Posts by Brontes

    As a k/w main, i honestly feel like the knight in general is in a good spot right now. Though this might change with higher raids since i only ran up to rofl and idk as of now. The main issue i face is, while my gear already feels strong on this content and i can tank pretty much comfortably, the percentage dots feel unfair. Even just running into rofl, i randomly take a single dot and die from full hp even with pots if not by chance a healer saves me. Further into the raid either a strong healer needs to constantly heal me during some passages or i need to intentionally delete buffs for a little healer (which otherwise would be completely able to soloheal) to be able to keep me alive. It doesn't feel right that stronger gear actually requires stronger healers, just because the amount of % damage can't be reduced by any of my skills.


    my recommendation therefore is to either change the DoTs to a flat value or even better be affected by MDef, which sadly really doesn't play a noticeably role. Another approach would be changing existing ISS that reduce Magic damage (level 58, 100 and 104 ISS) to include DoT damage, though i'm not sure if that will affect % damage done by DoTs

    Greetings,


    %-based damage over time abilities are a core factor in highlighting strengths and weaknesses of tanking and heal classes.

    While knights in general are the strongest tanking class, their lack of short cooldown stuns and high HP while lacking self healing means, that comparing to lower HP tanks (like Champions), they will take proportionately more damage from these abilities while simultaneously be stronger against flat DoTs.


    Knights in general pair well with healers which are strong in counteracting sustained, fixed damage (as it can't be reduced by threaten). This weakness is by design, not as coincidence and therefore %-based DoT simply can not be changed, as otherwise the spot of weakness shifts to the aforementioned Champion. In spots where you know that healing is going to be tight, you can alternatively try to negate the application of the negative effect entirely.


    Hooroo,

    Brontes

    Greetings,


    We generally categorize types of defense into reactive and preventative defense.


    Wardens, by far, have the strongest reactive defense in the game; however, the current endgame instances do not lean very well to reactive defense. Much of the damage affecting the party outside of the tank can't be played against with a stun or general interrupt. In order for Wardens to ever be viable as a main tank in any of the current endgame instances, they therefore had to be given a strong enough form of preventative defense.

    In addition, Grace of Life is now much stronger on tanks than it was before, allowing parties to double dip when both sources of the buff are properly equipped. As stated earlier, we will monitor this closely.


    The combination of Threaten and Traces of the Cross Sword reduce the parties damage taken by roughly 65%. We aim to achieve similar numbers for Champions and Wardens. We do not want tanking to come down to a numbers game, but rather offer unique effects from each class to distinguish them; while it should be possible to conquer the vast majority on the game with just one class(combination) on this role, we aim to have substantial performance differences in instances between them.

    This can be seen to it's fullest in Ruins of the Ice Dwarf Kingdom, where a Knight/Champion can easily cut down run times by 40% on the average run by itself. While it is no longer an endgame instance, this was already the case on release. We've seen similar trends in other instances. Wardens were drastically underperforming in both Grafu and Orkham.


    Generally, we'd also rather overpower than underpower with changes on tanks, as it's better for the player base to have a class that is too strong for a week than one that can't be played at all. Unlike with DPS classes, overpowered classes tend not to affect raid speed significantly either. However, we obviously we aim for a balanced environment in the end.


    Hooroo,

    Brontes.

    G'day,


    It has already been decided to increase it back up to 6% and we will continue to fine tune these auras (this includes GoL). Feedback is appreciated.


    Hooroo,

    Brontes

    Hi everyone, what do you think about "new" mechanic of shock strike? Now you cant spam this skill in raids, because it has internal stun cd. Stuns by this skill doesnt work every 3 seconds.

    It works in 10 seconds approximately if you spam it. The developer has confirmed that this skill works correctly. I think itsnt right.

    How do you think the player should understand when he can click on the skill and the stun will work? In the real raids, this can never be done normally.

    In my opinion, it is necessary to at least create a debuff on the mob by which it will be possible to understand that the stun will not work.

    Greetings,


    This is a tooltip error.

    The internal cooldown for the stun has been set to, as you deduced correctly, 10 seconds.

    Other uses of the skill will still interrupt your targets casts.


    Thank you for reporting it!

    Ooohhh it's called Paradise fields that one.

    Greetings,


    Exactly!

    For each different event, the portal will lead to a different celebratory subzone.

    Watch out for Christmas! ;)

    Hooroo,

    Brontes

    Greetings,


    the very next patch (v.2008) will have a lot of tank adjustments, especially for knights. Stay tuned for the patch notes!


    Hooroo,

    Brontes.

    After some additional trys in the last months: the aggro as warden/knight is not good without Oak Power (which you get from 1490859 Heart of the Oak). The class is supposed to play with 1h + shield, but in my experience, the aggro is really low, especially in bigger pulls (more than 6 mobs) and classes with only 1 recon rune have mostly more aggro than the warden tank :)

    Thank you for your feedback,


    We're currently looking into warden tanks and will provide some updates to them in the near furute.


    Hooroo,

    Brontes

    When you go through the portal, you can read in chat which mode did you enter.

    Says 35. But, I wasn't given a choice.

    At level 35, the instance will not open past Mula Nail. To fight the last bosses, you will need to enter the level 50 variant of the instance.

    To enter the level 50 variant, you will need sufficient quest progress in the region.

    To enter the level 105, Hard Mode version you will need to have sufficient progress in the Memories of Taborea quest line.


    Hooroo,

    Brontes

    I remember few changes on this boss since instance start. This time is little different because you were so brave to put it in patchnotes and forum.

    Maybe Im too rough but I am really tired of "It seems to work as intended" and then suddenly appears small "OOOPS" and you change something, despite the fact all this been tested.

    How can I know is it the same, is a bit different, or completely different? Or you will not change this again to another version? Or if pets are working or not unless I go there and check for myself. Ehh

    Greetings,


    The main issue with this boss was a miscommunication between the development team and the testers. The testers didn't see a visible change without being hit (even though it should have gotten one) and we got the feedback that things were working properly. Now that the depth of the issue came to light, efforts have been made to fully correct this bosses event.


    We have learnt that we need to better communicate to the testers how and what exactly the behaviour of bosses is in order to eliminate circumstances like that in the future.


    Anyway, is it possible the last door be open automatically after kill all previous bosses, without this stupid runes? If someone got dc or go save his house from fire, rest of the party is "bad word"

    We will change this in the future.


    Thank you for your feedback,

    Hooroo,


    Brontes.

    Greetings,


    Thank you for your suggestions regarding the Knights 'Disarmament'.

    We currently have plans for that skill, which can't be realized at the moment, which will definitely make the skill good again. One could say it'll be golden for it. ;)


    We will keep your basic idea in mind to possibly use with another skill, as there are a few ISS still pending a rework on the horizon. We're always happy to read your suggestions, we just can't promise that they'll be implemented verbatim.


    Hooroo,

    Brontes.

    Greetings,


    We've already implemented the change to no longer need Gorge or Inferno to enter ROFL in Patch 10.7.1.3020.

    • Removed need of completing Inferno of Divinity and Gorge of the Ice Giants quests in order to go into next instance after getting requirements of Understand the Happenings quest complete.

    Hooroo and thank you for your suggestion,

    Brontes.

    Greetings,

    Thank you for your feedback and bug report!
    We've already noted that the description was missing. To clarify now, the buff lasts for 20 seconds and is applied to the entire party. This, and 'Metamorph - Demon Witch Ancalon' will be fixed with the next patch.

    Hooroo,

    Brontes

    Greetings,


    We're currently not planning any change like that, as we feel like the opportunity cost of rune swapping needs to stay intact.


    Hooroo,

    Brontes.

    not fully understanding of how this works, i know its for all classes i just put in warlock cuz it was quickest :P

      • The Scales of Justice will modify Damage Dealt, Damage Taken, Hitpoints and Healing Taken depending on class combination.
    Main ClassSub ClassDamage DealtDamage TakenHPHealing Taken
    WarlockChampion-40%20%-40%-20%
    WarlockKnight15%20%-30%-20%
    BardScout-15%-10%/-30%
    ScoutBard-25%///

    These Changes are for PvP only, not the Warlock Class in general.


    While you are in any Battleground, you will gain a buff that modifies the afformentioned values.

    Hooroo,

    Brontes.


    Greetings,


    Thank you for your feedback.


    The idea behind the base designs of these tank combos is to have them viable at base level at all content (meaning that it is theoretically possible to conquer the game with one class combination) but that different situations are more or less challengening, depending on class choice. This also includes Warden tanks.


    Hooroo,

    Brontes.