Posts by Brontes

    Greetings,


    I would urge everyone in the thread to try and be civil. Being passionate means that emotions run high sometimes, however, personal attacks and insults are never okay.


    Thank you!

    I also want to draw your attention to the Druid/Warlock. After the patch, its power in the healer's gear has fallen. Without the flow of endurance and wisdom into intelligence, the magic attack is greater than after. Although before it was a very good class, when the healer needed to go somewhere on his own to deal damage.


    Is this a deliberate weakening?

    We're already discussing potential adjustments for the combination, Wesker, our mDPS-Lead is helping in that. Adjustments in the interim can be expected.

    The aim of the druid (and priest) changes was to give you, as a player, options. We've tackled many issues plagueing the healer archetypem including, but not limited to, a hard time levelling, very little agency in instances, inability to do content other classes could, limited usability beyond one healer regarless of raid or party content. For that reason alone it was imperative we get rid of some limiting factors for the healer archetype (namely the removal of must-own gear to be considered useful).


    We're going to continue smoothing out gameplay as we go.

    As for changing the archetype of the sick, of course, there is nothing wrong with that. Just judging by the description of the changes, now only one druid/priest bundle is 100% heal (well, druid /scout), because they have more ways to generate nature's power. I thought that the shift towards a more damageable one should be something like: we improve the base damage and give bundles for dealing damage, but at the same time we remember that first of all these are healers.

    Just to offer some transparency, the pure healers for this main class are the Druid/Priest, Druid/Scout and Druid/Warden.


    Druid/Warden has an unclear description in it's Recover, where you have a chance to restore a Nature's power; it requires one to cast, but will not consume one. We will adjust this description to be more clear in a future patch.


    That is a great suggestion! Should we find the heal power of hybrid heals to be lacking, we'll look into increasing it.


    Thank you for your feedback! :)

    The last change the healers, as far as I'm concerned, is a move in the wrong direction. There are always three archetypes of tanks, damagers and healers in this genre of games, everything else is optional (all kinds of buffers there, etc.) these three roles are the basis of any game of this genre.


    I've been playing for the healers all my life, and I don't like playing for the damagers. The situation when they start making half-magicians/half-healers out of healers and I am actually forced to inflict damage in the "intervals" between treatment is a depressing situation.

    Greetings, thank you for your feedback.

    The aim of the druid (and priest) changes was to give you, as a player, options. We've tackled many issues plagueing the healer archetypem including, but not limited to, a hard time levelling, very little agency in instances, inability to do content other classes could, limited usability beyond one healer regarless of raid or party content. For that reason alone it was imperative we get rid of some limiting factors for the healer archetype (namely the removal of must-own gear to be considered useful).


    We're going to continue smoothing out gameplay as we go.

    In fact, from my point of view, druid is starting to get upset about these changes, because despite the fact that in the notes to the change of priests it says: "at the moment, priests are superior to druids in many situations", but what do we see in the druid's changes? the healing of basic skills (Restore Life life and Mother Earth's Fountain) has been reduced, the generation of the Nature's Power has become more complicated, and the power of nature itself has become almost an unnecessary thing from Heal's point of view (except for the Druid/Priest due to the recycling of the Savior of Light and the normal generation of the Nature's Power). If you think that the healers need to be diversified, then it's better to do this through separate damage bundles or other changes that will add usefulness to the class (if you don't like that the healers are "useful" in your opinion only because of the auras).

    As you correctly deduced, gaining nature's power has been made more complicated. This is a theme that goes throughout these changes, where players main complaint about the archetype of pure healers was a lack of excitement. The word "boredom" has been thrown around a lot when gathering feedback, especially when there was more than one heal present, regardless of the content being played.


    While the nerfs to healing skills seem harsh, their real effect were less than 8%. If this seems like too low of a number to be true, you can try this for yourself by using a spell at skill level 1 and with the same gear, use the spell at level 105. The difference of healing done is marginal.


    The removal of Pure Healing (and for that matter, Faith), was simply to offset the rework of the Gloves of the Enchanter, which were on average passively taking away around 26% healing done.


    Druids then got something which Priests didn't: up to 30% healing done with nature's power. Druids are vastly more powerful in terms of healing than before, even though the patch notes might not indicate that right away.

    In total, you're doing about 20% more healing than before the patch as a druid.


    If you want to play a druid that doesn't interact with monsters at all, there are still very good class combinations for you to explore.


    I don't even want to talk about changing gloves for healers, people who love and play with healers and only healers have spent time, effort and resources in order to make them, and as a result they are giving damage now... As an healer, I don't need these gloves anymore, I can basically throwing them away. This is not good, they would have been converted into something useful for HEALING, and the gloves of Darkness and Light would have been converted for damaga.

    I hope my opinion (which may be supported by other players) will help you return to the direction when the heal is primarily the heal.

    The choice to change the Gloves of the Enchanter into one that serves the heal-dps hybrid was made with the utmost care to ensure it would not be to the detriment of the player. Namely, the swap to gear score meant that average buffs (except for the super top end) are now slightly higher than before, healing done has been slightly increased overall (if your gloves were >tier 13).


    In addition, players wanting to try the new archetype don't have to build any new gear to do so.


    Gloves of the Enchanters old effect simply had to go from a gameplay perspective. While a fun idea in it's conception, it led healers down a very narrow path: Would you be the one with the highest buffs, your only choices of class were to play druid/priest or priest/druid to ensure your party was as strong as possible. Choosing any other class was akin to griefing your party.

    Being a newer player with lower buffs also meant that parties were hesitant to take you as a heal, often times delegating these players onto support roles with even less agency. We would see a pattern of these players either outright quit or swap to a different gear type altogether.


    In short: You're healing more, you're buffing more and if you want to heal even more, you're free to build the set gloves. Even If you don't, you're very likely still stronger than before.

    Hey please consider to change this: the Cardsytem for healers(and any other buffing class) now is useless. A good cardsystem should provide gearscore to affect the buff like percentage from max possible wisdom gives scaling gearscore

    Hey, thank you for your feedback.

    To make sure all information is available everywhere, let me quote myself from discord

    This is the first patch of many to come. With the new archetype, we wanted to make sure healing classes are still intact, while we roll out the first. Changing healers drastically is dangerous, as undershooting the power means nobody would be able to run anything. We simply did not want to take the risk to do everything at once and potentially have a disaster on our hands. Buffs are roughly the same strength, practically nothing has been lost for now and moving forward, we now have much more room to make wisdom a very attractive stat.


    For that reason, attribute scaling on buffs simply had to go. It forces heals into very specific gear (%Wis-Corrupt, Two Handed Staff, %Attribute-Robot), which also meant that you were, for the most part, a walking buff. Passive and, frankly, boring game play like that has caused the lack of healers on the server in the first place, exacerbated by the high barrier to entry to even be considered viable for both random parties and endgame guilds.


    With the change to gear score, the expectation isn't to have everything maxed to start out playing anymore. Should your heal be enough, someone else can buff again, as it was when we first rolled out the system. However I agree, at the moment, endgame minmaxing for heals is a bit lacking. Do not worry though: We already have a system in place which we can safely roll out in the future to return minmaxing for heals as a viable thing to do. We just had to make sure that we have healers left in the future to enjoy minmaxing :)

    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