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21

Monday, October 10th 2011, 2:57am

@SuzumiyaHaruhi

Yeah, my bad. It does trigger a global cool down.

@Vaeliorin

I just checked this, and your correct, Charged Power does change the dps of Charged Chop. Ironically, it drastically increases the damage when it should decrease it. And trust me, I know full well how terrible Charged Chop is. It was bad from the moment Chapter 2 was released, and has gone nothing but downhill since.

22

Monday, October 10th 2011, 4:23pm

Quoted from "effervescent;472972"

@ SuzumiyaHaruhi - Piercing Arrow was BUFFED 30%, not nerfed...not sure how you missed that as a scout >.>. Its cooldown was also reduced. It is much, much better than Wind Arrow.


Piercing arrow counts as an AOE skill, so it's total damage done is reduced by 20%. For example, a scout with a +12 t-10 fury has 7366 damage, 31k patk, hitting a target with 15k pdef. Wind arrows+60 would hit that target for about 22.8k damage. If Piercing arrow+60 hit the same target, it would only be 23.7k. Why is this even though piercing's %damage is almost 2x wind arrow's. Because if it was a single target, it's damage would be 29.7k damage average/hit. However, it suffers a 20% penalty due to being an AOE skill, so it's damage is reduced to only 23.4k. Pretty sad. Really, shoot is >>>>> Piercing, and when you have just about any speed buff on, you can get shoot to 1 sec cd, so you should always use shoot instead of piercing.

23

Monday, October 10th 2011, 6:46pm

@SuzumiyaHaruhi
Except the entire point of using PA is to hit multiple targets. That's why it is registered as an aoe type attack. If there is only one target, you should be better off using Shot.

Completely unrelated, but I also have a surprise for this thread that I have been working on. It's gonna be one of those things that people either hate or love.

24

Wednesday, October 12th 2011, 12:53am

Alright, I have added the alpha version of my latest creation: the revised P/W elite skills. I REALLY need feedback on these.

25

Saturday, October 15th 2011, 6:52am

Does anybody know how to change the thread title? I've been trying to change it to Balance Suggestions, but haven't figured out how to do it yet.

I'm going to try to add one section a week. We'll see how that works out.

26

Saturday, October 15th 2011, 5:32pm

I'm a bit concerned about your lack of interest in the scout skills... kinda seems like you just glanced over them without ever really taking the time to get to know the class.

First of all it's a widely known fact that Vampire arrows has a scaling problem above level 50, where the investment of levels into the ability have diminishing returns.

Joint blow & wrist attack, albeit great for melee, are kind of useless in the fact that your a ranged class, that is attempting to keep the target at range. Wrist attack should be considered to be a ranged attack, like you posted about the neck strike. Join blow is pretty much the same thing as frost arrows, except it has the chance of stopping movement all together (with cripple joint), giving you a half-step to get away. They even override each other, so really it's just a double-up space-waste.

Mana drain shot is just plain useless. I mean really, does anyone even have a viable use for this anymore? Gonna drain someone's mana when they're hitting for 50k? Would it even matter with the pots & mana stones available?

Lasso should only break on new attacks, not pre-existing dot damage from things like vamp arrow. (Though that may be a bit OP unless they put lasso on a 30sec cd)

Blood arrow is just garbage... what with as much health as you have to sacrifice to use it at higher levels, just not worth it.

Target area can become a significant liability because focus regeneration speeds are horribly slow, especially while in combat... making it's use very limited, only useful when you have concentration off cooldown.

Snipe's cooldown needs to be reduced to 2sec so that it can compete with combo shot.

Those are just a few of the things I noticed, even though I'm half asleep.


Quoted from "effervescent;472423"

Piercing Arrow a trash skill? Seriously? You need to spend more time on the scout side if you think one of the highest DPS skills a scout has is awful.


Also, I agree with this... piercing arrow & reflective shot are great for soloing and fending off multiple mobs. Even comes in handy in instances where you accidentally pull agg and have to kite them around while still trying to DPS the main target.

27

Tuesday, October 18th 2011, 5:26pm

Quoted from "Silenteye7;474896"

I'm a bit concerned about your lack of interest in the scout skills... kinda seems like you just glanced over them without ever really taking the time to get to know the class.


Actually, my experience with the scout class is second only to to warden class. The reason I haven't changed many skills is that the scout class is one of the best classes in the game, so it doesn't need as many changes as, say, the warden.

Quoted from "Silenteye7;474896"

First of all it's a widely known fact that Vampire arrows has a scaling problem above level 50, where the investment of levels into the ability have diminishing returns.


Actually, as a skill, Vampire Arrows is quite good. The problem is that no dots scale well, since everything gets a massive health boost from level 50 to endgame. Therefore, I will be addressing that problem later on as a general issue.

Quoted from "Silenteye7;474896"

Joint blow & wrist attack, albeit great for melee, are kind of useless in the fact that your a ranged class, that is attempting to keep the target at range. Wrist attack should be considered to be a ranged attack, like you posted about the neck strike. Join blow is pretty much the same thing as frost arrows, except it has the chance of stopping movement all together (with cripple joint), giving you a half-step to get away. They even override each other, so really it's just a double-up space-waste.


I wasn't aware that they override each other, so that might need to change. But they shouldn't be made into ranged attacks, since they are supposed to be panic attack type skills. Wrist attack is for when a melee class finally catches up to you, and joint blow is when that melee class realizes he is about to die and tries to flee. They aren't the best skills in the scout arsenal, but they still functional and useful.

Quoted from "Silenteye7;474896"

Mana drain shot is just plain useless. I mean really, does anyone even have a viable use for this anymore? Gonna drain someone's mana when they're hitting for 50k? Would it even matter with the pots & mana stones available?


Mana Drain Shot, counter to its name, doesn't actually drain mana. It reduced the enemy's magical attack. So it's actually useful for fighting mages.

Quoted from "Silenteye7;474896"

Lasso should only break on new attacks, not pre-existing dot damage from things like vamp arrow. (Though that may be a bit OP unless they put lasso on a 30sec cd)


That is more of a problem with stasis skills in general than a problem with Lasso. That probably should be changed to cancel all dot spells on the target, but once again, its a general problem which will be addressed later.

Quoted from "Silenteye7;474896"

Blood arrow is just garbage... what with as much health as you have to sacrifice to use it at higher levels, just not worth it.


Blood Arrow is a fantastic skill. It is just supposed to be used in an instance when you have a dedicated healer. This is one of the major components of the famous (or infamous, depending on your class) scout burn strategy (when you just go all out on a boss to kill it in as little time as possible).

Quoted from "Silenteye7;474896"

Target area can become a significant liability because focus regeneration speeds are horribly slow, especially while in combat... making it's use very limited, only useful when you have concentration off cooldown.


I don't have all that much experience with this skill, but there are skills to increase focus regeneration. Once again, this skill is still useful against things like bosses.

Quoted from "Silenteye7;474896"

Snipe's cooldown needs to be reduced to 2sec so that it can compete with combo shot.


No. The last thing anybody needs is a class that can literally just stand there and do max damage by rotating between 2 skills. If you want to maximize your damage output, you should have to use a wide variety of skills in your arsenal. Just look at the warrior class. It has a complicated, but effective, skill rotation. That is the whole point of balancing skills. Everything should be used, not just Snipe and Combo Shot.

Quoted from "Silenteye7;474896"

Also, I agree with this... piercing arrow & reflective shot are great for soloing and fending off multiple mobs. Even comes in handy in instances where you accidentally pull agg and have to kite them around while still trying to DPS the main target.


I already fixed this.

EDIT: and sorry for taking so long to respond, I have had a very busy week.

28

Tuesday, October 18th 2011, 5:44pm

...I just read the topic, read the comments and vote what you smoking.
Why? Learn to play your combo, you'll end up hate it or love it. And RW rarely revamp the whole skill system. They will only boost/nerf the existing ones.

Take scout and mage for example.
Chap 2, scout is useless. People in the forum complaint/qq enough to ask for a boost.
Chap 3, mage become useless, while a scout with hasting does 500k dps per second even with a untiered white bow. Mages qq hard across all regions.
Chap 4, scout got nerf, mage got buff and rogue got buff!?!? Now everyone goes rogue while they know RW at some point of time will slam the nerf hammer. Good thing about this time is everyone got a 3 class, but that won't stop people from qq when it happen. I'll probably sit here with a bucket of popcorn laughing at 100 page long thread of list of demands to revamp the skills and rage quits.
=.=

29

Tuesday, October 18th 2011, 5:52pm

Quoted from "ganpot;475744"


No. The last thing anybody needs is a class that can literally just stand there and do max damage by rotating between 2 skills. If you want to maximize your damage output, you should have to use a wide variety of skills in your arsenal. Just look at the warrior class. It has a complicated, but effective, skill rotation. That is the whole point of balancing skills. Everything should be used, not just Snipe and Combo Shot.


You mean like mages, who only use one? There already is a class like that. >.>

Formerly Catorii, D/S/M of Faction.


30

Tuesday, October 18th 2011, 6:17pm

Quoted from "Sadz202;475749"

...I just read the topic, read the comments and vote what you smoking.
Why? Learn to play your combo, you'll end up hate it or love it. And RW rarely revamp the whole skill system. They will only boost/nerf the existing ones.

Take scout and mage for example.
Chap 2, scout is useless. People in the forum complaint/qq enough to ask for a boost.
Chap 3, mage become useless, while a scout with hasting does 500k dps per second even with a untiered white bow. Mages qq hard across all regions.
Chap 4, scout got nerf, mage got buff and rogue got buff!?!? Now everyone goes rogue while they know RW at some point of time will slam the nerf hammer. Good thing about this time is everyone got a 3 class, but that won't stop people from qq when it happen. I'll probably sit here with a bucket of popcorn laughing at 100 page long thread of list of demands to revamp the skills and rage quits.


I'm not doing this because my combo is underpowered (I'm a wd/s, which I already admitted was absurdly overpowered right now). I know how to play my combo, and I am learning as much as I can about the other combos in the game. The point is to make the game as balanced as possible, so that victory is determined by skill (and time and money invested, since this is a free-to-play mmo after all). I'm aware that RW will probably never take my suggestions, but I least I am trying. Wouldn't you much rather play a game where constant re-nerfing and re-buffing wasn't necessary? Cause I know I would. I truly think it is possible to get the classes so in balance that they don't require any more re-balances later on (unless higher level skills or different classes are added).

What would REALLY help is other people stepping in to offer their feedback and suggestions on the classes they are familiar with. Runewaker and Frogster will be far more likely to at least glance at this thread if a lot of people show their support for it.

31

Tuesday, October 18th 2011, 6:18pm

Quoted from "effervescent;475757"

You mean like mages, who only use one? There already is a class like that. >.>


All the more reason to change the mage skills then.

32

Wednesday, October 19th 2011, 7:27am

Quoted from "ganpot;475771"

I'm not doing this because my combo is underpowered (I'm a wd/s, which I already admitted was absurdly overpowered right now). I know how to play my combo, and I am learning as much as I can about the other combos in the game. The point is to make the game as balanced as possible, so that victory is determined by skill (and time and money invested, since this is a free-to-play mmo after all). I'm aware that RW will probably never take my suggestions, but I least I am trying. Wouldn't you much rather play a game where constant re-nerfing and re-buffing wasn't necessary? Cause I know I would. I truly think it is possible to get the classes so in balance that they don't require any more re-balances later on (unless higher level skills or different classes are added).

What would REALLY help is other people stepping in to offer their feedback and suggestions on the classes they are familiar with. Runewaker and Frogster will be far more likely to at least glance at this thread if a lot of people show their support for it.


The game will always be re-nerfing and re-buffing. Do you know why? FA and RW is a business not just random group of people running RoM for fun and giggles. In order for people to pay money, classes has to be constantly unbalanced. That way, there always a group of players that will reroll and regear to whatever the most op combo/class there is to stay competitive.

That is the main reason why most player left, because they are tired of this cycle. This cycle isn't good or bad, it is up to players if they want to participate or not.

Regardless what RW throw out, I'll stick with my m/k combo. I know this combo inside out. That is all it matters to me.
=.=

Pizzoof

Trainee

Posts: 87

Location: Canada

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33

Wednesday, October 19th 2011, 8:13am

Quoted from "ganpot;472321"


A. Warden General Skills

-Charged Chop: probably the worst skill in the entire warden arsenal. This really needs to get buffed. I recommend increasing the damage significantly and making it the warden's main dps attack skill. The mana cost should also be increased to compensate.
Charged Chop is just borken, technically it's fine, it doesnt need a DPS boost, the only thing it needs is the damage modifier from the cast time like most other cast skill have. It only need a fix.

-Briar Shield: Fairly good as is, but it is only useful against physical attacks in a very close range. I'm also not sure this always activates when it should, due to lag. Since the warden is supposed to be a tank/dps hybrid, I think this should be upgraded to either 1. repel both physical and magical attacks within a range of 75 (currently 50), or 2. repel only physical attacks within a range of 200 (possibly 150).
Honestly, the range is fine, increasing it to 200 means removing lots advantages scouts and mages have over Wardens. As much as i hate facing mages in PvP, briar shield that reflects magical damage would, again, make briar shield overpowered (dont forget about the x/wd). In my opinion it's ifne as it is.

-Power of the Wood Spirit: not as good as other classes' general attack skills, so it's dps should be upgraded slightly. To help differentiate it from Charged Chop, it should be the tank oriented melee attack. Maybe add a chance to deflect or dodge the next attack, which can only happen once every 10 seconds or so. The mana cost should also be increased slightly.
Increasing the manacost is just stupid, it drains mana fast enough. Again, this skill is fine as it is. A spammable instant cast shouldnt have high damage, work on a rotation, this skill is just a filler not a main DPS skill. Also, it has a heal every 30 or 45 seconds that is really usefull, it doesnt need a deflect or dodge buff also.

-Enhanced Accuracy: At the very least it needs to be upgradable past level 50. Also, it seems to have less of an effect when compared to other classes' stat bonuses (like scout's dex bonus), so maybe increase the amount overall a little bit.

I honestly wouldnt allocate TP into this skill past lvl 50, unless it'S changed to a stam or str or any passive buff to a base attribute (hell, i'd even take a passive pattack buff)

-Elven Amulet: Good as is.

-Savage Power: Good as is.


B. Warden Primary Skills

-Energy Absorb: Not really sure why this has a 5 min cooldown. A 3 min cooldown would be more fitting. Fine other than that.
Has a 5 min cooldown like every other class has a 5 min cooldown on their best short duration buff...

-Recall Pet: Nothing really to say about this skill, it's pretty straightforward. A small improvement would be making this usable without dismounting or interrupting charged chop, since this skill in no way helps your odds in combat. you use it in combat?

-Summon Spirit of the Oak: The oak's health and defense needs to scale better at higher levels and with better gear. It should always have more health and defense than the player. Also, switching secondary classes with the Oak Spirit summoned triggers it's rescue ability, so that should be fixed.
Fine as is. I was happy to see that RoM is the only game where the pets are not a bajillion time stronger than their summoners (ex: Anarchy Online, etc). Pets are there to assist you, not do your job.

-Thorny Vines: Seriously needs a buff. This only does around 2/3rds of the damage per tick of Vampire Arrow, has a shorter duration, and doesn't inflict any initial damage. I favor increasing the damage and changing it back how it used to work (inflicted increasing damage per tick). Maybe even add a massive burst of damage if it gets dispelled or something.
no comments

-Elven Prayer: Should have a 30 second cooldown (currently 2 min) and be based off of the pet's health instead of the player's. (current formula: max hp x 11% + 260 at level 50) This amount healed also needs to be significantly increased (maybe just a standard 25% heal instead of the formula), because it is almost useless as it is now.
never used it and never will lol.

-Movement Restriction: The only problem I have with this skill is that by max level the damage inflicted is essentially useless. Of course, that's not the point of the skill. But it would still be nice if the damage continued to increase past level 50 somehow. Maybe the skill could reach level 67, but only the damage would increase past level 50.
Dude, i dont know how much TP you have but there's no way i'D waste TP in this skill past 50, it's a REALLY good skill in both PvE AND PvP, since it roots and doesnt break on damage AND hits when it ends. The damage dealt is OK, not good but not bad.

*-Summon Nature Crystal: I love what the recent updates have does with this pet. But the wording for its secondary ability (immune to damage but can't attack) really needs to be changed. It is currently incredibly confusing to new players. I have one other small qualm which I shall address later.

-Damage Transfer: Double the duration to 30 seconds.

I only use it if i know im gonna die and i want to make it the slowest possible, it'll mostly kill your pet.

-Heart of the Oak: I really like this skill, but the increased physical defense should start at a lower amount and increase more, therefore maxing out at the same amount as now. It is a little odd that it starts at level 1 with around an 80% defense increase.

-Frantic Briar: Maybe decrease the mana cost a tad.
Not really necessary, fine as is.

-Summon Oak Walker: Obviously the suicide glitch needs to be fixed. I don't use this pet very much, so I can't comment on anything else. I'll just say that it's stats (specifically strength and dexterity) need to scale with the player's gear and level at a rate that makes it useful at endgame.
LOL, it scales greatly, you just need to know your class and know how to use Oak Walker. Probably scales better than Chiron. (Oak Walker's damage mostly scales off your crit rate). The ONLY thing that it needs is a fix to its suicidal attemps.

-Protection of Nature: The critical hit rate needs to be increased more, so that it becomes a viable alternative (dps instead of tanking) to Heart of the Oak.
I dont think it needs a boost to the crit hit rate, but maybe add a %crit damage increase to it.

-Two-Hand Weapon Mastery: Good as is.

-Natural Lifeline: Good as is.

-Banish: This should really work on bosses, as should other stasis abilities of this sort (regardless of class).
CCs should not work on bosses other than interrupts, it would make bosses way to easy to kill. Imagine Banishing RT first boss right before his jump, or GC 1st boss before the box thing..

-Vitality Explosion: I like the recent changes (since now it's actually useful), but I would prefer for the healings to be in smaller increments over time. Instead of healing 10% every 25 seconds, it should heal 2.5% every 6 seconds. The chance that using Power of the Wood Spirit will trigger this remains the same. (My reasoning behind this is that it is too easy to use up your heal at the beginning of the fight when you don't need it, since Power of the Wood Spirit is the main melee skill for most wardens.)
Again, learn to get a good rotation, PotWS is only a filler and NOT a main melee skill, whatever your combo is. Wd/m = wind chop. wd/w = double chop, beast chop, pulse mastery, etc. wd/s = joint blows, vamp, submission, etc, wd/r = shadowstab, etc, i think you get my point.

-Power of the Oak: This needs a pretty hefty buff, considering wardens get a passive 50% bonus 2-handed damage, and this only gives a paltry +15%. It should be double that at least. It also shouldn't max out at level 50.
Again, im asking how many TP do you have !? cap at 50 = good, the % could be increase to 20, max. Why would a warden have as much weapon mastery as a warrior AND a pet to help him??
-Explosion of Power: Good as is.

-Elven Guidance: One of only two abilities I have put no tp into, with good reason. This skill is absolutely terrible. Since this is a mana regeneration skill, it shouldn't have an activation cost. It should also last 20 seconds, and restore a % of total mana, instead of a static amount. (Let's say it starts at 2% at level 1, and maxes at 10%.) It also shouldn't be a chance, you should be guaranteed to regain mana with every hit your pet inflicts. (This should fix the warden's mana problems to a large extent.)
never used it either

-Cross Chop: The mana cost of this skill should be reduced by around 20%.
Fine as is, i'd rather see a Fan-shapped AoE than a straight line AoE though.

Pet Skills:

-Punch: Needs to generate more aggro for the Oak Spirit at higher levels. As it is now, I can easily overcome any aggro from my pet (without a tiered weapon, mind you).
No point in seeing a pet tank for you, maybe make it a wd/d or wd/m elite? but not for all wardens..

-Crystalline Acceleration: This should be increased to 10% increased attack speed to become just as useful as the Nature Crystal's other ability.
a CONSTANT 8% is more than enough..

-Entangle: The duration should be doubled to 10 seconds and the cooldown should be decreased to 45 seconds. I have also noticed that sometimes this doesn't stop the enemy from attacking, so please look into that. This should work on normal enemies and elites, but not bosses.
Should be a warden skill and not a pet skill, but only usable when spirit of the oak is out..it often takes WWAAAYYY too much time for the pet to reach the target and then be able to cast it.

-Sepal Stab: Needs to do more damage.
nope, fine as is

-Magical Interference: Mostly good as is, but the skill gives no indication of how long the debuff lasts. Depending on how long the skill lasts, the cooldown might need to be reduced.
should be a warden skill not a pet skill like i mentioned for entangle.

-Crystalline Protection: Good as is.

D. Warden/Warrior Elites

I would say that most of the attack skills are overpowered, but the devs just did the same thing to the knight skills, so I guess they are even now.
Not really overpowered, hits hard enough to generate aggro without too much pattack. Also, you cant DPS as Wd/W since you generate too much aggro so it'S fine as is.

-Double Chop: Fine as is.

-Beast Chop: Fine as is.

-Ire: Absolutely useless. This skill should be replaced altogether. My idea is to have the skill called Thorn Mastery, which adds aggro to thorny vine for every level invested in it, adds a 4 second taunt effect to it, and also adds extra aggro to Briar Shield attacks.
Shows you never tanked...Ire is really usefull, but should be increased to 10 seconds, 5 seconds is really short for a taunt.

-Immortal Power: Pretty Good, but the cooldown could be reduced a little, the duration should be increased to 20 seconds, and the mana cost needs to be increased.
Great in PvE, sucks in PvP. No clue how to make it work in PvP without nerfing it in PvE. Players hit a lot more and a lot faster than bosses, it takes less than 3 seconds to get hit 3 times...duration should not be increased, mana cost is % based, it does NOT need an increase.

-Pulse Mastery: Good as is.

-Resilience of Life: Good as is.

-Will Attack: The mana requirement should be increased a little bit.
nope

-Coat of Arms: The mana cost needs to be increased, and the duration should be increased to 30 seconds with a cooldown of 2 min (currently 20 sec with 3 min cooldown).
no on the mana cost. and it's fine as is.

M. Closing / Misc. Thoughts

1. Warden Thoughts

Pets need to get all of the movement speed buffs when the player gets them. They also need to run slightly faster (like 2% faster or less) than the player, so they can catch up to players.
Agreed, pets should be as fast or 10-15% faster than the master's speed WHEN SUMMONED. I'm gonna agree with you on that.

Pets also need to get better pathfinding so that they stop aggroing every mob in the area. Luckily, there is an easy round-about solution. Just make every pet not attract aggro until it attacks. Once it attacks aggro is generated like normal.
meh

This is the class that needs the most help. The devs tried to balance it, but basically just made Chiron absurdly powerful without changing much else.
i disagree

*Also, wardens get somewhat screwed in pvp combat because to become fully buffed they must summon a pet (4 seconds(with the HoS set-skill) sec cast, 15% mana), sacrifice it for a buff (instant cast), then summon another pet (another 4 seconds(with the HoS set-skill) sec cast, 15% mana). That is fine for pve (slightly annoying, but fine), but when playing pvp on a small map you don't have that much time before you are attacked again, especially if you respawn right in front of enemy players. That is why I strongly suggest making the warden pet sacrifice buffs (Power of the Oak, Protection of Nature, and Heart of the Oak) work without needing to summon the pet first. That way, wardens only have to summon one pet, not two.
agreed

*The Warden weapon skill levels (default v button) also need to be adjusted. Wardens are supposed to use 2-handed weapons, but their 2-handed axe and sword skills max out at an absurdly low level, while a weapon they can't even use (wands) is their highest specialty.
agreed

4. Taunt Effects in PvP

Someone else had a great idea in another thread (sorry, I don't remember the name). Basically, he/she argued that taunt effects should have the same effect on players as on mobs. In other words, if someone is taunted, he/she is forced to target whoever used the taunt for a certain amount of time. Obviously, the effect time would be reduced in pvp (similar to what happens to stun and stasis abilities).
agreed


comments in bold. i will comment on the warrior and warrior/warden part an other day, it'S getting kind of late.
Pizzuuf 72 Warrior/ 68 Warden/ 62 Mage
Server - Govinda

34

Thursday, October 20th 2011, 10:56am

warrior skill

-Shout: This needs to always stun 5 enemies when 5 enemies are in range. Also, duration of the stun should be 10 seconds for mobs, but stay 3 seconds for players.


Ok cant agree with it 10seconds is waay too much its will be so op but make it like 5 or only 3seconds like they have now but stuns nearby targets(all) and it doesnt cost rage like they did to taunt and group taunt and it be so usefull to run away in hard situations when there is no rage.If its 5second stun then we have mages with discharge so it wont make sense.

And a last main change iwant to see for warrior is like they should let warrior generate rage minimum 3rage per second. Or we can keep this as a new set skill would be so cool. Rage should generate even in combat or exiting combat. And make it like rage wont decrease as we exit combat this change will help alot for warrior.

That is my thought :p

35

Thursday, October 20th 2011, 10:57pm

Are u a non endgame noob u must be because for once runewaker got it right some classes have slightly higher dps then others but all in all the classes are balanced u don't have one person doing 200k dps and another one doing 300k it's more like 260k and 300k

36

Friday, October 21st 2011, 5:53am

@Pizzoof
I don't have time to go through all of your points right now, so I will just stick to the major stuff. Potws might be a filler attack now, but that is only because it sucks compared to most other classes' dps skills. Potws and CC are the only two direct attack skills a warden has (discounting elites), so they have to be a bit more than filler. The oak walker might scale well now, but I can guarantee you that it isn't as powerful as Chiron. Chiron does about 35K per hit right now unbuffed, which can 2 hit anything my level. With Explosion of Power on, that goes up to 45K or more. Plus, it has a fairly good dodge rate and crit rate, and it literally never misses. Ire is useless, comparatively speaking, because it is a toned down and non upgradeable form of a warrior primary skill. The warrior version lasts for over 20 seconds, has a shorter cooldown, and doesn't take rage to activate. In other words, it is better in every possible way. And the reason I say that the wd/w attacks are probably overpowered, is that it used to be a dps combo. The devs changed it into a tank combo, but didn't bother changing any of the damage from the attack skill elites. Therefore, it is now a tank which can also dish out a lot of damage. Granted, this is still balanced somewhat by the warden's general suckiness. And that is the main problem with the wardens right now: the wd/s and wd/w combos got huge boosts to their skills, but the general and primary warden skills are only slightly less bad then they have always been. The only reason wd/s is OP is because of Chiron, and the reason for wd/w is that the devs forgot to change the dps skill damage to tank standards.

37

Friday, October 21st 2011, 3:58pm

Why are you saying Chiron is OP? Tell you what, go to an endgame raid (not hos) and then add up Chiron's and your dps, and compare it to other dps classes in the group. you'll find yourself maybe even, probably lagging. Do it again without chiron (a pet in general), and you'll find yourself way below. Keep in mind he only hits like a truck... when you buff summon him... while most good DPS hit like a train.


You can't use a warrior primary skill as a warden. ie. Ire is suddenly useful.

Pizzoof

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38

Friday, October 21st 2011, 9:19pm

First off, when you post in a forum try not to type walls of text. Use paragraphs plz.

Quoted from "ganpot;476565"

@Pizzoof
I don't have time to go through all of your points right now, so I will just stick to the major stuff. Potws might be a filler attack now, but that is only because it sucks compared to most other classes' dps skills. Potws and CC are the only two direct attack skills a warden has (discounting elites), so they have to be a bit more than filler.
Why should they be more than a filler? Any Wd (maybe except wd/d, it's the only warden i never bothered to look at) can have a good rotation that will output a good amount of DPS USING PotWS. Boosting PotWS's DPS would only make wardens boring and make r/wd and w/wd overpowered. PotWS is equal to Slash or Shadowstab in a way. Maybe less stronger but way more spammable.

The oak walker might scale well now, but I can guarantee you that it isn't as powerful as Chiron. Chiron does about 35K per hit right now unbuffed, which can 2 hit anything my level. With Explosion of Power on, that goes up to 45K or more. Plus, it has a fairly good dodge rate and crit rate, and it literally never misses.
Oak Walker might scale now? LOL. Have you ever ran any instance before (not counting HoS, ZS, HoDL)? If you chiron hits for 35k a hit it means you're not really geared. Both Oak Walker and Chiron scale the same way. Chiron only has a higher base damage. BUT Oak Walker scales of crit also. The more you gear up the closer Oak Walker will get to Chiron. Come talk to me when you actually run an instance or at least farm the first boss in Sardo or GC/H

Ire is useless, comparatively speaking, because it is a toned down and non upgradeable form of a warrior primary skill. The warrior version lasts for over 20 seconds, has a shorter cooldown, and doesn't take rage to activate. In other words, it is better in every possible way.
Shows you never played Wd/w as a real tank. Ire can save someone's as.s. Some classes generate LOTS of aggro during burst phase and that 5 sec taunt is often good enough to pull the aggro back before they get hit. Agreed it's only 5 seconds, but i'd take 5 second over nothing. Also, Ire DOES NOT require rage....it requires exactly 35MP. Or like tigerninja said

Quoted from "TigerNinja;476604"

You can't use a warrior primary skill as a warden. ie. Ire is suddenly useful.


And the reason I say that the wd/w attacks are probably overpowered, is that it used to be a dps combo. The devs changed it into a tank combo, but didn't bother changing any of the damage from the attack skill elites. Therefore, it is now a tank which can also dish out a lot of damage.
Aggro mainly comes from DPS and Aggro skills. Remove the Wd/W's DPS and you remove it's ability to generate aggro. Trust me, there's no way you can stack enough pattack a lot more than tanks AND stack enough pdef/hp to actually tank something. Wd/w dishes out lots of damage because it doesnt have lots of taunts and Hatred Strike.

Granted, this is still balanced somewhat by the warden's general suckiness. And that is the main problem with the wardens right now: the wd/s and wd/w combos got huge boosts to their skills, but the general and primary warden skills are only slightly less bad then they have always been.
Wd's suckiness?? WTF? where do you see wardens that suck? where you there before 4.0.1? Warden are now equal to all the other DPS class. They're simply not as easy as a mage to play. Learn your class and you'll be able to DPS a lot. Even as wd/r or wd/m.

The only reason wd/s is OP is because of Chiron, and the reason for wd/w is that the devs forgot to change the dps skill damage to tank standards.
Wd/s is NOT OP, it's as good as any other warden. If the devs nerf the wd/w's damage like you say, they better increase the aggro modifier on the skills by a fukin lot...


All in all, before putting comments, suggestion or feedbacks. Could you at least play the class a little? Wd/S Wd/W Wd/R and Wd/M are really fine as it is. Not perfect, but perfectly fine :P.
Pizzuuf 72 Warrior/ 68 Warden/ 62 Mage
Server - Govinda

39

Sunday, October 23rd 2011, 8:41am

@yoman1
The reason why I went with a 10 second stun in pve is the 5 min cooldown. It needs to be rather powerful since it has one of the longest cooldowns in the game. Obviously, this skill won't work on bosses (and might have only a 50% chance for elites or something). It is also the last warrior skill unlocked. I am considering reducing it to 8 seconds, but it probably shouldn't be less than that.

Also, I am considering changing one of the warrior/scout elites to that (minimum rage generation in combat), since I hear from many of these players that getting rage is a major pain. However, I don't feel that warriors should store rage after leaving combat.

@Tigerninja
Oh, I'm aware that my dps in endgame will be very close to other classes (probably slightly less). The reason I say chiron is OP, is that he does almost ALL of the dps. I feel that at most, the warden's pet should be doing around half of the dps or tanking (and it should probably be more like warden 70% / pet 30%). The problem is, Chiron does over 90% of the dps, which kinda makes the player feel like the pet. The warden's own dps should be buffed, and chiron's should be reduced. Lets say to 50/50 of the total damage output. The class itself isn't really that OP, just chiron.

Also, Ire is useless in the same way that Elven Guidance is useless. Technically, it does help, but it should be better for a full tank combo. The reason I compared it to the warrior skill is to show how terrible it is.

@Pizzoof
The major problem with the warden, is that they have NO single target primary attacks. They have potws and cc, and that is literally it. Sure, they have frantic briar and cross chop, which are good skills, but their dps can't compete with other classes on a single target level. Even the priest has primary class attacks. There are two options to remedy this while keeping the general warden skills balanced. The first way is to add a few primary attack skills which do better dps. The second way is to add passive skills which boost the existing attacks (like Vitality Explosion already does). Comparing potws to Slash, it does 83.6% less damage at level 50, not counting the bleed effect. Yes, it is more spammable. But it shouldn't do that little damage. The second problem of the warden is it's max 5% accuracy increase as opposed to a stat increase. It isn't as major as the first problem, but is still significant.

Also, I'm not sure why only instances above HoDL should count. If someone doesn't know how to play their class by level 50 or so, they probably never will. And I freely admitted to not being geared what-so-ever in my main post. I also admitted that I rarely if ever use the oak walker. How do you know that chiron doesn't scale with the crit rate? Lastly, buying my way into endgame instances doesn't prove at all that I am skilled or know my class.

Actually, I have played a wd/w as a "real" tank. Ire can save someone. Just like Elven Prayer can save your life. It just doesn't happen often... At the very least this should be upgradeable. Also, my mistake about the rage cost, I was just demonstrating that this skill is terrible.

I wasn't recommending that RW tone down the wd/w dps skills. I was demonstrating that the actual warden primary skills are lacking (since there are no direct attacks).

As I already said, wardens need primary attacks. Yes, patch 4.0.1 did wonders for this class. But they are still not equal to other classes quite yet. Wd/s and wd/w are equal to other classes, but only because of their elite skills.

Wd/s isn't OP, but I still think chiron is. When the pet is doing almost all of the dps of a pure dps class combo, there is a problem. Actually, in pvp a wd/s is pretty bad, since chiron is slow, has little hp, and can't attack anything that is jumping around.

I'd say I have played the class more than "a little". And I didn't even mention wd/r and wd/m, so I don't know why you brought them up. Looking back on my previous post, I should have been clearer about chiron vs the wd/s in general. So I apologize for that.

40

Sunday, October 23rd 2011, 9:10pm

Chiron does not do all of your dps once you are endgame- if you are solo-killing something, it looks something like 45/55, or 40/60 at most if, ofc, your pet stays alive the whole time. And remember... this means fully potting/buffing up to summon him (hero pot, codex, touch of unicorn (gol if you're cheap), aa, whatever the druid skill is, morale boost, savage power, and any other possible buff). If you don't do that, he really isn't "DPS" on endgame instances.

The only reason wd/s is dps combo is because of chiron- nerf him, or take him away, and you have no dps. This makes sense to me- I don't want to be an Elf warrior! I want to be a warden, and I want my pet to have some power of its own so it defines my class. I don't need primary class attack skills if my general ones and my pet suffice. In short, he does slightly more damage than you when you are geared, and both of you combined is about equal to a dps class (less than some, more than others, but never the top of the scrut unless everyone else died or you outgear everyone else. I'm not kidding about that, wd/s just can't top that scrut vs w/r or s/wd or some other nasty combos).

As to the siege comment... you aren't the wrecking machine w/k is. But you sure aren't weak or bad- hell people should fear a wd/s leading a charge with a w/x (esp. k). The only reason they don't is that we don't have a proliferation of wd/s playing, especially not endgame geared. But between our two dots, our pet, and ourselves + our two CC's, you can shut down an enemy push, as long as you have either a healer or some dps support that can keep you in the fight/allow you to apply your dps to more people.

RT+ is all that really counts because people are geared for those. You can't really find people who are geared properly for HoS, for example. 99% of people are undergeared and being run through, or overgeared and just laughing at it. Now RT plat or diamond.... or GC hard.... most everyone endgame is "properly" geared for their difficultly, even if we have some people that make it look way too easy.

I'll leave the Ire and Wd/W stuff to someone who has their own Wd/W.


Honestly, your issue with your chiron comes back to you not being geared properly yet. I know, it sounds stupid and I felt the same way, but after gearing up Chiron falls back to being another you on the DPS, not 3x you like you're experiencing now.