Posts by Madox

    Few thoughts about this year balance and where things are going.


    Overall im happy with the job done so far, mages are viable yuhuu, thats a win. Rest of magical classes? Disapointing.

    I see you guys are focusing a lot of magical classes into "sup" material, we keep asking you to stop, to change that but is just simply like talking to a wall.


    -Mage/rogue. Class is missing dmg, we asked to remove what you call sup potential and make it proper mdps but no, instead you give the sup buff a bit more dmg?

    -Warden/druid. Same. It was a great mdps and could be hybrid magical tank. Ignored all our comments and turned this class into a small support with low sustain, not good single burst and terrible aoe burst. Btw, magical tank is gone, hybrid and full tank gear.

    -Warrior/mage. Useless. Zero aoe and bad single burst. Aswell really low mattack.

    -Knight/mage. Well, already talked about this few weeks ago, still no improvement on any direction dps or tank.

    -Scout/warlock, everyone is using it. 3 nerfs in 3 patches. It will end up being useless at this way in couple of weeks, like happened to m/r and wd/d over the last months.

    -New change on mages 5 min skill. Some mages needed 60s of bursting to reach other dps dmg like in last boss or organs, now mages like mch or mr with low single burst pontential are screwed. Consider improving the dmg of those classes 3s spammable skills.

    -Druids: warlock and rogue... I hope we can make them viable dps.

    -New warlocks. Please, please, please give us mdps! not supports!!


    As a lot of people suggested, I would like some info on why some changes are taken, some feedback from Byte/Thor on why they turn down our propositions and do literally the opposite. We are the ones testing 24/7 every possible combo, give us atleast some credit and imagine we know a bit about the things we are proposing.


    After this book, happy new year to everyone :*

    Few comments:

    • Reduced Unity with Mother Earth cooldown time to 60 seconds.

    Nice try but, most of the times useless. We already have more than enough crit in mobs and can't afford to stand there xD. In boss might help I guess. This should give something else worth to use.


    -Druid/warlock, I suggest to change cd of Focused in Nature from 30s to 10s. Atleast this could help us to manage nature points from aoes and spammable combo skills. Right now is insane and didn't do anything to fix it.


    -Druid/rogue, Im glad you guys didn't forget this is a dps (or should be). Would like to see same change as dwl in aoe dmg with some kind of nature point management of it aswell.

    • Changed Magic Turmoil to increase magical damage by 20.8% instead.

    Good start although it still misses a bit mattack boost somewhere. Waiting to see what you guys do about its burst potential since is 0 atm.


    -Warden/druid, speed attack formula is just not right. It requires lute+stimulant as extra attack speed for wand to equal staff dmg. We will need to use 2 dif weapons depending on our buffs every minute? that doesn't feel good.

    Count me in for casting speed scale.

    Hi

    We have a magical knight warrior scout guardian but we don't have a magical rogue. Why? Can be change the damage of rogue / knight to mdps (element light). This will diversify the magic branch of classes. I hope this idea will get support from other players.

    I would prefer a fix or balance on wd/d, w/m, d/wl and k/m before anything xD

    Did some rofl tests with mage/rogue (didn't try in a long time). Aoe dmg was ok, sustained and burst. When there are more than 6 mobs it starts to do decent. Single dmg? damn, that was a disaster. Both sustained and burst was trully terrible. My suggestions, stop treating this class like a support.

    - Giving this more dark dmg or mdmg would make the aoes too strong so, do magical shadow stab without global cd with good dmg (similar to m/s shot or wl/r shadow stab) so our single dmg isn't that depressing.

    - Remove 5% dmg buff for party.


    Right now is a mix between bad dps and not so important support.

    Druid/warlock: First of all thx for this new damage reduction, will need to test if is enough to survive tho :P


    A few things that should be changed. Before I can properly test in rofl, so idk how dmg will be.

    1. Sandstorm, is still bugged and require 5 nature points per use instead of 1. Please fix this.

    3. Sandstorm doesn't have dmg reduction after every mob so if previous point gets fixed and skill is too op, will need to add nerf like rest of dps have on their aoes.

    4. Surge of Malice from warlock isn't included as poison dmg like s/wl have (for example), it probably should be included.

    5. Body vitalization, in case the class needs more sustain, change this skill to 30s and 60s cd (like most of similar skills in game) can help fixing it.

    6. Combo toxic arrow + nature's poison should be changed from stacks into a target to stacks on us. Seriously, cast 4 stacks on a mob will be impossible :(


    Btw im glad nature points now properly give dmg as it should, thx for that fix.

    Time to test!


    Edit: Now that i think deeper into this while doing a proper kitty, the burst on this class can't never work. The only 3s cast skills are toxic arrow (remove nature point) and nature's poison (restore max 3 nature point, 6s cd). So, without even considering how the dmg is, we will need to spam 2s casts most of our burst because we can't use 3s casts. Unless Ale potion restore nature points aswell, this design won't work in any burst.

    About that class, I had the feeling is lacking some sustained dmg. The class itself doesn't have much earth dmg and the spammable 3s skills is one of the worst. I would to change the earth barrier from 20s (2min cd) to 30s (60s cd) like other buffs this class have and see how that work.

    I wonder if they would turn this class into a proper magic tank. Right now is a mix of physical tank, a try of a dps and at the end, isn't good on any of them. Im kinda sick of "white hit" dmg classes... They should do like wd/d (btw is still bugged waiting for a fix) or s/wl, turn everything into elemental dmg and magical hits.

    And please, change guitar icon is so so so annoying not knowing if I have guitar or lute on xD

    And they still keep nerfing mages xD.


    About mages being better than pdps with low gear, that is mostly the m/d because it has tons of mattack. In endgame mages are not better than Scouts. So 2 solutions, improve your gear or play mage if you want to be low geared forever.

    As they said, casts classes are in disvantage on a lot of parts of rofl and destroyed in most of lower inis when we can't even cast. Stop crying about mages being Gods and scouts suck when is not real.

    Please read my comment again. Grox said the reason of disabling au was because new people get it as the first thing to do on this game. I know for sure that is not true, thats why I was being sarcastic, new people do not need au. So no, im not telling wrong things.

    P.S. addon isn't broken or not working anymore, it was 100% working. Author is a friend of mine and im sure he isn't happy when all his work go disabled because 10 people reported a MIGHT (yes might, not always lets keep this in mind) crash when who knows how many conditions get together. Well those people shouldn't use it until fix it (i repeat, for them. For the rest of humanity it has no problems).

    Disabling an addon because 10 people have a problem with it when rest of server don't, makes no sense. Stop pissing us off.

    Btw Grox, fps problem isn't solved at all, its worse every day. Even doing mirror world is becoming a challenge nowadays. Every patch we get with "improved fps" on notes make us lose even more.

    Don't take me wrong, I imagine you guys had your thoughts when you disabled it, and i really hope for the sake of the server isn't the one you just said. Right now you publicly admited that you guys prefer 1 random person who join the server for the first time (and ofc by magic that newbie will want to download au, cose every newbie do that on their first hour of game, ???) that all the hundreds of players who relay on it to play this game.

    If the reason you give would be the real one, couldn't you just do a warning on the download of the addon? Stop the downloads until is fixed?

    Extended Action Bar, for example, caused a 70% perma fps drop and noone warned about it. Wtb, isn't disabled, you can use it on your own getting terrible experiences.

    Imho you really should think more on your current players next time you wan't to do something like this.


    Regards, Madoxx.

    Disabling AU was a terrible idea. It makes no sense paralyze most of the server running instances again just because you found someone who crash I guess, well we crashed millions of times for years and we were still able to play. It worked perfect for me.

    Other addons cause way more problems and we just had to wait for a fix, they weren't disabled.

    #FreeAU

    Mages have been useless (except mwl as support) what? the last 4? 6 years? All we had was 1 class warrior/mage (not even a mage itself) with 0 aoes. Even Scouts were almost the only option for years in Tikal-Inferno times. Now we can finally play as main mage (new warlocks aren't even here) while specially chains have tons of main classes to try. But you cry because we got a magical scout, well sorry but I can't understand it.

    Every class have atleast 2-3 combos that are really well balanced, other classes even more. I think they are slowly balancing the field so everyone can enjoy as much classes as they can, we are now more balanced than this game ever was.

    My opinion is if you can't reach the potential you want isn't the class fault, you are lacking gear and/or performance improvement in your play style. Also depends on which instance are you comparing this and what kind of damage are you looking for, a class can't be the best in sustain, aoes and burst, you need to pick what do you prefer and follow that path with the class more suitable for you.