Reach level 20 and you can learn a third class for free in Varanas. To learn the other 7 you will need a scroll from item shop.
Posts by Madox
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About this change:
Are you sure you implemented 10% base critical hit chance in both skills? Toxic arrow is 10% higher in whole ini (83% vs 73%). With Nature's Poison skill I barely had 33% crit in Balton. In Astaroth is 80% toxic arrow vs 60% Poison. Something is clearly wrong with this skill. That 10% isn't working at all.
In organs where they have really low crit resist, toxic was 93% vs poison 87%.
About the class itself, still terrible in aoe burst (b2 mobs and lake) and have problems in balton-astaroth (unless crit thing is a fail and is fixed). It has other good things like organs, there it is really really good (one of best mdps). Or buff up where other dps cant due to its 90s cd skills, that help to catch up.
Isn't a bad class but at the moment, under most dps. D/R which is supossed to be half support, is better than this one.
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Regarding Mage/Warrior:
Issues:
- Mana costs for aoe skills are still very very high resulting in heavy resource depletion if you are not playing around it with various supports.
- Why would you play around it? You wouldnt because its dps is only average and the class doesnt really offer a lot of benefits to the group, which other classes wouldnt do anyway.
Ideas:
- Lower its aoe manacosts again.
- Change the passive lvl 50 elite skill "Windbastion" (id.: 499486) to something that adds magical dmg to a 2h sword. That way the class would be played with a magical 2h sword every time and it fits its design more in my oppinion.
~kind regards Noodlez
Edit: Mdps players would get to experience how it feels to be a chain class player, which is as usual the strongest and most broken armor type.
I guess you mean warrior/mage? For a moment I was super confused
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I didn't use a single perfect 100% stone, ever. What RNG is in these stones? aren't they perfect 100% already?
RNG in random stones is literally the main problem of the whole system, you should be focusing on these, not in perfect ones.They have no RNG, they increase 100% by a fixed number. But the higher the stardom on the card, the higher that number will be when using 100% stones.
Better cards - easier and faster to make the highest numerical values, both at random stones and at 100%Good thx!. Still, those nombers should be public and transparent. Last patch we had many "good" improvements and at the end they were a scam when we did the math. Please, made them public so we can see that system is really improving and there aren't back doors to fool the people.
In general it looks promising, thank you.
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Would be really nice if we have acess to those real numbers. Like with 0 stars, 1, 2, 3, 4 and 5 how "better" RNG is.
We won't promise or guarantee anything, but as far as I know we will make provision for this. At least if we are talking about 100% stones, how it will be for random stones is still unknown.
I didn't use a single perfect 100% stone, ever. What RNG is in these stones? aren't they perfect 100% already?
RNG in random stones is literally the main problem of the whole system, you should be focusing on these, not in perfect ones.
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Stardom for monster cards (a kind of ranking system). It will increase the chances of getting high numerical values for attributes, and also allows cards from the main deck to be available in additional decks.
Features
- Changed GUI in the Card Book.
- By default, each card has 0 stars. A maximum of 5 stars is possible.
- To increase the star level of the card you need:
- Kill a conditional amount of a particular monster, on the card which you wish to increase the rank.
- Get a conditional amount of a particular card and spend them in a special new GUI to increase the rank.
It sounds really interesting. What I liked from the first days of cards system (and it got removed) was farming ALL mobs of the map several times. It seems if we want a cheaper & better RNG we will need to do that so, for me is a HELL YES.
- Unique (ancient) cards do not belong to this system and will automatically be available on an additional deck without any manipulation.
- Cards from various events, quests, and any other places that may be in limited supply also automatically become available for additional decks.
GOOD! We still need to see the list but that is a really (really) good solution for me. Farming normal mobs is ok if all the quests, events etc are in my second deck already. Question, are instances included? all of them? none of them? Some are easy but others have some impossible cards.
Properties
- Selection of attributes on additional decks:
- The choice is limited to the attributes of cards from the main deck.
- If you haphazardly collect attributes on the main deck, you won't be able to pick quality attribute bundles on the complementary deck.
- Selecting each attribute requires a fixed number of diamonds.
Hmm could Rake or anyone explain this better? I think I didn't understand.
- The higher the star level on the monster cards, the higher the chance of getting high numerical attribute values:
- When improving with random stones.
- With an improvement of 100% stones.
I like it. Would be really nice if we have acess to those real numbers. Like with 0 stars, 1, 2, 3, 4 and 5 how "better" RNG is.
I still need to see some numbers on the RNG related to the stars level and an explanation of the part I didn't understand but in general, it looks really promising. Im excited.
- Changed GUI in the Card Book.
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I find it weird that you chose to go with 3 whole decks of cards, rather than sticking with just 1 deck of cards but 3 different deck layers. Let me explain (if this has been suggested before, sorry, just consider this post a +1 xD):
Basically you allow the players to put all the 12 stats on the cards (11 normal stats + the bonus all attributes stat) but force them to only choose 4 stats per deck layer.
Implementation shouldn't be that difficult, because each deck layer will be just a simple filter where players can filter which 4 stats they want to have in that layer...
It's still a horrible, expensive solution (unless you make it less expensive & less rng based) but at the very least, people won't have to farm ridiculous amount of cards. You do realize that these cards don't drop easily, right? By the time most people manage to farm just one full deck, they will be grey and in their 80s!
Not exactly the legacy most people want to leave behind...
But then they will need a whole new system to upgrade cards since stones are designed for 4 stats, not 12 That's scary xD
For me just give 3 decks. Make second and third to be rented if you want some diamonds and all cards from first deck (with base atribute, not upgraded or make them clean-empty cards) will go to those new decks. There we can upgrade for second and third class. Stones would be the same as we have now and we don't need to farm the 2500 cards again and again. It's pretty simple tbh, I don't understand why not do it.
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For attack/dmg I keep changing food and compare during the run xD
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This is what I wrote about. Can't you propose changes to us in time? So that we can tell you what we think about it? Ultimately, we are the recipients of the product, we should know what we will get.
Now we will wait another few months for better times? And then what? Will we get another missed patch? Which will give us the same rng but in a liitle nicer form?
We understand your frustration. The lack of premature information is justified by the fact that any changes that are planned can be cancelled, and in turn the player could expect this, as a result, players will be angry. With every new change we get feedback and yes, we do hear players' opinions, but that doesn't always mean that the changes will be exactly what you expect them to be.
For class balance it works perfectly, you put the information after you get our feedback and we can give more feedback on that new information. You do a patch every 6 months because you aren't enough people I guess., I understand. In that time you have many many hours to get our feedback and do a work in progress together, not by your side and then patch it and realize it was a disaster.
Don't use the "players will be angry" as an excuse to not do it please O.o
If you have any doubt ask Byte, he did really decent with this planned change log thing. If also the changes have some extra information on why they are like that, even better. We don't need many patches over the next 2 years. Just 1 proper patch.
Greetings.
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Ok few comments about the changes.
1. Added 3 decks. With NEW 2500 cards to farm, again. I don't know how you didn't see this was a problem. You have any idea how much time and money do we need to get them? Boy put your wallet on the table moment? Im speechless how far from your community you are right now.
2. System to use the stones. Well is a change. For me, who already used the stones before this, is just a different way to use them. Not good or bad, just different.
3. Reduce the number of stones in the system. Many people asked for this and it will make it easier to understand. Is a good change since more people will try to use it. After a few tries they will still run away since most of the things we asked, well, were ignored. For me, this reduction in the number of stones is pointless, I will still use the same stones as I always used.
4. RNG. You reduced rng, better the stone, better the chance to get good things. I guess we won't see any numbers on how "better" it is now right?. Just tested blue currency, I guess it isn't part of the "good" currency. RNG was as bad as always, 70 (change the value on X atribute) stones to get 1 single atributte close to 80% of the max value (in this card was 16). I didn't even get higher than 11. This is a HUGE problem, can't wait the moment you see this. (btw this was 310 diamonds wasted and didnt even get 1 single atributte).
5. Reduction on stones prices. Let me put it in other way since people will get scammed reading patch notes thinking is an awesome change. Spoiler, it isn't. Here is the final math (private store):
Thank you for the green value, it got better. Blue and purple which are the majority of our spending money problem (specially blue) are just a shame. A pure scam to make people think they are now cheaper, they aren't!
Remove this asap, it makes no sense, why reduce the number of stones we can buy in each step? As I said, a back-door change so people don't really see what is going on with the price.
Paid (personal) store, changed free limits:
Etheric Soul Stone: 15 → 10.
Astral Soul Stone: 5 → 3.Etheric Soul Stone: Base markup 2d → 1d and every next 15 → 5 purchases +2d to base cost.
Astral Soul Stone: Base markup 8d → 6d and every next 3 → 2 purchases +5d to base cost.6. Reduce the amount of currency needed for each stone. For me this was never a problem idk. If you want more stones, farm more currency. Guess many people will like this change, less hours of farming.
Final thoughts. Disappointed. Its clear you read what we write. We say is expensive and you make stones cheaper but at the same time you make them worse in quantity so final price is the same. We ask for more decks for second classes and you force us to spend another million of diamonds to farm the cards we already have. Its like 1 step forward and 3 backward. Im trully waiting the moment you guys listen to us without putting your ego first or without thinking the worst ways to steal our wallets. If your final goal is to get our money, try to make the system cheaper so more people play/pay instead of trying to get our life time savings from barely the 10 players in server who dare to even do it.
A bug report. Magical Attack is missing in rankings. Also rankings are not right. It says your amount and your number in ranking but I can't see myself in some lists when Im supposed to be there xD.
Regards.
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D/Wl
Please change druid/warlock damage type to be based on spellcasting speed. If not on all skills then at least on a few as is the case with druid/rogue. This change should make more people play this combination.
Totally against it. D/R change to CPS was a complete fail. Class was fine and it literally died after the change. It needed many months and tons of changes and buffs to make it even a bit close to what it was.
Look P/S, same useless thing.
D/Wl need a few buffs like:
- 20% aoe dmg for 20s during burst.
- 10% crit on end of combo skill during burst.
- some % speed cast time to time so these 1.1s casts go to 0.7 during sustain.
That's it, class would be decent. Don't need CPS to be a good class. Just need to stop being ignored
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2) Add a mechanic where players can targetfarm card currencies
I like this idea. Right now we need to delete like 30 items per second. That is not good for anyone, is a mess. Can we add some kind of item or skill that while is active, mob only loot card or nothing? Game die trying to keep up with all those items and fps go to the toilet. The feeling when farming because of this is really bad.
Another option if this is too hard to do would be add the currency into the mob itself. To farm blue/purple currency in abbey we wouldn't need to loot, only kill.
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I think the rng when you use a stone is just too much. You end up using even 100 or more stones just to get 2 decent atributes in a card. At the end, if you start to look on how many diamonds, gold and currency you spent, it's crazy.
I already finished the available maps with 2 stats (not even 4, and not perfect stones) and I think it was more than 100k diamonds. I don't think many people can afford these prices, for sure I won't since cards values got nerfed. Isn't worth at all.
Greetings
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21 June
Mage/Scout
- Reduced Flame Spirit magical attack scaling to 30% from 50%, magical damage stays same.
- Changed Flame Spirit to do not try to keep distance at 100.
- Reduced Shot damage to 1989 from 2210.
Ok now I see last static field 15% buff was on this same month patch, but biggest buffs were on february as I said before.
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When I read the scout / druid patch note, I couldn't understand the changes (nerve focus). Until then, I had the feeling that the scout / druid was a well-balanced and pleasant class to play and he could have stayed that way. I never felt too strong or too weak with this class. So what made you change for the worse in this class? It would be instructive to know your reasons. This up and down on the scout / druid just isn't fun anymore.
The current balancing seems like comparing classes only at Balton. Those classes that are strong at this specific boss in rofl, are being nerfed and other classes (like mage) are being buffed, while other classes are entirely ignored (druid mdps, warlocks, etc). I already gave up thinking about the balancing. It could have been done in 2-3 months, but instead it's running for about 1.5 years now. Can't imagine how this could work with the new bard class in the future
You might need to check when was last mage buff The only who got a buff/nerf over the last 6 months was m/k. M/S got nerfs aswell. Beyond that, nothing else happened to mages since then. Mages got their last buff on 28 Feb.
I agree on druid mdps and warlocks being ignored
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M/k is one of the strongest mages and his aoe is so powerful, maybe you should rethink your play style.
Thank you for your suggestion.
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Actually i guess we dont need to talk about that some classes are completly broken. But just keep in mind. As R/Wd you are allowed to do dmg, while other ppl still are running and try to get position well. You cant beat a good R/Wd with same gear/support when he know what he do in trashes or trash pulls or its alteast hard. In MY opinion.
Sadly, you just compare with strong Pdps classes.. Pls compare it with some xxxx Magical classes. Like M/Kn or S/M (magical one)..
As i remember, m/ch was still viable and we got some players in our guild who played this class pretty well, and perform really good in overall dmg. And Always look what Support your pdps had.. I mean if it is like S/Pr, full sw titles its really hard to keep up with as an non meta class. Cuz you do not benefit that much from those buffs as mage.S/dr, Ch/wl - Still to OP ofc. R/Wd, R/Ch is ok and there are mage classes who can beat him easy. I dont know about Warrior classes, but they looked ok. Atleast the one you called.
Greetings
Hmm I never run with any other mdps, all partys have only pdps so use other mdps class to compare would be only theoretical and not in same conditions for me. M/ch is better than d/wl if thats ok for you
- M/K: Does not have good aoe anymore (burst atleast, b2 mobs and lake which is my whole post). Last patch got huge nerf on it so can't compare anymore.
This being said, I can only compare with other pdps I see in partys which are the list I said above. Now you are saying I can't compare my non-meta mage with any of the pdps because most of them are strong/op/broken? Well,I don't see anyone asking for nerfs here if they are that strong.
M/ch only purpose is aoe, it should have the strongest aoe in all mages and also should have one of the strongest in all pdps due to it being useless in balton, astaroth and any single dmg situation. So sorry but no, pdps having better aoe than this class (supports or not supports) when all the list I gave have incredibly good single burst in balton/astaroth doesn't seem fair to me. I guess people won't have the usual excuse of "this is a support class, dmg is enough".
But thats my opinion tho.
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I've been trying m/ch in rofl again. I remembered the class was good. It was a fantasy xD. Class used to have 0 (literally) single dmg in exchange of op aoes, and I was ok with that. One good part and the other terrible, no class can be good in everything.
Comparing to r/ch, r/wd, s/wd, s/d, w/r, w/d, ch/wl and many others... what happened? I can't beat anyone in aoes anymore. Even as sustain some are way better than this class. Ofc they all have x2 (minimum) of my single dmg, no question on that.
Are all those classes broken? mch became a shame? I'm not really sure.
I remembered the same, that m/ch has a very strong AOE. You didn't had a bad day? Tank pulled very unfriendly for mage?( only single mobs xD) or something like that? Seems weird if mage/ch does not even out-dps in sustain aoe
Idk was weird, b2 mobs and lake was perfect for me, all went flawless and I was 3-4 in dmg I gotta try again, maybe I was super unlucky idk
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I've been trying m/ch in rofl again. I remembered the class was good. It was a fantasy xD. Class used to have 0 (literally) single dmg in exchange of op aoes, and I was ok with that. One good part and the other terrible, no class can be good in everything.
Comparing to r/ch, r/wd, s/wd, s/d, w/r, w/d, ch/wl and many others... what happened? I can't beat anyone in aoes anymore. Even as sustain some are way better than this class. Ofc they all have x2 (minimum) of my single dmg, no question on that.
Are all those classes broken? mch became a shame? I'm not really sure.
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If I remember right and if they didn't change the number (would be good if Byte confirms this), heals start to improve slowly after 42k wisdom. From here, higher the wisdom, higher the heals you will do, both normal/crit heals and hots.
With same kind of pieces, my alt has no wisdom (is using old full stamina/hp stats), and it heals nothing. Using full wisdom stats heals are more than 5 times higher.
Int and mattk are dps stats, they won't increase your heal at all.
Regards.
The Quote above was from Byte in the class balance feedback thread^^ So unless they changed it it should be 30k wisdom.
I was typing my answer when you posted
Maybe 42k was first number. I remember people complained it was too high and it might got changed to 30k after. Good to know tho
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If I remember right and if they didn't change the number (would be good if Byte confirms this), heals start to improve slowly after 42k wisdom. From here, higher the wisdom, higher the heals you will do, both normal/crit heals and hots.
With same kind of pieces, my alt has no wisdom (is using old full stamina/hp stats), and it heals nothing. Using full wisdom stats heals are more than 5 times higher.
Int and mattk are dps stats, they won't increase your heal at all.
Regards.
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Talking from an outside point of view (im not leather xD) both things have good and bad sides.
Going full dex:
Good points:
- Economy: Pain would cost less and the most important thing, dex stats will finally worth something.
- Game design: Leathers are a constant "pain in the ass" (don't hate me ) in terms of loot. New inis like hoto or world boss have useless stats for them. And you need Leathers to clean them, every year is being harder to convince them to join xD.
Issues:
- Balance: It will require a balance in terms of numbers, make dex higher and str 0 like chains and cloths. Well guess this is a Byte thing and as long as final patt is the same...
- Time: As healers, it would require a buff transforming str into dex. It should be on for many months aswell as healers had.
- Runes: As some people said, runes change would be needed. Would be hard to do a npc to trade tyrant for dex rune for a few months?
- HP: It has been said, HP would be a problem without tyrant rune. It won't. Right now you have tyrant + dex/str transformation potion. With this change, would be no tyrant but dex/sta transformation potion. Would be exactly the same as cloth mdps users. Many many mdps are melee, and we survive, so this can't be an excuse. In any case, if a little bit of extra hp is required it's as simple as adding 10% passive HP buff to rogues, problem solved.
New ini is planned for next 4-6months. I think you couldn't change leathers to full dex when balance started because it started a month after the ini was released and many people had pieces done. I understand. I just don't understand what is the excuse to not do it now before new ini comes. You have enough time to prepare it and do it properly to fix all the problems marked above.
This is just a point of view from someone who is not a leather user. I think it is a necessary change for the game. Since tikal (in gorge was crazy) we had huge problems with pain users, killing each other to get stats while I still have 90 rofl deftness in chests from first months 🤣
Just think about it.
Regards, Madoxx.
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D/M: what happened with this one? Balance started but it didn't go anywhere.
Just give this back to the heal players xD
As long as dr and dwl are good, I don't mind
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I keep reading druids dps are a good "offheal". Because it can res? Cmon. The only druid dps that heals while doing dps is the physical one. Mdps DO NOT heal! Stop saying that.
Warlocks can res. D/W can res and also heal. I didnt see any complains because they are real dps and also can res. When it comes to mdps druid, oh it can res! Can't be a real dps! That's a joke.
The only sup thing one of these druids have is the mini ale and for most mdps it's useless. I guess is good for some pdps? Idk. Even m/r or r/ch are way better in supporting than this buff and both are super op dps.
So for d/r: increase sup potential or dps part. At the end you are not necessary in any of them.
For d/wl: It has no sup skills. It is supposed to be a dps but, is not good at all.
D/M: what happened with this one? Balance started but it didn't go anywhere.