Posts by Madox

    That is already possible with some mdps classes, k/m, d/wl, wd/d, even w/m and m/ch in some situations. Although 100% def is a bit low, wd/d have 120% and is not enough on some places.

    You should show me once how a d/wl can tank rofl. I tried this yesterday and got onehit by birds and b1 side-bosses with more than 400k hp and almost 1kk def. Maybe one should stat the entire gear on sta/sta - I used 7 tank pieces and 7 cloth mdps, but that's not the way for me.


    This is the beginning of b1 fight, which wasn't possible by far as d/wl. Maybe with more than 2kk def and 1kk hp, but then I need some stats and gear I haven't seen yet :D

    https://gyazo.com/45b699eb32c872914586771f6eb2eb34

    I have a finished red cloth gear full sta hp, it was always handy to tank bosses or some mobs when tank die or has to afk (it was enough for almost all mdps). As for dwl, isn't easy but yes, I tanked full run. A bit scary and paper on same places, lot of focus issues aswell but one of the best aggro I've ever seen :D it was funny.

    Btw, having w/p in your pocket help a lot to weaker tank classes if it's necessary.

    Changed Poisonous Widow Embrace to return 1 Nature’s Power for each critical hit skill inflict, reduced energy cost to 20, added 1 second of cast time, removed global cooldown trigger


    With full nature points this pretty much hits like a 3s cast skill. Is a good idea that we need to manage our energy as sustain since has really low cast but for burst, we need to spam it. Focus of mother nature prevent us to lose nature points, it should also remove energy consumption while is active or our single burst will be nonexistent.


    Increased Necrotic Wound damage to 4200 from 2100


    Is doing really low dmg. I think cd should be reduced to 2s so we can use it between sandstorms. This class doesn't have 20 nature points or a skill to recover 10 instantly like dwl so we need extra aoe somewhere (the dot is a bad joke so I'm not even counting it). Also I hope it doesn't have gcd because corrosive poison still had it last time I checked, idk if is fixed.

    But I don't think, the new WlK can effectively be played with cloth gear no matter how statted, but we will see.

    That is already possible with some mdps classes, k/m, d/wl, wd/d, even w/m and m/ch in some situations. Although 100% def is a bit low, wd/d have 120% and is not enough on some places.


    Biggest issue I see on wl/ch is, no psi recovery on any skill (maybe dark strike to do it?). Also as people said, skill giving aggro should be always on, not 30% of the time. And aoe channeling well, hope stuns don't stop this. Another thing, I dont see many skills with aggro modifier (aoes or single) so without that class will most likely have aggro problems.

    Mage/Champion

    • Changed Electric Current Arc to reduce cast time of Plasma Arrow to 1 seconds and increase its damage from 2032 to 3600.

    Thank you, this will make the class less horror to play. Sadly the low overall dmg is still a problem so changes on the combo to improve it are still required for this to become viable again but, It's a good start (check my previous post).


    Mage/Scout

    • Changed Shot to have cooldown based off of your ranged weapon.

    Shot is 20-30% of our overall dmg, a change like this would destroy the class. We can't replace shot with other skills or swap to bow (there isn't any magical bow). Please reconsider.

    Didn't say anything about last mage changes so here I go.

    -Thundestorm. I love it. It's some dmg we couldn't use before and an improvement in some aoe big pulls because we can do a faster combo. Classes who got highest buff from it m/r, m/wd, m/d and m/p which are classes with their own different aoe mechanic so its free dmg for them. Rest of mages who depend on thunderstorm to do aoe dmg, is risky to use it all the time but still a buff.


    -Static field. Really nice change. Who got highest buff from this, m/r, m/wd, m/d and m/s.

    M/k and m/ch are left behind, like useless kind behind. My suggestions:

    -M/k: remove cd of stars of light again? Burst aoe dmg was already a disaster and by far the worst out of all mages.

    -M/ch: As Persil said, the worst mage but in all terms, most unpleasant to play, worst dmg in most parts. This class was reworked and used to work good but with all the post changes to mages over the last months (and also to other dps), this class have huge problems.

    We lose half of our possible static fields because our main instant skill require a bleed first. 2 possibilities, Voltage seize should make that bleed spread as aoe to other mobs (same mechanic as is planned to d/r). We cant afford to lose minimum 1 static field per mob to add a bleed. Another option is change voltage seize to a single skill not part of a "combo" and reduce cd to 1s like most of mages have. Numbers can be reduced if its too overpowered.

    Turn plasma arrow into instant skill, 8s cd (3s cast for a buff skill is a disaster and worst thing out of every class I ever tested). Keep the rage regeneration of this skill always up, not lose it when we activate static field.


    -M/wl. This class have weird elements. It gets way more wind buffs than fire but ISS aoe and second static field hit do fire dmg (O.o?). New reduce defense buff is a nice change, please remove its gcd so we can atleast try to do some dps in mobs and not just a debuffer. Wl/m is 100 times more fluent and efficient while doing both supporting and dmging. Same problem as m/ch, plasma arrow give a wind buff (mch give rage recovery) but doing static field remove that buff whick makes no sense.


    -W/m: As Laisha said this class aoe is non existant. First step would be get x3 buff instantly and not when mobs are already dead. 100 rage recovery skill from warrior should give that stacked buff (exactly the same as you did on r/p). Once that is done, we can see how much dmg improvement aoes need.


    -D/wl. It was going slowly progressing to be viable (comparing to mage which is what I usually play). Latest mage buffs left this druid underperforming. Also noticed the final skill of the single dmg combo is doing reaaaaaally low crit making the class depend completely on it to do any dmg (in boss burst). Crit hit, you can compete. Normal hit, you are useless and by far the worst dps (assuming boss didn't go inmune before you can finish the combo xD). Maybe improve crit of this skill when Focus of mother nature is on?

    My propositions to get focus recovery on warp charge for example and improve dmg reduction from 80% to 83 or 85% are still on.


    -D/r. As I pointed on my last post of this class, bleeds are as useless as expected. Same propositions I did are still on the table imho.


    -Priest mdps. Dying to have any new about it :P


    -W/k. Yes, isn't a mdps. Tanked with this the other day and aoes have huge problems to get aggro. Any possibility to add aggro modifier to any of them? My gear is plate full sta/hp and is hard some times.


    Have a nice day everyone.

    • Changed Guitar instrument to provide 20% attack speed additionally, attack speed portion of this effect will be overridden by attack speed portion of Lute.

    Hmm why not do the same as sw titles? turn guitar or lute into both buffs, same numbers, no disadvantage to pdps or mdps. I really thought that was the idea behind this.

    But that would make 1 instrument obsolete. Right now some ppl having tambourine, guitar and lute. Yes, for players it would be better, but for the Itemshop? I guess we can be lucky as it is now ( I thought about not sharing cooldown. Than I would also buy rattle)

    Easy, make it double price. They get same diamonds and we are happy.

    • Changed Guitar instrument to provide 20% attack speed additionally, attack speed portion of this effect will be overridden by attack speed portion of Lute.

    Hmm why not do the same as sw titles? turn guitar or lute into both buffs, same numbers, no disadvantage to pdps or mdps. I really thought that was the idea behind this.

    Instruments merge, static field change (I lost my hope when I suggested this 7 months ago and got rejected, never say never I guess xD), d/r first changes.... happy christmas morning to everyone :love:


    Druid/rogue will be a long process, same as dwl is being, to make it viable. I want to give my few suggestion on this rework.


    -Dots mechanic: corrosive poison + necrotic wound. I like this class isn't a d/wl copy and have dots, but dots have a problem on druids and mages. They work for rw and rd (I think these 2 are the ones with dots if im not wrong) because they scale with speed attack. Druids and mages (they only work as mdps warlock/rogue because they have trillions of dark dmg xD) don't scale so these dots will be overpowered as sustain to be enough burst or will have enough sustain and useless burst, they need scale and/or buffs. Focus of mother nature can provide those buffs.

    Another thing, corrosive poison have gcd right now, please remove gcd of both dot skills, we should use them between casts, we cant afford to loose +2 seconds between them.


    -Shadow contract: Increases your maximum MP by 1380.4 and your Dark Damage by 49%, but reduces healing power by 49% for 900 second. Change MP for magical crit (I wonder why it give that useless low mana O.o), increase dark dmg to same as earth. The healing part is old school aswell, classes don't heal anything without wisdom so heal part isn't even required.


    -Mattack buffs: It has 2.

    Changed Knee Ulcer to Curse of Widow; Increases magical attack by 16%. Cooldown: 90 seconds Cost: 40 energy.

    Dark moon, Increases Critical Physical Hit Rate and Critical Magical Hit rate of party members by 625 within 80 radius. Also increases your Magical Attack Power by 25% and Healing by 25%.

    I think dark moon should be a 15 min buff, druids have really low mattack and no ISS so it requires this as a perma skill (dwl have mattack part covered tho). Remove heal part aswell. Probably remove also the party crit buff, make it self buff. Btw bug report, in spanish buff says it give 25% magical power and not magical attack.

    Also a question, how long will knee ulcer buff will be? Please add to notes :)


    -Speed Catalysis: Temporarily raises the attack speed and casting speed of party members within a range of 150 by 20% for 20 seconds. 5 min cd. Change this into self buff, 30% cast speed, 90s cd.


    -Poisonous Widow Embrace. Although I apreciate the change on previous patches, atm is kinda useless. This skill have global cd and require tons of energy, which if we include new dots, it will be non viable. Change into mana and non gcd or turn it into the 3s spam skill because this druid doesn't have any and as we all know, mages and druids require 3s spam skill for burst :P


    -Curtain of Darkness: Covers you in the power of darkness, permanently reducing magical damage received by 10.8% and making it so your Seed of Weakening and Withering Seed no longer require Nature's Power to recover their original abilities. Wouldn't be a bad idea if they also recover a few nature points so they can be used in mobs as a fast recovery source like d/wl have. Maybe 5 points each seed to be similar as dwl.


    Now that we finally are getting into d/r changes and a priest mdps will come (maybe p/r aswell?) I think is time to add a magical 1 hand hammer into rofl weapons list.


    Regards, Madoxx.

    Yes, that is a big problem. In a mdps party, mage have no chance (I don't use m/w, I would cry if we had pdps party, would be even worse xD). I could keep up as m/s as I said the other day but since latest supports change (my pet isn't op anymore) and m/s nerf, I can't. Almost in every situation warlock perform better in our runs. Some mage subclases can compete in X things but warlock end up destroying them in overall. Wl/ch, wl/r and wl/w, the 3 beat my mages xD. Wl/m have insane sustain with lower dps party.


    Also want to report a bug on d/wl. We can't use ancient water and body vitalization together anymore. Please fix this, skill was modified into a normal selfbuff for a reason, it returned to previous state before balance.


    I went back to use mch yesterday because dwl was bugged. It was terrible. Idk if rest of classes are super overpowered or class got so many nerfs that became useless but I got humilliated by a wd/d and a warlock in every possible way.


    Count me in about mdps/pdps titles, even guitar and lute should be the same. Distance dps have way easier way to play music than melees.

    Wanna type couple of things about d/wl again.


    -Focus issues. Please make some kind of skill to recover focus.

    -Dmg reduction, 80% is still so low. A plant one shotted me today even with unicorn, finished gear and every possible potion. That can't be, it doesn't happen with any mdps i ever tested.


    Edit: spiders poison need to be adjusted for this class, I had a 150k dot xD

    Druid/Warlock

    • Reduced Summon Sandstorm damage loss for each extra target to 6% 8% from 16%.

    We didn't test yet? xD


    • Changed Thunderstorm to create a thunderstorm in the designated area which inflicts damage 3 times within next 2 seconds instead of channelling at the location.

    This was a good idea.

    Hey, I wanted to ask if it could be changed that Warlock looses Psi outside of combat. In some cases when it's combat and you want to go into willpower blade stance or willpower construct stance and the mob dies you loose 1 psi and you can't go into those stances (I know using experimental Dwarven Ale solves this problem). It's in my opinion unpleasend to play. In my experience Warlock's are one of the weaker classes right now, because of that it wouldn't inbalance this class.


    Regards

    Its probably your play style and since whole Sacred liked this comment, that confirm it. Warlock is top mdps in our runs and one of best dps. Wl/r and wl/w even wl/m are top dps in overall. Guess we have less big pulls and more sustained dmg. The new perma aoe is insane in not so fast/pull everything runs. Only mage I can keep up is m/s and is because pet goes wild with supports (maybe that is gone with last night patch tho :P)

    After seeing you are planning to make rofl harder, doing tons of nerfs in next patch... What about implementing hell rofl mode instead? Making harder ini with same loot 8 months after instance is out isn't fair for those guilds without golden gear I think. If you want more challenge make a new mode with extra loot so strong guilds can have fun and those in the process don't quit. Server finally have good amount of people, I wouldn't want them to leave.

    • Added physical attack, attack speed and bad luck aura to Nayat, Siddartha and Krishna in Realm of Forgotten Legends Hard Mode.

    I really hope this bad luck thing isn't about boxes rng because is already a disaster. We spent 22 minutes the other day to do the freaking event cose most boxes appear outside the room or never match our buffs.

    • Changed Khat in Realm of Forgotten Legends Hard Mode to electrify everyone in room if someone gets catched by a small lightning.

    Idk what that electrify thing is but I really hope you fix those small lightnings bug before applying whatever this change is.

    The only important thing here... which mage was Persil? #Makemagegreatagain! :D

    On 93% perma cast this class have (without extra casts skills or potions) earth arrow is better for few reasons.

    1. Is faster so less chance to lose a cast in the process.

    2. Isn't part of a combo so you don't need 4x 3s casts to get full dmg like the combo of this class require.

    3. Crits. All casts do the same dmg. If your final skill in combo isn't crit, you are fked.

    Bosses get inmune phases, mobs die fast. Right now class is designed to have a good sustained dmg aoe and single. In small partys with low dps is where class perform better (because it has no burst aoe).


    When you are buffed, your 3s spammable cast dont recover nature points. Biggest skill have 6s cd which means you can do 8-11 toxic arrows and combo will only recover 3 points, not 8-11. That is assuming boss didn't get inmune before you can finish it (I dont include mobs because you can't achieve a full combo unless you are playing alone xD).

    For me, 2s earth arrow is a great dmg resource specially in smaller partys where bosses require more then 30s to die.

    Im not against a perma 0.5s cast but, dmg need to be the same as it is now atleast or it would be a nerf.

    Druid/Warlock

    So maybe you could change the cast time of Earch Arrow from 2 seconds to 1 second so that it can be casted with 0.5s on targets.

    It is already a perma 0.7s cast. Reduce its general cast to 1s mean dmg of the skill would be nerfed so this wouldn't work in endgame unless they double its current dmg.

    Isn't a magical tank when you have plate with physical attack and physical dmg, is a physical tank like the rest of tanks in game. With plate + staff you will do 0 dmg and 0 crit so unless you give him a 1000% extra aggro it can't never work.

    Now, create a new cloth or a new plate with some mdmg, mattack and +aggro instead of -aggro bonus and this class could be interesting.

    I don't get the changes to mage/priest's Rising tide, why? Despite being able to be cast on the run and a slightly lower cast time than Tide burst i don't see why i would use Rising tide over that, Tide burst simply just hits harder.


    Where does it fit in my rotation now? Before it was a filler in the same vein as Fireball. On trash i mostly just use Aquatic storm anyway.


    Any tips from more clever ppl than me is most welcome.

    These kind of 2s cast skills work good on classes with good perma cast like d/wl, d/r (would work), or m/r (would work aswell). Even on m/s when pet have full stacks on (so only on some bosses). It requires +93% perma cast to make it even affordable to use. For mage/priest? well, is a waste. This skill should be instant without gcd to use with static field, not a cast.


    Another thing I forgot about d/wl yesterday and repeat myself. Please increase dmg reduction to 85%. A mob after b2 just hit me 250k with the tail cast yesterday when I have 180k hp, in any dps it would never one shot me, on dwl it almost one shotted me twice XD

    Couple of comments on druid/warlock.

    • Increased Toxic Arrow base damage by 50%, fix damage by 233%.

    This change allow us to have a burst single dmg like other dps and it works. Couldn't test organs, that boss hates me xD

    B1, B4 and B5 burst is fine.


    I still find 2 major problems on this class making it way below almost all rest of mdps.

    1. Aoes. It has no burst aoe, its non existant. In a normal party that is a huge part of our overall dmg, +15-20% without doing crazy pulls.

    2. Focus issues. All /wl mdps im testing have this issue. Wl skills are made to use in a class which have focus recovery (like main wl does). Even with s/p in party im always close to 0 and can't barely use the nature points restore skill because I have no focus for it. Those skills are changed to poison so having problems to use them make no sense imho.

    My suggestion, change warp charge from 20 focus cost to 10-20 focus recovery and see if that is enough.


    Regards.