Posts by robopoke

    Rogue/Warden

    This class is quite weak in single and aoe situation. Sustain is weak and burst is also weak. First 2 seconds of dps is also very weak. This class is bad in every possible situation. This class imo needs a complete redesign. If there is no intention of complete redesign, can you

    1) at least make the Pets follow the Player and let them attack whatever the Player is attacking? Right now the Pets only attack the first target and do nothing afterwards. Would this make Rogue/Warden viable? No, but it would be a step in the right direction.


    2) For aoe I would just make Bloodthirsty Blade a front aoe.

    Rogue/Warrior:

    This class aoe-dmg is way too strong. Please nerf slightly 6-7%.



    Rogue/Knight:

    This class can tank Rofl but its only way to generate meaningful aoe-Aggro is Whitehits. Since Whitehits have an even less range than melee-skills, this results in bad crowd control. Also this class is too squishy for Dark Core.

    Suggestions:

    1) Make Disarmament aoe and increase its cooldown to like 5 seconds.

    2) Add a % atk debuff on all targets affected by your Searing Light.


    Rogue/Bard and Rogue/Scout:

    These classes utilize channels like Combo-Shot and Fast Draw. This makes it harder to time Perfect Slice because you would have to purposely not use these Channels and lose damage in the short-term, if a Perfect Slice is getting ready.

    Suggestions:

    Change Combo-Shot and Fast Draw to be instant but add global cooldown. Since Perfect Slice ignores Global Cooldown this would be a simple fix.

    Druid/Warlocks issue not damage, but mobs dieing too quickly for it to cast its strong spells especially with the lack of being able to move+cast.


    I think allowing it to cast while moving on one of its many buffs makes it viable enough.

    Since Knowledge Aquisition will continue to be dependant on Willpower Blade, keeping up Psi is easy enough for Dps-Warlocks. All Warlock-Dps can reenter Willpower Blade within 1-2 seconds.


    To make things easier for our Warlock supports and healers, I suggest changing Willpower construct condition to this:

    For each PSI missing you will pay 15% Hp.

    So if you have 4 Psi but want to enter Willpower construct, you pax 4 Psi +30% hp.

    If you enter Willpower construct without any Psi you pay 90% Hp.

    Warrior/Knight:

    I am confused to why I never see Warrior/Knight tanks. Can some maintanks clarify?


    Warrior/Rogue:

    Uptime of Frenzied Attack is 100% IF you always have a target to attack.

    Therefore I suggest to just make Frenzied Attsck a 15 min Buff as QoL. For this change I am sure my chaincompanions are ready to pay 20-30%% dps. Make it go from 300% to 275% or something.

    Warden/Bard, Warden/Warlock, Warden/Warrior are fun classes but unfort. not viable as Dps.

    To give a reason to play these over Warden/Rogue and Warden/Scout, here my suggestions.



    Warden/Bard:

    Make Pet trigger his sepal stab on all skills while Perfect Harmony is actice, not just crtiical Charged Chops. This makes it similiar to Warden/Druid. At least this way aoedamage in burst gets good and everything else stays untouched.


    Warden/Warrior:

    Make this class be able to wear Katana since this is the Warrior of Wardens. Maybe 99 ISS and 2h weapon mastery can be adjusted to also include Katana respectively.


    Warden/Warlock:

    Let Corruption of Nature also affect the pet and allow each Poisoned Chop to reduce CD by 2-3 second with 30-50% chance. It kinda makes sense that the more poison you inflict the greater you are corrupted by nature.


    I hope my suggestions are reasonable. I do not want to create op-classes but rather want to have more class-variety.


    Thank you,

    Blackkid

    Knight/rogue is all about 2x 1-H weapons. Katanas are 2-H and it would be a pain for the devs to add that weapon to the current elite skills. Also, it makes much more sense to allow knight/warlock and knight/warden to use katana since both of these combos are 2-H damage dealers and knights can use 2-H swords "by default". I have already suggested that and since there is no reply from the devs I guess it will never come to life.

    Katana is also designed for 2*1h weapon classes (rogues) and it's also usable in that way (replace 2*1h weapon) for warrior/rogue^^

    Not true for Warrior/Rogue. Yes, you can use skills that do offhand damage with Katana but Warrior/Rogue also uses skills that need a 1h Weapon like Blood Dance and Moon Cleave.


    For Rogues it works because they do not have any skills that require a 1h weapon.

    Druid/Knight gets a Skill that inflicts self DoT of 10% / second. If your Hp is like 1.5mill, that is potentially 150k Heal you can generate aggro from.

    Adjust + % Aggro so that Druid/Knight can generate enough aggro only by healing himself.

    To have enough aggro in sustain and burst situation, make the +% Aggro dynamic and for example dependent on cast speed. Higher cast speed -> more + % Aggro.

    And if you have another heal in party, you are not 100% able to heal yourself for aggro xd

    Maybe byte can clarify but I doubt it's possible to do such a change

    Yup this is an issue. Maybe it is best to not only reduce heal to others to 0%, but to also reduce incoming heal from others to 0%. This way only your own heal can generate aggro from taken dmg.


    Also this class would need some form of permanent damagereduction or % dmg reduction based on Healbonus.


    Summary:

    1) 10% DoT / sec self damage

    2) Reduce healing to others to 0%, received healing from others to 0%. But allows permanent moving while casting.

    3) Add % Aggro based on a dynamic value like CPS

    4) Add % dmgreduction based on Wisdom or Healbonus.


    This should be possible.

    Simple idea for Druid/Knight Tank as Heal.


    Druid/Knight gets a Skill that inflicts self DoT of 10% / second. If your Hp is like 1.5mill, that is potentially 150k Heal you can generate aggro from.

    Adjust + % Aggro so that Druid/Knight can generate enough aggro only by healing himself.

    To have enough aggro in sustain and burst situation, make the +% Aggro dynamic and for example dependent on cast speed. Higher cast speed -> more + % Aggro.


    To reduce OPness as Heal+Tank, make all healing ineffective to other players. This forces you to have traditional Healer in Party: Permanently allow Casting while moving, but reduce heal to 0% to other players.


    You can still heal with this class if you want, but then you would have to toggle off the 10% DoT Skill.

    Priest/Warrior

    Now Chain of Lights has 1 second of CD. This is good but after the previous patch, Chain of Light needs a target. This means, that if your target dies, Chain of Lights gets cancelled and will have a 1 sec CD.

    Suggestions:

    a) Either Remove the cooldown again or make it so the cooldown only triggers upon moving, not upon target dieing.

    b) Restore old Chain of Lights mechanic wihout any target but keep 1 sec CD

    Knightclasses with the new Threaten considerably reduce damage done by mobs. This dmgreduction is so good, that only Knighttanks are state of the art in rofl-Party. If you tank as Warden, you have lots of stuns to prevent your group from taking damage. If you tank as Champ, you need a Warrior/Priest otherwise your dps is dead within 2 aoes.


    Since Shieldform got nerfed to 50% conversion, I suggest adjusting one of the passives (498563 or 498533) to further apply a debuff for every attack similiar to Knights Threaten. This way Champs can still tank with weak Shieldform and dps are not dead within 2 aoes.

    Warrior/Druid

    Reduced Rose Vine damage gain to 10.9% from 21.8%.


    Please consider that %dmg buffs have a unique behaviour on physical meleeclass. According to my calcs this is a dmgloss of 14% in burst which might be a bigger nerf than considered appropriate by the balancing team. However, a nerf is the right call in my opinion.


    Thank you,

    Blackkid

    Champion/Scout

    This class has some issues as dps:


    1) Pulsating Shot has a recoil which pushes you backwards. This is cool and fun! Please do not change this! But if you play Music it will cancel. This is a little bit annoying. Is there a way to keep the recoil but not make it cancel music?

    2) Crippling Shot has a cast time of 0.5 seconds. So you either need Chain Drive (which gets used alot by Fearless Shot) or you need to be standing still. Both are not ideal. Can you make Crippling Shot be usable while moving?

    3) This class misses alot in Dark Core and is only viable with +300% precision ATF-Title. Mechnical training only gives +56% ranged dmg on Guns. Can you add +56% Precision on Mechanical Training? Scouts for example have +51.8% Ranged Dmg + 51.8% Precision on Ranged Attacks.


    Thank you,

    Blackkid

    There are many classes, which depending on situations do higher dmg with different weapon.

    Example:

    1) Champ/Mage: 1h Hammer while Elemental Rampage is active, 2h Hammer if not.

    2) Warrior/Mage: Wand+Talisman but 2h Sword in fullburst.

    3) Warrior/Bard: 1h Axe+Talisman but 2h Sword for aoe fullburst.

    etc.


    Changing mainhand-weapon resets focus, energy and rage to 0.


    Request:

    Let values of focus, energy and rage be unaffected by swapping mainhand-weapon.


    Reasoning:

    1) Scouts regularly change their ranged weapon between bow and xBow depending on atkspeed. There is no punishment.

    2) Dps-classes regularly change their current titles and ATF_titles depending on combat situation. There is no punishment.

    3) Classes with pure mana change their weapon depending on situation. There is no punishment.


    => Why should swapping mainhand-weapon be punished for classes with focus, energy or rage?

    Well everything magical is indeed better than physical variant. One reason is the ability to buff Castspeed to greater extent.

    1) Buffood from house maid: 10% Castspeed

    2) Stacking Water and Elvendrink 30% Castspeed + 15% Castspeed.

    3) Potentially second Curse XIII rune in Talisman for class like Champ/Bard


    I understand 1) because Warp Charge gives more atkspeed than castspeed does. 1) balances this. But 2 and 3) will always make magical dps stronger than physical.


    Champ/Bard>other Champs

    Scout/Mage>physical Scout/Mage

    Classes who can use two gears


    Priest/Warrior, Druid/Warrior, Rogue/Warden and Bard/Warden can both use Leather and Chain according to their eliteskills.

    Bard/Warden is equally viable in Chain and in Leather, because it gets good atk from dex.


    Druid/Warrior and Priest/Warrior are much better in chain. Also Rogue/Warden is much better in Leather.

    Suggestions:

    1) Increase atkscaling from dex for Druid/Warrior. For 494017 also add +2.12 Dex Healing from Whitehit or make it whatever stat is highest you use that for Healing

    2) Increase atkscaling from dex for Priest/Warrior

    3) Increase atkscaling from str for Rogue/Warden

    Champion/Mage

    • Changed Elemental Rampage to increase 1-H Hammer damage by 30% instead.

    Elemental Rampage is a 30 second buff with 90 second cooldown. Only during this buff 1h Hammer is better than 2h Hammer.

    Maybe it makes more sense to attach the 1h Hammer bonus passively, for example on 70 Elite.


    Bard/Warrior

    • Changed War Cry to increase physical damage by 8% additionally.

    This is good but will not fix the issue of very weak sustaindmg.


    To fix this I suggest to make War Cry passive. This would not increase burstdmg, but rather allows for a slightly more acceptable sustaindmg.


    Knight/Warlock

    • Changed Shield of Darkness to convert 100% of stamina and dexterity into strength additionally while decreasing received damage by 75% and reducing physical attack by 10%.

    I would suggest a -95% aggrobuff for this skill. This would allow the class to change to dpsmode and have low enough aggro. This is also to prevent Tanking Ability as Dps.


    The parryrate I would convert to physical damage in a 1:2 ratio. This would also encourage a unique way of buffing up where you need to maximize parryrate for max dmg and aligns with the new skills idenity.

    CardDescription
    777564 | Card - Ayam War Drum PriestSilence her quickly! Otherwise her speeches and spells will motivate her mates to be barbaric and ruthless!
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    777451 | Card - KajirBlessed and cursed by Sirloth, this foe is immune to physical damage.
    777452 | Card - MandalaBlessed and cursed by Sirloth, this foe is immune to magical damage.
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    Hello,


    upong using the fruit which deletes your secondary class you are supposed to forget all information so you can form it again as to your liking:

    b5ebf282c8540c9466826d52beb2e29f.png

    Gyazo
    gyazo.com


    However, after deleting my Bard my classes with Bard as secondary class still have their elite!

    Even for Bard as primary class, after becoming level 15 I automatically got the 15 Elite!


    Please make the fruit truly forget everything related to your secondary class. If not possible, please fix description.


    Thank you,

    Blackkid

    Warden/Warrior

    According to the description and Combat-Protocol, Doppelschlag (494001) is based on earth elemental damage, but does not get boosted by % elemental damage buffs.


    Priest/Warrior

    Burst potential of this class is very weak, while sustain is acceptable.

    1) Can Berserk be further boosted?

    2) Chain of Lights cancels if you move. This is tough to use as melee. Can it be changed to be not cancelled upon moving?


    Bard/Warrior

    Sustain damage is very weak of this class, while burst is below average.

    1) Can one of the many buffs it has be changed into a passive?


    Champion/Warrior

    Slash (498583) currently gets a +x2 Sta damageboost regardless of form.

    1) Can the boost be changed to +x2 Str or +x2 Sta based on the current form?

    2) If there is any intention to make Champion/Warrior a viable dps-class, please remove the GCD of Slash.


    Champion/Scout

    This class is a worse Champion/Warlock in every situation and needs a graded Gun.

    1) Can this class get a skill like Autoshot from Scout which works like a normal Whitehit and thus triggers Chain Drive, Shock Drive, recovers rage etc.? This would not boost the damage, but would make this class purely ranged.


    Champion/Mage

    This class burst potential is acceptable in singletarget and very good in Aoe. But sustain damage is extremly low.

    1) Can one of the many buffs this class has be changed into a passive buff to fix the weak sustain damage?


    Champion/Rogue

    This class can trigger Chaindrive very fast because it utilizes two weapons. Shadow Impulse is also a non-GCD skill and even ignores GCD from other skills with Hesitant Touch. However, this forces the player to spam dps-Macro more than any other class in this game and is thus very unpleasant to play. In addition to this, the damagepotential is slightly lower than many other classes so there is no reason to "try hard" if there is no reward. In addition, you have to build two graded 1h Hammers, which you do not need for any other Chain-DPS.

    1) Keep original cooldown of Shadow Impulse (3 seconds) even after Chain Drive, but increase Shadow Impulse damage by x3.


    Thank you,

    Blackkid

    What is there to fix with Katana? The reason it is stronger is because it has 2.7 Speed.

    +Damage from gear, seteffect, cenedril etc. is always more valuable with a faster weapon.


    Imagine two weapons:

    Weapon A has 1000dmg with 10 sec. (Dps=100)

    Weapon B has 100 dmg with 1 sec. (Dps=100)


    Now assume +100 dmg from Cenedril.


    Player with weapon A now has 1100 dmg and thus 110 dps.

    Player with weapon B now has 200 dmg and thus 200 dps.


    Also Katana has more %dmg on Weapon Mastery. Both of this results in Katana being stronger even though dpsvalue is lower than for example 2h Axe.


    But I understand it would be nice to know if Katana Updates are coming. Nobody wants to build Katana for Warrior and it getting nerfed to garbage a day later.

    Itnal Lager with customizable buff setup.


    Player will be able to decide e.g. via Extrabuttons (like Old Bag quest) which buffs he wants.

    Otherworldly Whisper, Surge, Warp Charge, Storm Assault, Fire Training, Musical Shot and other popular buffs.


    If possible, player can manually set defense, critresist and level of target or he will be able to spawn any boss in this game with a debufflist of choice. Only player can see boss if too many bosses are a concern.


    Goal: Player can test and optimize classchoice and new people don't have to wonder "Why my Warden do 0 dmg in Itnal Lager" etc :D

    Can also potentially be used to balance classes as secondary goal.


    Thank you,

    Blackkid