For me is new p/d and d/p, specially if I don't have anything in target, game autotarget the heal who healed me and fps drop from 40-50 to 10 xD. For example in b3 while waiting if I keep my cenedril in target fps don't drop.
Posts by Madox
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Druid
- Increased Summon Sandstorm radius to 60.
Druid/Warlock
- Increased Toxic Arrow base damage by 50%, fix damage by 233%.
Thx! Im dying to test this
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Question to Byte. Priest have some mdps ISS. Is there any plan to create a mdps priest?
Regards.
Not certainly planned, but we can see such rework in future.
Thanks, can't wait to see it
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Question to Byte. Priest have some mdps ISS. Is there any plan to create a mdps priest?
Regards.
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Warrior: Increases physical damage by 5%, physical critical hit rate by 2500.
Mage: Increases magical critical hit rate by 1500, magical damage by 1%.
Hmm guess someone love warriors? xD
Btw this force us to use this skill, m/ch needed 55 ring rage ISS... now I dont have space for it. You need to improve its rage management like for yesterday like swl have. Class is already sad, low matt, worst single burst, worst-painful-horrible plasma arrow and its burst aoe which was the best, now is nothing compared with some other mages, all this in a mage that needs to play melee xD This class have no buffs so it was a good sustained dmg class, now there is no reason to use it at all.
Mages have much better iss than Warriors in general. 8% from 99, 15% more int & 10% more mdmg from 75 one. So I'd say it's fine that the new one for Warrior is better.
They are doing the balance assuming those "bad" warriors ISS, we will see if this free 3% dmg will come with a nerf for some combos So doesn't matter if mage ones were better or not, they are part of whole package of the class. And wasn't a complain, just surprised for that huge boost comparing with all ISS rest of classes got.
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Warrior: Increases physical damage by 5%, physical critical hit rate by 2500.
Mage: Increases magical critical hit rate by 1500, magical damage by 1%.
Hmm guess someone love warriors? xD
Btw this force us to use this skill, m/ch needed 55 ring rage ISS... now I dont have space for it. You need to improve its rage management like for yesterday like swl have. Class is already sad, low matt, worst single burst, worst-painful-horrible plasma arrow and its burst aoe which was the best, now is nothing compared with some other mages, all this in a mage that needs to play melee xD This class have no buffs so it was a good sustained dmg class, now there is no reason to use it at all.
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Did few runs with druid/warlock. Last changes improved a bit the single sustained dmg in mobs, now isn't that disaster as it was before. Aoe and single bursts? Terrible.
Burst aoe: I really think the 24% aoe nerf in Focus of Mother Nature was not necessary. Sandstorm already got a 20% nerf in the skill. Also please increase the radious of sandstorm, 40 is trully low, all classes have like 60, 80 or even 100.
Burst single: To fix this problem I think toxic arrow dmg should be increased, right now 2s cast earth arrow is doing same dmg as 3s one, even with poison nature doing crit, we cant keep up with any other dps burst. If it doesn't do crit or boss go inmune, we just go to a corner and cry
Dmg reduction of this class skill should be increased from 80 to 83-85 and see how that goes, I need almost perma unicorn, good hp rela, hp 1h scrolls and w/p in party to not die one hit from a plant xD
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Quote
Increased Beast Awakening wand attack speed scaling by 10%.
So I did some tests and something seems really buggy.
Raid XIII (20,4% attack speed): Increases damage ~7%
Lute and Strong Stimulant (25% attack speed) : Increases damage ~ 26,5%
Elven Agility Flask (20% attack speed): Increases damage ~18,3%
I didn't stack them (e.g. lute and strong stimulant at the same time) but these damage increments seem rather random.
Greetings.
Yes, raid rune is the problem. The rune itself barely increases the dmg, almost no dif with or without rune in dmg (ub). With lute + stim + rune, cc hit is 11.9kk, same buffs without rune is 8.9kk. So I really think rune only work once you reach enough buffs, as sustained dmg is useless (another reason to change into cast speed, it works differently, all buffs count and not only when you are full buffed).
Talking about Increased Beast Awakening wand attack speed scaling by 10%:
This change doesn't affect the rune as I said earlier. My dmg ub (just rune in, no buffs or pet) was 5.686kk with cc, after the patch and that increase is still same 5.686kk. It starts increasing the dmg with rest of buffs, summoning pet is 6.259kk before patch to 6.316kk after.
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Is that fix the fact that there is now a cap at 0.5?
Greetings.
It is a fix for an issue that was reducing your damage when your cast speed hits to 0.5 cap. When this happens you were experiencing 2x damage multiplier instead of 6x.
Greetings
What % cast speed do we need to reach that "0.5s cap"?
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- Increased Beast Awakening wand attack speed scaling by 10%.
Isn't affecting raid rune from weapon. Ub I do exactly same dmg as before patch, please fix. Summoning pet I start hitting a bit more. Still need like 20-25% extra speed attack (stimulant) for wand to make same dmg as staff.
My suggestion is still up, change this class into cast speed and not speed attack. We are wasting a talisman (curse) and upper set bonus.
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Couple more opinions:
-D/wl: reduced dmg taken from 90% to 80 is a lot, im getting 180k hits from a plant when i barely reach 190k with unicorn and every possible buff...
Edit: spider bleed should be reduced, one is 100k and the other like 60k xD
-M/S, there is a skill stopping our music, I think is fire rose?
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Another bunch of propositions mostly for mdps I play. Need to test wd/d and d/wl before talking about them again.
-W/M: Imagine how it is to lose 3 seconds stacking up electrical rage every 10 seconds if we have nothing to hit. Please remove its gcd. Aoes of this class are really low which are even lower in most places because we need to do them without stacking x3 properly.
Mages:
-M/S: Although I really apreciate the increased dmg of the pet cast, it only works in bosses because they aren't moving. During the ini it barely does any hits on mobs, idk how could you fix it but it would be really cool if you make it usefull like rest of pets in game.
-M/Ch: 2 problems. Rage management and like always, plasma arrow disaster. I always thought an elite skill should help the class and not harm it. If Electric current arc is there to help the class, it should make plasma arrow instant or lower cast, not higher. This skill is just a pre-buff skill, we don't care about its dmg. The 100 times (150 if Im not even able to finish its cast xD) I use it during ini I just suffer.
To solve rage problem increase static field recovery rage per hit to 15 and/or change Electrolysis Power (still old useless skill from before rework) with something similar to Enraged from warrior.
-Now the holy trynity of crap sustained mages M/WL, M/R and M/P. They have their good things like supporting (MWL or MR) or awesome burst (MP). Any increase in their single dmg sustain, like I asked millions of times, would make these classes more atractive. Remove rising tide cd (mp), magical shadow stab without gcd (mr), or improved soul pain without cast (mwl) could help them. If a nerf in their op things is needed I would prefer that than being mostly afk most of ini because mobs dmg is non existat (except tons of aoes for mr and mp ofc). Im more of seeking balanced classes than having some of them doing incredibly overpowered things but terrible in other stuffs.
Good thing, m/wl 30% def debuff rework its awesome, thx for that.
-Bug reports: Warrior/priest, berserk dmg isn't working well. Idk if the range is too low or there are other buffs bugging it but I tried in a few runs yesterday with an alt and most of the times i couldn't get the buff on my main character.
Another propositions: w/p, make 491466 raid buff, idk why is still group buff. Wd/d destruction blade 10% mattack, increase its range, atm its only for melee mdps and that is only mch and wm.
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it will also be possible to use the multitude of class combinations sensibly so that you don't always only have players in the groups who play one and the same class. The time when there are 5 champions and 5 rogues running around in a 12-man group should come to an end at some point.
All classes have their pros and cons and there is still a lot of space for improvements but it was possible to run with dif classes already 6 months ago. In our groups noone repeat a class, it took me 5 months to see another mch with me to discover a bug when 2 players use it at the same time xD.
People just use the easiest class or what they think is the strongest one and all copy to each other (maybe out of laziness for not trying new things? Idk). I think is their fault more than a lacking of good classes since summer.
Regards
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While I agree that notes of all changes would be nice please remeber that "we" and the devs don't agree on anything. We just provide ideas and even if they appear in the planned change log..
Greetings.
Then they should stop wasting our time, I prefer being ignored like the last 8 months than they agree on something on changes log and don't do it later
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Too many changes without notice... warlock aoe, druid focus of mother nature it has 90s cd (you added that couple of hours ago without any discusion), also never tell you can move now. Mage/scout distance of pet cast is partially fixed but never said in notes either. I really expect more profesionalism from now on because we have this new system where we tell our opinions and you actually listen and is dissapointing we have to discover things while we play instead of getting detailed notes of ALL changes ignoring things we agreed not to do or do.
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mage/scout pet needs less aggro buff
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I don't see the need for it, since if it comes to your stats, you could just choose other gear and there you go.
Because is a magical class with physical aggro skills, thats why Other gears aren't magical. I don't think im asking for something crazy.
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But I really dislike the idea of mixing roles with gears. Imho tanks should use heavy (plate) armor, dps use chain, lether and cloth and healers cloth.
I really think you are confusing our game with other mmos. Gear (plate, chain, leather, etc) in our server means almost nothing, all depends how we stat it. Im not asking for a magical tank that can tank like champs with dps gear (in this case cloth), wasn't my suggestion at all. Im asking for a magical tank full stamina/def statted but with cloth (purple pieces) because there isn't a cloth dedicated tank set. Physical classes could use leather or chain (doesn't require plate) with a knight to tank, I want the same chance with atleast 1 tank class.
Regards.
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Knight/Mage
- Changed Holy Light Domain to generate 10% more aggro if a shield is equipped, fixed its description was wrong before obtaining level 40 elite.
I want to propose to modify this tank into magic tank. We don't have proper aggro sets so change this class skills into magical will allow us to have atleast 1 magical tank now that wd/d magical tanking is a disaster while losing 65% mattack.
Knight is usually requiring ISS, they will need a magical adapt aswell. It might not be easy but since you are changing ISS these days, I think is the right time to ask for it.
Have a good day.
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Mage/Warlock
- Increased Soul Pain damage over time by 400%.
This change tells me you think of this class more as an dd than a supporter, which I really like. This increment is a nice adjustment to the already good damage Soul Pain deals with it's initial damage. The main problem I see is that, as already mentioned in some earlier posts, currently the trash dies so fast, it's impossoble to apply Elemental Extraction which is why you mostly use/have to use Soul Pain (1-2sec cast won't even finish casting, depending on the group). That leaves you pretty fast with no focus (and the fact that you are almost always moving doesn't help).
So I suggest you let a skill,e.g. "Energy Influx", recover focus, which would help this classes damage, especially in the trash, and it's sustain damage.
Greetings.
This skill should be instant without focus problems and without gcd so we can use static field at the same time. Is the only option for mages to do some sustained dmg.
Exactly the same for mage/priest. Remove the priest tide skill cd so we can spam it (probably increase its dmg since is really bad).
Add m/r and shadowstab.
Lately with big partys and everyone finally golden finished gear im having really huge problems with sustained mages like mch or ms to catch up in overall dmg with some pdps, or some mdps with short buffs like mwd or cast speed related like swl. I'm wondering if at the end we will need same cast speed modifier for all mages (like pdps have) and start balance again. Not in burst 3s skills but in static field and the spammable sustain skill we use in most classes.
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Changed Elemental Extraction to Forgotten Black Magic, Decreases targets physical and magical defense by equal to 70% of your magical attack. This value can’t exceed 30% of targets magical defense.
-- Basicly I like this skilldesign, but I dont really know if is change is for the better or worse.
I disagree with Madoxx that this class is doing low dmg compared to other mages. It just deals SLOW dmg, thats why it is underperforming in current "endcontent". I have quite outdated mage gear and always did my best dmg in Jerath event with this combination, even compareable dmg with other mage combinations with stronger gear.
Would be sad if you didn't do that, m/wl have one of the strongest burst single target out of all mages. Most of dmg in rofl isn't organs or balton As I said, mobs dmg which is probably 80% of overall dmg and, in my opinion, what I care about for a dps.
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Perma combat is happening again in the last 2 days, worked only for a few hours
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Please consider that this list doesn’t represent the actual patch content and might be different when patch is released.
Lets hope! Because I have no words.
Mdps changes.
Good things, thing sorry, there is only 1.
- Changed Voice of the Sea item set skill to transfer remaining cooldown time of Elemental Catalysis to itself.
Smart idea.
Now let's go to the terrific changes which I hope none of them appear.
- Decreased Weapon Guard item set skill received area damage reduction to 5%.
After making w/m atleast viable, now we cant even go melee until b2.
Changed Unity with Mother Earth to Focus of Mother Nature, increases physical and magical damage by 30%
That might help a bit during burst, although toxic arrow dmg should be increased. Full buffs it barely do 9kk hits on best scenario, its ridiculous.
but reduces area damage by 100%.
Honestly, what are you thinking?. In druid/warrior maybe? D/wl used this skill because it was keeping nature points while you had it active, I guess was a bug instead of a non noted change. Remove the non moving thing...
Druid/warlock
Increased Summon Sandstorm damage decrement for each extra target to 16%, set empowered damage to 4080 instead of 3614 + 1240.
This skill needed an improve in radious not a huge nerf in dmg.
Reduced Toxic Possesion received damage decrement to 75%
You should be so carefull with changing this skill, class barely reach 200k hp. Doing big nerfs on it would imply we can't even test it anymore.
This class was already the worst dps I ever tested. If these changes are made it won't be viable at all. Class need burst improve not these nonsense nerfs.
Warlocks.
- Increased Weakening Weave Curse cooldown time to 8 seconds.
This skill is basic not only in warlocks main but in warlock as second class, are you sure you thought that change right? All x/wl need aoe nerf?
Mage/warlock
Changed Elemental Extraction to Forgotten Black Magic, Decreases targets physical and magical defense by equal to 70% of your magical attack. This value can’t exceed 30% of targets magical defense.
Question, is this class a dps or a support? It has the worst mobs dmg on game just to put a debuff on bosses. Now we need best mdps gear to do it? That makes no sense, supports should help non geared people to join runs while they feel helpful, not require golden gear just to use a debuff.
I like we have notes early assuming you do it to know our opinion and that you will listen to us (finally?). I'm so so so so horrificaly disappointed with all these mdps changes.
One proposition, change Warden/Druid scale to cast instead of speed attack. We are losing curse rune in talisman and cast speed from upper set. If we are mostly a mdps support, it makes no sense we have to play lute. Did you find out why staff is better than wand until we are almost full buffed?Also increase 10% mattack buff range to 200, you won't ever find a mdps on 70 range of the mob xD.
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Before anything, thx for the changes on our lovely forgotten w/m, thought I would never see it again
Few comments before testing in rofl and some propositions.
-Dwl, although I love earth arrow as sustained skill dmg in mobs with fast cast will help us a lot, the combo of the class is so sad. Now we don't need to bother about it, only if we have burst in boss. Rest of ini earth arrow + sandstorm and GG. class difficulty just went to the floor tho I suggest toxic arrow dmg should be improved aswell.
About Unity with Mother Earth new duration, lets see if its enough to improve single dmg burst on bosses. For burst aoes I still think this skill should add some small extra dmg to our skills like m/wd have but smaller.
-D/R, class require that new mattack as passive, not only 25% of the time. Druids don't get mattack from anywhere. Class still missing burst buffs and aoe fix (nature points and increased dmg). Also propose to reduce poisonous widow embrace energy cost to 10 and remove its gcd. Lose all nature points on this skill isn't realistic and not worth at all.
-W/M, before testing its dmg which it can be improved or nerfed just changing the numbers if its necessary, for the class design, I think it is a good idea to have Electrical Rage without global cd so stack up x3 dmg isn't a tragedy specially on mobs.
-M/S, add myself to Laisha's proposition, ISS to restart 5min skill should have same cd as the other skill or reducing cd from 4min to 3min is an illusion just to make people think reducing 60% dmg to 48% dmg on it isn't a nerf. Thx for starting to fix this pet. Still 2 bugs, distance of the skill is 80 and not 200 as it says. Gear, guitar, potions, nothing affect this pet casts (except its own) when warden pets do, make it equal.
-M/R, if we can't spam purge anymore what should we use? Rest of sustained dmg skill in this class aren't even enough. Give a non gcd spammable shadow stab.
-M/P, same proposition as m/r. Aoes are fine but, single dmg (sustain) is non existant. Add spammable non gcd rising tide with decent dmg for those cases.
-M/Ch, please remove extra cast on plasma arrow, is depressing to play this class lately. Hard to finish its cast and huge rage issues, specially in squishy mobs. Increase static field rage recovery like you did with focus on s/wl.
Is really good to see class balance isn't over and devs are back to work even harder. Keep the good work!
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Druid/warlock:
Did a few rofls with it. There are a lot of aspects that are well balanced, it has good survival, it has good mattack and specially it has decent aoes.
-Aoes: are good as they are now, so to fix the other problem this class have, I hope aoes don't get overpowered, they are really balanced imho now. Even with the 5 NP per use, that make you think when to use them and not spam them without control.
-My previous proposition to reduce cd of skill which give 10 NP to 10s. I take it back . With 30s it allows you to do some burst aoes and that should be enough, they have good dmg.
-Main problem of the class (and is a huge problem), single target dmg. Is reeaaaaaaaaaally low. Earth arrow, toxic arrow and nature poison dmg should be increased like 20-30%.
-Also single burst potential is low, almost non existant. I suggest to increase fusion with mother earth from 15s to 20s and while is on, make skills do a small extra hit, for example. Have to remember this skill is pretty useless unless is used in boss.
-To control NP during burst I would suggest that nature poison (the skill that finishes the combo) should recover 2x of NP it gives right now.
In general I really like the class.