Posts by Wesker

    why on earth would u do that, the class already overperforms over any class u can think of and when i say Any, i mean ANY not just warlock vs warlock or warlock vs mage, literally any class, either give staff a bonus or nerf the hammer + wand this is sad good class ruined with some 2 hammer bs, it can literally be abused, with a decent weapon swap function (which most lua players already have implemented).. please consider not putting any bonus on dual hammers and nerfing wand and hammer somehow, dont get me wrong its very unique and nice idea for warlock champ, but in a long run it will definetly end up being one of those classes that when people build mdps gear they will just play that 1 class, for example like warrior rogue before the nerfs.

    My bad, I should have been more specific on this one. The class will be drastically nerfed in general within the next magical class patch, of course. I think I already got a pretty good overview of it's true potential. The mentioned hammer buff will not result into more damage for the class, but just to enable a viable gameplay option with two hammers that will be more or less equivalent to wand and hammer.


    Best regards

    Wesker &)

    I understand that the original intent for Warlock/Champion was dual one-handed hammers, and while that concept is unique, I think it may present some practical issues in the long run. (...)

    Greetings!


    Thank you for your thoughts and I fully agree with you. The goal should be to make classes more accessible and not to push it into a niche. Ethereal Hammer will therefore require an offhand hammer, but in favor of my initial idea of a dual hammer wielder, I will probably add a small amount of magical hammer damage so that wielding two hammers might grant ~5% bonus or something. This way, players can keep using their wand and hammers, but if you really want to squeeze out the last drop of damage, you can use two hammers. ;)


    Best regards

    Wesker &)

    Greetings!


    First of all, please always be aware that different raid setups might give entirely different results of certain classes. I'm sure a Mage/Scout for example can deal a lot of damage under the correct circumstances, but please try not to exaggerate when you discuss with other players.


    We all have the same goal: to improve the game in either way. The fact that you are posting your experiences shows me that you are all pursuing this goal as well. I appreciate the input from all of you, but please be fair and tolerant to each other, so we can create an objective / factual basis for discussions. &)

    I have a few things to say about todays changes on magical classes


    • Mage/Scout was powerful in some situations. But i dont think it was powerful enough to deserve a nerf.
    • Mage/Warrior will be really weak after these changes. Maybe you should just revert your changes in previous patches. It would be better if you reverted its Rage Mana back to 15% magical damage. And that would be enough.
    • Warlock/Scout is not what we expected, you should have made its Sace's Impatience instant skill without global cooldown.
    • Druid/Rogue's AoE nerf was not fair. It already had weak AoE due to changes on last patches. You should have nerfed its single target damage only. Its Necrotic Wound damage should be reverted back to 484%
    • Warrior/Mage already suffered a lot because of latest nerf on Moon Cleave skill. This was really so much unnecessary.
    • Warlock/Champion's latest change is not a good idea. If you want people play with a magical hammer, you should balance druid/rogue and mage/champion properly.



    Rest of changes are understandable

    Thank you for your feedback, we have looked into the classes in detail and prepared some adjustments for one or another of these.


    From what I observed, most of the classes perform better than you expected, Mage/Scout didn't feel much of the nerf in most cases, same for Warrior/Mage. Perhaps some of them need more fine tuning in the near future, but we have to collect more viable data before. If you could share your results with Mage/Warrior, it will be much appreciated, as we lack some data there.

    It's the same with Wl/Wd, if u have too much burst power in your raid, play it on %mele weapon mdmg and the dmg will be decent, however it's a dot class so don't expect it to compete with drift cars :D This is what I like most about magic classes, u can always pick the one class that fits perfectly to your raid and the ini, so you can always be one of the best dps in a raid :D

    This is actually the way those classes are designed for. You can decide between DoT build (full magical attack and damage over time) or go for damage in order to boost your burst/initial damage potential. Both ways perform entirely different from what I've seen so far.

    Please don't make me make a second hammer (either with a soft requirement of boosted dmg on 1h hammer, or explicitly not supporting wand), and let me keep using my wand and 1 1H hammer. Requiring 2 hammers on the class just makes it even harder for players to try all the amazing content CoA has to offer, and evaluate classes against each other fairly.

    Warlock/Champion was indeed originally intended to wear two one-handed hammers at the same time. As you guys correctly noticed, the patchnotes already featured this detail in our GD notes. I wanted to slightly foreshadow our intentions but give you some time to prepare for this change. As magical hammers have slightly less magical damage, you can keep playing it with a wand, but Ethereal Hammerfall will get a requirement for a hammer in your main hand soon. This way you can decide between slightly more overall damage and using the Ethereal Hammerfall skill in order to boost your burst power.


    However, we will observe how all of these changes will work out in the long run and nothing is set in stone forever. I would appreciate more of your feedback, as it shows a wide variety of viewpoints. This does not only apply to magical classes, I'm sure our physical designers appreciate further feedback as well.


    Best regards

    Wesker &)

    Greetings!

    2. The Ethereal Hammerfall (ID: 498676) 10% channel buff is really cool, but only lasting for 3s means you can't really get it to affect all of your Severeds since it has a 6s cd. I'd recommend changing the 10% channel speed buff to last 6s, similar to the dark dmg buff on wl/r from Punishment (ID: 498700). Since rage is an issue, it would also be nice if this recovered 25-30 rage each cast to help with Rage Sublimation (ID: 499854) cooldown / uptime.

    This behavior is indended. If you're using the dark damage/channel gloves, you won't feel the 10% as much, but it's designed to give a small boost for the next few channels. If you're using the gloves, you can easily run a full PSI rotation within this time. It's meant to be some kind of burst mechanic, if the 10% feel too less, we might increase it later.

    3. Psychic Arrows is instant and hitting so hard, that without a CD I really don't have any other choices for a filler. I find that I get much better DPS if I remove Energy Influx Strike + Electrocution from rotation (minus getting the Electrocution buff on target). It would be nice if there was a reason to use Energy Influx Strike over Psychic Arrows.

    We will change Electrocution and Energy Influx Strike within the next few patches, in order to make both more useful.

    I played the class in Grafu today and it dealt the exact same damage like mage/champ 😱 So if one considers m/ch as balanced, this class is in grafu too. But then we went into abbey and wl/ch destroyed everything, so maybe just change some mdmg against matt (like they did with m/w) and it should be fine I guess...

    Mage/Champion seems to be fine since last patch according to our recent data. If you have made a different experience, feel free to share your point of view in the mage subforum. But please be aware that some classes perform differently under certain circumstances. Warlock/Champion will be touched within the next magical balance patch and adjusted - probably slightly nerfed - accordingly, as it overperforms a little compared to other warlock classes.


    Best regards

    Wesker &)

    Greetings!


    We do not plan to change additional skills into dark damage or poison skills for either class for now. I will make a note of your suggestion for another time in case we change our minds.


    And please do not spam the same suggestions everywhere (especially not on my profile wall or as a support ticket), here in the forum is usually enough.


    Thanks for understanding and best regards.

    Wesker

    Greetings!


    Just a short update at this point. With today's patch we will introduce a major Warlock/Champion buff by adding a CPS based single target cast for single burst and some surprise you might not expect.


    If you enjoyed Warlock/Rogue or classes like Druid/Rogue, I'm pretty sure you will also enjoy "new" Warlock/Champion. You also might check out Mage/Rogue after the patch, it will get some major buffs as well.


    Best regards

    Wesker &)

    I like the classes as they are now, but maybe check mage/champ, it feels a bit too strong in 6er inis like Grafu...


    Screenshot from grafu:

    888983d0862d7350d64e91dd6fb74cdc.png


    Greetings!


    There will be nerfs coming for both Mage/Scout and Mage/Champion with today's patch (and some additional adjustments). We will add Notes by GD to patchnotes again, if you still need further explanation, feel free to ask. Your feedback is much appreciated!


    Personally, I prefer smaller nerfs at a time, but several followed by another if necessary, so we don't cut a class too much at once, as we unfortunately did in the past. I'm sure there are some classes that still perform way too well, but instead of nerfing them too much, I'd like to go with smaller steps.


    Best regards

    Wesker &)

    Greetings Arcadians!


    Today we will (hopefully) drop another magical class balance patch. But before going into details, I'd like to share some of my/our general thoughts about class balance with you guys.


    As you might have noticed already, we started another round of balancing alongside with the current Prestige season start. The idea was to not change a lot of stuff in shorter intervals of time again, but to bring major changes around major milestones, such as Prestige Season start/end and to adjust peaks accordingly afterwards. This way, we have more time to collect viable and consistent data and let the "meta" (if we can even call it like that) evolve. Hopefully our balancing iteration will come to an end soon, so we can give the meta another break to evolve again.


    Right now, our balancing team is in different project stages, as magical classes got major updates already, it's all about fine tuning now. Other designers are at the end of concept phases, others collecting more viable data while the other project is being implemented and tested. All I can say is, when the current (magical) fine tuning is done, you might soon expect another major update to other classes/roles that haven't been touched in a while. But for that please stay patient, it might take a while as designers / devs also have other projects to take care of at the same time and I think you guys can't wait for Origin Awakened to be finally released. ;)


    For today's magical classes update, there are only a few things to say. First of all, there will be a major change to Mage/Druid that is intended to improve the accessibility of the class and generally simplify the more or less clunky gameplay. Green Guardian shall only become a resource like Nature's Power of Druids and skills require this resource to be used, so you no longer have to keep stacks up for max damage. The coming changes are very basic ones and you might have more stacks left than you actually need. This is because we had already planned some further changes but wanted to make sure, the mechanics were as fluent as intended for now.


    There will also be a major change about Mage/Rogue and its cooldown reduction around Distract or Mage/Warrior about its cast speed and magical attack bonuses. Those classes will of course require some additional fine tuning soon, so don't be worried if those classes perform too well or too bad for now. As you know, it's impossible to predict how classes perform under certain conditions / circumstances, so please be lenient towards our changes.


    Of course there will be one or another soft-rework (such as the Mage/Druid one that hopefully releases today) coming in the future as well, but we try not to mess the entire meta all over again in too short intervals of time, but to listen to your feedback more actively than we did in the past. Also, as I received some feedback about why we don't release everything at once, releasing everything after the other has some major advantages, as you can always focus on one project at a time and (usually) test stuff properly. One huge patch would require much more testing, more things may go wrong and since our team members are working on several projects at the same time, it's not possible anyway. If we had more game testers, we could be able to release faster. ;)


    I hope you now have a better idea of how our balancing workflows work and the thinking behind our releases.


    Best regards

    Wesker &)

    Thank you for the bugfix and removal of travel time with Corrosive Poison (for next patch), that's going to help the AOE feel so much better.

    Would it also be possible to get the 15% movement speed reduction from Shadow Contract (ID: 494368) either reduced or removed completely? I have golden wings, but for AOE pulls that require a bit of running and areas that involve running and attacking (like the ramps in Orkham) I tend to fall behind my party members enough such that it impacts damage done pretty substantially. It also just feels a bit slow (movement speed-wise) compared to other mdps I've played.

    Greetings!


    The movement speed reduction of Shadow Contract will be removed within the next magical balance patch.


    Regarding Druid healing overall: Currently, Druids need to apply the defense reduction with two clicks, whereas Priests can do it with just one. Is there a specific reason why Druids shouldn’t be able to apply it in a single action as well?

    In the current state of healer balance, Druids already have more useful spells to manage compared to Priests. Would it be possible to link Skill ID: 493546 and Skill ID: 493545 to streamline this process?

    Greetings

    ~ just my opinion

    I think I saw your suggested change in a design document already. So something like that might come soon.

    And possibly could Dark Moon ID: 494934 be changed to a toggle with mp upkeep as its duration is same as its CD being a buff constant to keep up. Just be easier on micromanagement and more wiggle room on action bar.

    We do not plan to change Dark Moon into a long time buff for now, as it also provides a buff to other players. I could only imagine to shorten the duration and cooldown to 15-30 seconds so you can apply it more often, as there are some boss events that make the group spread, so it might happen that some players won't get the buff. You can already include it into your rotation, as it does not trigger global cooldown.


    Best regards,

    Wesker &)

    About Mage/Rogue


    Other magical classes got some changes that made them better. But i feel like this class also needs some changes.

    Can you make phantoms from Distract skill deal AoE damage instead attacking one target ?

    Greetings!


    There are some changes planned for this class already that will improve the cooldown reduction part, as it has very poor impact right now. There won't be the necessity to change this skill into an area effect, as for area clear, the class has other options (that might be buffed as well).

    Greetings!

    About Druid/Rogue

    70 Elite skill Curse of Widow is increasing poison damage by 15%. Can you change it to increase all elemental damage by 15% instead ?


    And please remove travel delay from Corrosive Poison skill (ID : 494024). We should be able to apply this debuff on our target faster.

    Can the travel delay get removed from that skill, it takes 1.0 seconds to apply the debuff ( i tried with kittycombo, and my own lua engine) and without it its not worth it to play this class. please considering removing the travel delay.

    There's some kind of bug with Corrosive Poison (ID: 494024) as well, where if you spam it on an enemy it will reduce the duration of the debuff on the enemy. It also doesn't refresh the timer when you use it again on an enemy that already has the buff.

    These will be fixed in the next magical balance patch.


    Force of Mother Nature #493548 does not allow skills to consume Nature Points for bonus affect most painful example being Poisonous Widow Embrace #494022.


    While it does state this, especially with its small window time wise it would seem that is meant to be a burn cycle without the Nature Point limit. Can't prove it but that would also make since why I could kill bosses previously that I now cannot.

    We were not able to reproduce the issue. Could you please specify what you did exactly or provide screenshots/video of it?

    Greetings!


    Thank you all for your feedback, it's much appreciated! <3

    About Warlock/Scout


    Greatest problem of this class is global cooldown of Sace's Impatience skill (ID:1490582)

    We use Severed Consciousness so often in this class. It takes almost 2.3 second to finish all psi. And we use this global cooldown skill to refresh our psi. This is really slowing down warlock/scout. My suggestion is to remove global cooldown from Sace's Impatience. I am sure Warlock/Scout will perform better. And this is what this class needs right now.

    You got a point there, I noticed the clunky GCD myself as well, it will be fixed within the next magical balance patch. There are some other class changes planned before, so it might delay by a little (perhaps next week or so).


    2. Psychic Shot (ID: 1490579) isn't part of any optimal rotation currently. It's damage is way too low to use compared to Severed, and it has no utility that would make it part of the rotation either. If it at least recovered 1 psi per hit, you could use it to recover Psi in-between Willpower Blade but otherwise I don't have many ideas to make the skill useful. Maybe consider reworking the skill or removing it entirely in favor of some other mechanic or Matt buff instead.

    We do not plan to change Psychic Shot for now. I could imagine pushing the single target potential while reducing the AoE potential even further (that might already be achieved by removing the GCD from Sace's Impatience), but the idea was to have Warlock/Scout in a special place aside of most other warlocks, so there are no plans to increase its area damage potential. My data shows it has decent potential at bossing already, such as Zhargos worldboss and similar. If you are looking for other single target classes that might fit your requirements, I would suggest checking out Druid/Rogue, Bard/Warlock or Priest/Scout. Those got some decent single target buffs within the last few patches.


    Warlock/Rogue
    1. The class was definitely overperforming in the past, and still does pretty well even after the 10% dark dmg nerf. It's the only Warlock class I can play with 180-200 ping (West coast, USA) and do similar damage to a Warlock/Mage. But it requires 2 weapons tiered and corrupted to get to the same damage values. I think it's worth considering adding back ~5% dark dmg to the Shadow Slice (ID: 621406) buff from Shadow Step.
    2. The AOE damage reduction that was added to Ready and Waiting (ID: 621404) was a really nice idea, but unfortunately most AOE skills still hit for 1.4-1.8m even with the changes. Generally speaking, I haven't noticed any differences in the amount of times I die with the change. I do really notice the missing movement speed it was swapped out for -- the class feels a lot slower (and less fun) without the movement speed. I'd like it if the movement speed could be added back in place of the AOE damage, personally.

    Good arguments, in my opinion the class is already very agile due to casts that work on moving, so a lot of movement speed isn't necessary, but bringing back the original 15% shouldn't hurt too much. ;)


    The damage reduction was an experiment that wasn't working as much as intended, so we will think about changing it into damage reduction at full HP, maybe something around 40% should be more useful to prevent oneshots.


    About the bonus damage, I need to wait for more consistent data to classify the class properly, so I can't promise any buffs into this direction yet.


    Warlock/Mage
    1. By far, this seems like the best performing Warlock class (IF you have low ping). Many other mdps classes seem fairly well balanced against eachother (various mages vs warlocks), but Wl/M really destroys the other mages when it has a good lua engine and low ping. The main issue is that we're doing 0.5s cast on Soul Brand Sting, but high ping can add up to 200ms delay between that Soul Brand Sting and when the cooldown for Flaming Heart Strike is reset. 200ms is ~40% of the cast time of the next Soul Brand Sting, so overall it can lose up to 40% of its dmg depending on ping.
    2. The ping issue could be mitigated if Soul Brand Sting (ID: 498710) instead reduced the cooldown of Flaming Heart Strike (ID: 498697) by something like 5s, so you had to cast it 4 times before Flaming Heart Strike was able to be cast again. Then that ping delay would only occur every ~4 casts, meaning at most a 10% dps loss vs perfect ping. Of course there would need to be some damage adjustments to both skills to keep Wl/M around the same overall damage as before, but at least the ping issue could be mitigated.

    We do not plan to change the cooldown system on this class for now, as it's a unique core mechanic of this class. The idea is to bring Warlock/Champion in line with Warlock/Mage in terms of damage soon, so it might become a viable alternative.


    To clarify: Your issue is that you cast Soul Brand Sting 2-3 times additionally, because the Flaming Heart Strike resets with some delay due to lag? I'm not sure if a simple cooldown reduction of ~5s would solve this issue properly, as the CDR will be delayed as well. But I will keep this in mind for future changes. Feedback like yours is much appreciated as it gives insights into other perspectives.


    Best regards

    Wesker &)

    Greetings!


    I just replied to another topic, but can tell here as well.


    My apologies, unfortunately I can't say much about physical classes, as I have very little insights into their data, but will ask the responsible colleagues for sure! For now, only magical classes had our focus, so unfortunately there was very little time for physical balancing. But I hope there will be more coming soon (still can't promise though, as I'm not responsible for that).


    Best regards

    Wesker

    Even GD told it inside patch notes that it isnt performing good at all and MDD version was stronger even before the buff that it got with last patch....

    Greetings!


    I'm sorry for the misunderstanding, I was referring exclusively to the magical variant of this class within the GD note. I will ask the physical class designer about some changes for physical scouts in the near future but can't tell much about it, as I have very little insight into data on the subject.


    But if you have major ideas about classes and/or wish to become part of the balancing / testing team, you could apply as a class collaborator or game tester (that also includes class testing and coordination with the team). We continuously try to improve our workflows and would appreciate your help very much - from all of you!




    Best regards

    Wesker

    Greetings!


    Hopefully today we will release another (magical) balance update in order to fix the spikes of some classes we changed in Patch 11-1-5-2500. I'm looking forward to your feedback and appreciate your enthusiasm about the last update!


    More smaller adjustments might follow soon, as we didn't manage to analyze all of the new amount of data yet.


    We also try to NOT change lots of key mechanics at short time intervals anymore (as we did in the past) but instead prefer to add major changes only to specific events, such as major content updates, prestige seasons, festival changes, etc. This way, we hope to achieve more consistent data within longer periods of time without major changes. The last months have shown us that this might be a viable solution for everyone involved.


    Unfortunately I can only speak about myself in this matter but will try to convince my colleagues to do so as well.


    At this point I'd like to draw some attention at this topic again, as we are still looking for advisors / collaborators that can help us with class design, balancing and consistency of our data.


    As some one who enjoys the slower route and does not instantly hit 91, it feels early game is being ignored. My Druid/rogue went from timed burns soloing Hoto to not even being able to do Cyclops. And this is with it already being stated that combo is lacking in the single target damage.

    I'm sorry you feel this way. The majority of the data we get to balance (magical) classes around comes from the endgame, but we try to shift balancing into the mid game as well already. The website wasn't updated since Patch 11.1.1.5005.en (26-07-2024), but could be updated soon, as a lot has changed since then.


    Druid/Rogue in particular will be buffed within the upcoming patch in single target, as we also noticed a lack in single target (burst) damage. Also the DoT will be buffed decently, so most of your issues might be solved.


    About Earth Arrow/Dark Arrow that was dealing magical flat damage, we do not plan to revert it for now.


    Best regards

    Wesker &)

    Greetings!


    As told in the other thread, we are not planning to change Soul Pain into a poison damage ability for now.


    Best regards

    Wesker

    Greetings!


    Thanks for reporting, seems like we missed this one while changing Corrosive Poison DoT to dark damage again. I will make a note for the next balance patch.


    Best regards

    Wesker

    Greetings!


    We are not planning to include Soul Pain 497964 to the magical poison damage abilities. However, with last patch we introduced Reflected Shot 1490794 to apply a magical poison DoT on target it hits, that might be even better than Soul Pain.


    Best regards

    Wesker

    Greetings!


    Unfortunately we are not planning to change more general Scout skills into magical abilities on Warlock/Scout class, as there is already a full rotation existing as key mechanic that works flawlessly:


    By using Severed Consciousness...



    ...you reduce the active cooldown time of Saces' Impatience 1490582 (see screenshot below) so you always channel Severed Consciousness 3-times and can use Saces' Impatience to generate another 6 PSI.



    So there is actually no time to cast further skills, such as Vampire Arrows (491292) or Joint Blow (490420).


    If you struggle entering Willpower Blade, I'd suggest using Dark Rain (1490585) to quickly recover the missing 4 PSI.


    I hope that was helpful.


    Best regards,

    Wesker &)

    Greetings Arcadians!


    First of all, thank you very much for sharing all your feedback and for the tier list in the first place. Most of your experiences match our internal analyses and we've been working on improvements for quite some time already.


    As you already noticed, some classes may behave differently in different raid setups or by different raid pacing, so there might be some changes coming that some of you may not agree with. So please be open for opinions of other players as their experience could be viable and reasonable as well.


    However, I won't be spoiling too much at this point, as a major class balance patch is almost ready to be released.


    We will add comments to the upcoming patch notes again, so you guys can understand our intentions of most changes.


    In this respect i remain with best regards.

    Wesker &)

    About Scout/Warlock


    I love this class so much but this class has something missing in its skills. We have to use some aoe skills such as and also when we attack single target(Dont tell me to use because some targets are dying even before this spell cast ends).Why dont you just make this elite skill also change joint blow and make it a magical skill that deals poison damage ? So we will have better single target rotation on this class.

    Greetings!


    Sorry for the delayed answer, I just came back from my vacations. &)


    I was thinking of something similar some time ago (when we added Mana Drain Shot to the elite passive) but discarded my idea as it seemed not necessary to add further single target skills to the rotation for both rotation flow and damage, since most of the skill cooldowns depend on your ranged attack speed and are available fast enough again.


    Was the reason behind your post that you're lacking DPS in single target situations or encountering that all skills are on cooldown at a time?


    Best regards

    Wesker

    https://chroniclesofarcadia.co…/#patch-notes-11-1-2-1103


    I’ve gone through the latest patch notes on class balance and I have to say, the explanations from the Game Devs really make a difference. Even though the game is still under maintenance and I haven’t been able to test the changes myself, the thought process behind each adjustment is well-reasoned. What I appreciate most is how these notes open the door for meaningful discussions between the devs and players. This kind of transparency makes it possible to fine-tune the classes based on real feedback, which is key to achieving a balanced system.

    Keep it up!

    Agreed, I just hope these GD notes are not exclusive to changes pertaining to magical classes. Much appreciated.

    Greetings!


    We introduced those "GD Notes" for magical classes for test reasons in the first place, but are willing to keep writing and even extending them in the future if you guys respond well to them. For me personally it's not as much of an extra work, as we already discuss certain changes within the design/balancing teams anyway and I'm glad to share my thoughts with our playerbase. The rest of us might think the same way.


    Since we are adjusting our internal workflows (as you can see here) in order to add more transparency to our game design, especially in terms of class balancing, we like to communicate and engage with you guys even more.


    I'm sorry if you felt not being heard in the past while suggesting good and well thought-out ideas without (or only with few) response from our side, so I hope this step will have a positive impact on the situation as we all have the same goal of improving the game together.

    Would be nice to go into discussions about generell classes (...)

    This might already be possible by applying as a collaborator as you can see in this post. The best place for these discussions is probably the place where the changes are forged. If you want to play an active role within the class balancing, so your voice is heard at an earliest time possible, I'm looking forward to meet you there! &)


    Best regards

    Wesker

    Note by GD: As the duration of Elemental Catalysis was reduced before, we changed some item set skills to balance the loss of casting speed so mages can keep up their cast burst for longer.

    • Reduced Elemental Catalysis cast speed to 25% from 50%.
    • Increased Rune Formation set skill damage gain to 30% from 15%.
    • Removed The Sage set skill damage gain, added 30% cast speed instead.


    Mages got extra and longer 5% casting speed but they also lost 5% magical damage. Can you add 5% more magical damage to Runic Formation skill ?

    Greetings!


    Yes, we will add it back, since it was nerfed unintentionally. However, for the first 15 seconds of the burst, you now gain 5% more casting speed, while sustaining 30% by "The Sage" for another 15 seconds after Elemental Catalysis has expired.


    Best regards

    Wesker

    About Warrior/Mage

    Electric Attack skill (ID : 493001) has very low damage and it has 1 second cooldown. Warrior/Mage should deal damage with auto attacks also. Since you changed 60 level Elite Skill, auto attacks became useless except stacking Electrical Rage.

    Can you change Electric Attack to be a passive skill that modifies auto attacks deal fire and wing damage ?

    Greetings!


    We do not plan to change Warrior/Mage auto attacks to deal damage anymore. Players should actively play their rotation in order to deal damage, rather than dealing damage passively. Electric Attack deals less damage than before, but in return the class got DoTs and more overall damage for a better sustain damage.


    Our goal for the last changes to the class was to force the player to actively engage into combat in order to keep up the Possessed by Anger bonuses and Electrical Rage stacks, rather than press a button every 30 seconds for the majority of its original damage output.

    About Warrior/Mage

    Can you also make Lightning Burn DoT damage to increase with casting speed ? Physical warriors gain extra DoT damage from their attack speed. I think warrior/mage's DoT should benefit from casting speed.

    Cast Speed scaling for magical DoTs will be considered for the future. But for now, only Magical Attack and Damage over Time increments play into Lightning Burn. We already observed data from players using an optimized setup for the DoT variant which seems to perform quite well.


    Best regards

    Wesker

    Greetings! &)


    with today's patch we will introduce a reworked key mechanic of mage, while giving every mage sub class a unique mechanic to implement those changes properly. Our goal is to further increase synergies of magical classes between elemental classes in general and bring them back in line with each other.


    Today's key mechanic changes will be the first step into a new direction that will have some adjustments following up in the near future, enhancing variety and possibilities of magical class gameplay in general.


    For sure, you might experience different results by combining specific synergies with each other, so that previously underperforming magical classes might be able to catch up with current meta classes again. This is one of our major goals in magical class balance, so there will be more specific elemental synergies instead of general support on many classes, not only speaking of the current patch.


    For your M/R problem, there is no solution. Just accept the fact that most mobs die faster than you can get your Cursed Fangs + Kiss of the Vampire combination out.

    This is exactly what is the goal of Mage/Rogue class design. We will even increase the impact of this skill combo further, so it might be mandatory to use in many scenarios in the first place.

    The class having issues to apply Kiss of the Vampire properly should be the difficulty and barrier of entry of this classes' power. So by buffing Kiss of the Vampire to grant further bonuses (alongside the new changes of general Mage class [that might be released today] ) will lead to the point of intersection between difficulty and power.


    However, if it turns out to be an extremely annoying mechanic in the long run, we will reserve the right of making further adjustments of course. But for now, the Kiss combo will be a key element in Mage/Rogue's gameplay.


    For warlocks is the whole aoe situation. For druids, well, everything xD.

    You might look forward to the upcoming patches, where warlocks and druid will get some love again. There will even be another dark damage synergy alongside a specific major combat change that enhance warlocks and specifically Druid/Rogue gamplay decently. But, to manage expectations, this might require further adjustments later. I'm looking forward to your feedback!

    Quote from Madox

    The issue I see with mdps is that all of them have 1 big handicap. I always thought classes shouldn't be perfect and they should be "bad" in atleast one situation... well, rogues don't have that problem.

    General class balancing is a complex task due to different combinations, synergies and even general raid gameplay. However, the peak issues have been addressed to the general class balancing team and we are working on that.


    Best regards

    Wesker &)