Posts by Madox

    Sorry but you are comparing wrong things.

    1. You can't compare with staff, d/r will have way more mdmg than d/m using wand + hammer.

    2. You can't compare earth arrows since that isn't the skill those classes spam. d/r use energy skill in most of the cases and d/m earth arrow (4s every 6s will be spammable for d/m so pretty similar to druid/rogue skill)

    Retried dmg so you can see:

    d/r: ub 35kk, with dark buff 52kk

    d/m: ub 22kk, with its 30s buff (but 90s cd instead of 60s) 26kk.


    As you see d/r is 60% higher single dmg ub and half of the time is literally x2 dmg. Yes I agree aoes will probably be higher but with 0 mattack atm and waaaaaaaaay lower single, this isn't viable unless they change more things.


    Regards, Madoxx.

    Mage/Knight

    • Changed Light Charge to Illumination; Creates an aura within designated area which inflicts 3600 + 0.3 x INT light damage to enemies within 60 radius with 10% damage decrement for each extra target, every second for 5 seconds.

    I think that is a really good idea and will push overaldmg like normal thunderstorm did for all mages, well done.



    Druid/Mage

    • Changed Inspiration to reduce casting time of all skills for 4 seconds instead of next skill, increased trigger chance to 100% from 72%.

    Is an interesting change and I really like it. Different mechanic than other 2 druids and that is good.


    The class is half way and need a deep rework. It has elites to be dps, others to be support and also to be healer.


    Heal:


    Support:


    And useless one:



    I really think they should be adapted aswell. In those changes class need a magical attack passive source (right now it has 0) and some single dmg buff. I compared with d/r and while that does a 45kk hit, d/m do 25kk. Im not saying it should be that high but also not that low.

    You started with this class, please im begging you, don't make us wait another month to change next skill.


    Beside this, just wanted to say is nice when our suggestions get heard, thank you.


    Regards, Madoxx.

    • Reduced Elemental Knowledge damage gain to 72% from 82%.

    Im still hoping for some changes to buff weakest mdps classes, not only general ones. Here a few of them.


    Mages: m/k, is the worst imo. It has aoe problems, big ones. Reducing elemental catalysis to 3 mins like m/s and increasing aoe dmg on it another 20% might fix a few things. Also increase stars light dmg 10-15% (since static field got buffed) this channel went far behind.


    Druids: d/wl is almost not viable anymore. It was bad at first when it got released but all classes got many buffs the last months and this one was ignored. Here a few propositions.

    -Weakening Weave Curse, reduce its cd to 2s so we can use between sandstorms. Increase its dmg to match Earth Arrow dmg.

    -Body Vitalization: Reduce cd from 120s to 60 and increase buff time from 20s to 30s.

    -Add a focus recover source! Its really necessary, warp charge can give 50 focus back (same mechanic as warlock recovery skill, easy fix).

    -Nature's Poison have 6s cd atm, I think it should be reduced by 1s per stack of Toxic arrow in target.


    Forgotten classes: Druid/mage and 1 mdps priest. What is going on with those? Please keep us informed, thx.

    Druid/rogue is op because is OP, if we have good player on d/r and we have bad player on d/r and they both do too big damage this gives me two conclusions:

    1) class is easy about gameplay

    2) class is too strong


    Kind regards and thanks for discussion :)

    I agree on first, class is easy as hell. I would like to add 2 more conclusions:


    3) class belongs to fast classes list: It can do dmg without cast speed instruments (cose they are mostly useless to it, same as new warlocks) and have no buffs/debuffs to use on mobs (like plasma arrow or many other skills other classes have) so it can do dmg so quickly, without any preparation and under any circumstance.


    4) high mattack. One of the reasons why ur bad geared d/r do good with this class can be the mattack this class can reach. Same as d/wl, they can easily reach +400k matt than other mdps so that difference probably matters, specially in mobs.

    ...

    i believe druid/rogue looks op because it is very easy class to play and there is lesser diversity among the players unlike many other dps classes that 80% of community cries that they are too weak and 20% which knows how to play it thinks they are fine compared to other classes :P

    ...

    cheers

    I believe, that druid/rogue IS op in some way. this class has full burst (except siege war title) every 90 seconds

    Like every warlock has? The difference is, warlocks can do aoe dmg at the same time so in overall, new warlocks are way ahead than d/r. Same with mages, their op constant aoe make them higher in scrut at the end than d/r, (lets not talk about what most mages play, m/wd who can be an aoe burst beast with proper tank and with bad gear).


    Put d/r on same list than new warlocks, is twisted, they have even higher burst. Btw im only comparing between mdps, not pdps.


    Doing a balance isn't as easy as many say in this post. There are millions of different variables we need to consider which make almost impossible to reach any "balance" and ofc, balance can't never finish. All the changes we see are based ONLY in Rofl data, with next ini, new balance will be needed, that is the reality. Next ini? All classes with higher sustain will be the king until everyone is geared again and people will cry (hey they are op) when they weren't so impressive in Rofl cose we are literally bursting everything down.


    All groups play differently, pull more or less mobs, play more or less instruments, have more or less supports, each class have a % of success in each one of those conditions so we can't pretend that all classes will be on the same lvl in a party because is impossible. Example:

    -Mage/Scout. This class is insane as duo dps, pet can do high dmg (finally) cose it actually has time to hit. In a party with many sups and dps? well, is just another not so good dps, everyone will destroy all before u can properly do a plasma arrow and pet decide she needs to hit a mob.


    All classes are like this, some are slower, some are faster and that doesn't mean they are weaker or stronger. As I said, not all work on the same conditions.

    Hey there. Over time ive been thinking ways to improve fps experience specially in bad computers (which is my case). One option I would like to ask for is the possibility to totally hide the sigils dropped by mobs, those things are a fps killer specially while farming tiers.


    Regards, Madoxx.

    I tested d/wl again after couple of months. I didn't remember it was that bad as it is, guess rest of mages and warlocks got buffed since. I would change:

    - For sustain single dmg: Body Vitalization from 2min cd and 20s effect to same as d/r, 60s cd and 30s effect. This should improve a bit its overall dmg.

    - For burst single dmg. Nature's Poison have 6s cd atm, I think it should reduce 1s cd per stack in target. Balton and last boss dmg was by far worst dps in party.


    Summon up, the class is around 25-30% weaker than worst mage (which for us is m/k) in a whole rofl run.


    - Druid/Mage. Few patches ago it got interesting buffs into dps. Clearly they aren't enough to make the class viable, are more of those changes coming up?

    - Priest mdps. How is this process going? Would be nice to have any news about it.

    I noticed aswell as wl/k. Maybe is this:

    • Changed physical and magical absorb attributes to do not stack by summing.

    A bug on M/S:

    -Fire Rose Explosion stop our instruments cast.


    This class pet is the only one with old pets mechanic, no teleport to mob and/or no extra speed movement. Please consider a look into this because pet is useless between bosses, it's almost impossible to hit once.

    As Byte explained to me the first day of this class, with 1NP you can do 10 hits if they are all crit. Once you do a normal hit, skill stop doing dmg. Isn't weird behavior, is how they designed it.

    Mage is better in overall due to having better aoes, perma using thunderstorm and static field is the key. Those 2 skills push mages dmg a lot. Warlocks are better aswell, specially the new ones.

    D/R have fast single dmg "burst" so maybe in fast groups perform better? In our Hades playstyle, mage (specially sustained ones, ms and mch) and most wl are better option atleast.

    This class design isn't made to perma use sandstorm, is pure single dmg class (yes you can use sandstorm in burst but having really low earth dmg make it worst mdps aoe class). Right now is true, I think in overall dmg is underperforming compared to most mdps and is because they all have aoe so as single dmg class is really hard to scale up. New hammer might help but yes, something is missing.

    Ale won't change anything, aoe require 5 NP and single dmg skill 10 so... xDD get 1 psi per second won't help :(


    btw, I think dwl is even worse.

    beside plasma arrow change i would suggest to make static field not depend on previous buffs like now and and we could directly use it. The amount of time we spend doing those previous buffs is insane compared to other classes, in most places mobs are already gone specially vs some pdps.

    Mage/Druid.

    -Now we do not need to cast (unless we use catalysis and we are in boss) which make Elven Mystic useless. Change that cast time for dmg.

    -Earth Pulse. Could you increase its radius to atleast 150? or turn it back how it was so we need a target to use it. Isn't good that some times we lose it cose we aren't close enough and it has 10s cd, so we can't reuse it. At the end this skill hits nothing, is just a buff.

    I trully think this was a mistake? Atleast I hope it was, it makes no sense at all.

    Mdps druids are so far behind rest of dps that I dont think this would change anything.

    Regards.

    Heyho,


    I don't know if anyone has reported (tell me if yes^^) it by now but i played mage/champ today and saw that you can't cast a plasma arrow on Jerath or an organ. I don't think this is intended and hope it can be fixed soon^^ It's a huge damage loss on this boss for the mage/champ. I don't know if it works on other mages.


    Greetings

    I never reported because I don't see how is this a huge dmg loss? For example, it works in b2 or last boss while they are inmune so we get rage recovery and I think is related to that buff. Skill doesn’t do dmg but we still get the buffs which are the important part.


    Regards, Madoxx.

    Druid/Rogue

    • Changed Speed Catalysis to Sinister Request; Immediately recovers maximum MP, rage, focus, energy, Psi and Nature’s Power for party members within 80 radius. Cooldown Time: 30 seconds.

    Bug report, It's not giving any psi.

    Druid/Rogue

    Changed Speed Catalysis to Sinister Request; Immediately recovers maximum MP, rage, focus, energy, Psi and Nature’s Power for party members within 80 radius.


    I honestly don't understand why would a dps (not a heal or a support) need a skill like this when isn't even helping itself. Im speechless sorry.

    Seems pretty balanced to me &)