Mage.

    isn't the warden/bard the warden, which has an Oakwalker that can hit every mob in AoE? Like it is for the mdps warden/druid?

    I mean, such Oakwalker should be the strongest instead of wrd/rogue :/

    Warden/Druids pet triggers Sepal Stab on every single skill while Power of the Oak is active.

    Warden/Bard only triggers on one Front AoE called Sonic Chop.


    Warden/Rogue also has much more buffs compared to Warden/Bard. So even if overall Warden/Bard has more hits of Sepal Stabs, the hits themselves are very low. Maybe something like 20kk Sepal Stab vs 7kk Sepal Stab.


    I hope this helped you to understand my post above. If you knew anyway and just wanted controversy, I hope this satisfies you as well.

    Instances

    Dark Core

    • Increased Oak Walker attack loss to 20% from 10%.
    • Reduced Spirit of the Oak attack loss to 5% from 10%.
    • Reduced Punisher Guardian attack loss to 5% from 10%.
    • Increased Chiron the Centaur attack loss to 20% from 10%.


    It would be nice that nerfs target specific classcombination, not the general Warden Class. For example Warden/Rogue has the strongest damage out of all Oakwalker Wardenclasses and it is justified to nerf its pet. But with this you also nerf innocent classes who are not overperforming as dps like Warden/Warrior, Warden/Bard, Warden/Mage.


    Nerfing Chiron from 10% to 20% is a massive deal. Reason for this is Chiron does not have very high physical atk. So while Oakwalkers attack might have been nerfed from 9kk atk to 8kk atk, Chiron gets nerfed from 4.5kk atk to 4kk atk. From a pure % perspective, the nerf is equal. But according to the attack to defense formula for calculating damageloss from atkloss, you nerfed Chiron way harder than Oakwalker. If this is intended, I assume that in your observations Warden/Scout is far superior than Warden/Rogue. I can respect that even though I do not agree with it. However if unintended, consider increasing the Chiron atkloss nerf from 10% to 15% instead of 10% to 20%.

    How did devs come to the conclusion that a good class like Rogue/Scout needs a buff?

    Gyazo
    gyazo.com


    And when we ask for Warrior/Rogue slight buff it gets nerfed to oblivion.

    Gyazo
    gyazo.com


    Maybe we should say that Bard/Warrior and Champ/Mage are best dps?


    [...]

    You can expect changes based on our observations and feedback provided from the community over the next few months.

    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.

    Is it intended, that "Fast Draw" is missing like 70-80% of the time in Dark Core and when you are doing worldboss? I´d rather take normal precision instead of the 100% crit-rate.

    Rogue/Scout is one of the best classes overall in this game but for Fast Draw you need to use +300% Precision in Titlesystem

    Champion/Rogue

    90c9312f4c214614d60b32d004f42cdf.png

    Gyazo
    gyazo.com



    This skill does not work properly. It does not end combat neither for me or my raid members near me. Also it is a bit awkward you have to go to Shield Form for a class that does not use Shield Form. Can you make it usable in dps-mode?

    Priest/Warrior

    Please adjust the cast-speed of Fire Fairy from base 6 seconds to base 3 seconds.


    In Chain Gear summoning Fairy takes forever which is very annoying after a death of player or pet. Wardens have -65% cast-speed for pet summoning.

    Other priests with mdps or heal-gear have cast-speed set-effect (20%) and potentially 2x Curse XIII runes making the summoning < 3 seconds.

    I would go further any only add the bonus if you use a 1h Hammer. It is a Champion after all.

    Hello devs and players,


    I wanted to talk about general balance on the topic of what newbies like to pick as DPS-Classes.


    In the past few weeks I have been helping out smaller Guilds run Hoto, Idk, Kalin etc. and have come to the conclusion, that support is horrible. They never play music, no SA, no Warp Charge and CC is very bad which makes melee-classes harder to play (they die more). New guilds have no idea how important these buffs are and instead of starting to support better, they adapt in an interesting way: They all become ranged Mdps (not CPS-based).


    We all know that Mdps (except Cps-based classes) are less dependent on Lute/Guitar, SA, FT, Warp Charge etc. than Leather and Chain-classes. What happens in this new guilds is the chain or leather-dps cannot keep up with a class like Mage/Knight, Bard/Mage or Mage/Rogue. They either become mdps and or quit being dps.


    This sad reality will always make Mdps popular from the start and once you are Mdps you most likely will continue to be Mdps even if your guild becomes better at supporting or if you change to highend-Guild.


    I do not know if devs care about this but as a chain-dps I think it is sad that new chain-players think that chain is bad. Even I was a victim of this when I started as newbie.


    I have a long-term suggestion but feel free to add or take away:


    Modifiy the Newbie-Patch and rewards to give new players free tutorial music instruments and free Siege-War titles. For example there should be a Tutorial Storm Assault +2 with same cooldown and mechanics as real Storm Assault +2.

    The tutorial Siege-War buffs/debuffs and tutorial Instruments should be given out after reaching level 105 and should last for 90 days.


    An ingame or external Tutorial on how to use a Countdown-Macro, when to use which Siegeware buff/debuff and music would be very valuable. I recommend an official video on Vimeo made by devs on how to use these skills.


    Optionally, if a party successfully has all debuffs and buffs (Tamb+Lute/Guitar), Tactical Attack, Seeds/Void, Midnight Ritual and Storm Assault+2, reward the party with additional newbie items like Siege War Badge and free bufffood.


    After the 90 days are over, most newbies now have had the chance to farm enough Coins to exchange for Siege-War Titles and have enough experience to play in highend-random parties.

    Druid/Warrior

    This class cannot compete anymore at all with the current meta. Its singletarget damage is below average, while AoE is very very weak.


    In addition to that, its max weapon level for 2h Axe is 220. In the past this did not matter and even 195 was fine, because skills being earth-type avoided the hit/miss-formula. But after the major update, even 220 is not enough.


    Small Suggestions:

    1) Increase max weapon level for 2h Axe to 255.

    2) Allow Body Vitalization to be passive, but reduce its effect from 29.3% to like 14.5%.


    -> Still bad but better. Gotta keep the suggestions realistic, right? :)


    Also would be nice if this got implemented as well to help out the Leather bros.

    You are right that full chain or even full leather are less tanky. But 300k HP with 75% damage reduction is basically 1.2kk HP (except for DoT-damage). This is fine. Then add in 8% AoE-damage reduction + Shield of Discipline + Threaten -> I am not convinced that 75% is balanced.


    At least we agree on the parry to 0 part.

    Knight/Warlock

    I might get a lot of hate for this, but this class considering its high damage is too tanky. I literally take 30k damage from Dark Core Mobs while I have 500k HP and 80% parry. With any other chainclass (yes even as Shieldform Champ) I die in 1-2hits. It is almost impossible to die with this class. Bad balancing imo.


    Suggestion:

    Let the conversion-skill reduce received damage by ~25% instead of 75%. Also it would just make sense if the parry gets reduced to 0 since it is being used after all to get more atkspeed and physical atk similiar to Stamina and Dex getting reduced to 0 to boost Strength.