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  • Wizard is definitely better overall IMO, and both paragons look competitive now, so thank you for that. Is there any time left for bug fixing? Thinking about the Thaum Directed Flames issues raised in particular.
  • Barb tank would be my top choice, though quite like the idea of balancing tanking paragons as a whole, given there are only three.
  • @rgutscheradev would be interested in your take on this as the dev. Is there fundamentally any reason that means other combos of the variables involved (time, cd speed, damage buff) couldn't be tested with reasonable ease? Would alternatives be considered if there was community consensus around trying them? (if it's just 1…
  • I agree with you on the dps front. Not looking to push for an increase to dps at all, since its about right on preview IMO. This is more about whether adjusting the variables of AE in a different way might lead to a more satisfactory playstyle (or not), whilst keeping the dps the same.
  • Since there have been some discussions about the pros and cons to the changes for Arcane Empowerment, I wanted to delve into options for it in more detail. Created a separate discussion, to not de-rail this main thread too much. If anyone is interested in contributing ideas, take a look:…
  • So I think from a dps standpoint, Arcane Empowerment is in a good place. Allowing AP gain makes it the choice for the "Action Point gain maxi", without it being massively overpowered compared to everything else. The updated cooldown method is quite jarring in the UI though, as you noted. I think it's also causing a bug…
  • I think you might be on to something. I've been thinking along similar lines. Whilst I believe the ultimate answer would be to re-make the paragon so that it is built around the concept of empowerment (not a feat, class feat or a daily), that's clearly not feasible at the moment. It also seems the devs don't want any one…
  • Million dollar question @rgutscheradev, what % per second will you set it at to start with? I'd rather have the ability to fire encounters at a faster rate (say 33%), but without the AE damage buff, than wait around for 4-5s between encounters. Purely from a playstyle perspective, AE with long cooldowns is a bit dull and…
  • Sadly I agree. Could see it being useful in newly released dungeons to slow down rampaging mobs, or where the party is a bit too weak/inexperienced to reliably complete a dungeon, or just for fun in open-world solo play. But I don't think the pace and style of gameplay presents enough opportunities for it to shine - unless…
  • Track 1: Buff Arcanist powers (10-15%), then re-evaulate Track 2: Fix major Thaum bugs, then re-evaluate IMO
  • Here are the results of some controlled ACT tests I did with an Arcanist Single Target build, in an effort to establish the relative strength before and after the changes. It's purposefully very specific and based on the commonly accepted old rotation/feats/meta for ST builds. I have ACT logs, should you want them, but for…
  • This was sitting there hitting the boss illusion in the training room (45k rating) with RoF for a few minutes on preview, with CA, to see what the damage makeup looked like (with Snap Freeze + Striking Advantage + Chilling Presence + Storm Spell + Poison Thorn, no BoA). 42% of the dps came from RoF itself, 58% from the…
  • @nitocris83 @rgutscheradev Could I make a quick suggestion on dealing with the wizard balance changes. Can we split out any discussion about the Wizard class in general (it sucks, should have different powers, one paragon should be a tank etc) into a separate thread, and then have one purely focused on bug reports, balance…
  • I think the contexts point is an important one. I would hope that - given the open communication displayed here - if a group of people were to present wizard ACT logs and relevant calculations/trends resulting from them, recorded in different contexts (trials with artefact calls, dragon hunts, dungeons, training room/dummy…
  • Really appreciate the detailed explanation, @rgutscheradev. Arcane Empowerment is without doubt overpowered compared to any other daily in the class, but at the same time it's currently the only reason the class can just about keep up with others. I think the changes as they are will likely see a drop in Arcanist dps, but…
  • A quick glance at an ACT log from earlier in this week on preview showed a 50% crit rate for Storm Spell, and roughly half the damage on a non-crit vs a crit. Assuming it was (the equivalent of) 100% crit rate to this point, it would be around a 25% damage reduction from it. Not massive in the grand scheme, but 1-2%…
  • I'd save awarding the courage achievement until devs routinely give reasons for such changes when first announcing them. You're assuming this was the rationale, and maybe it was, but we don't know because no reason given.
  • Obviously this all needs to be tested before I could comment meaningfully, but looking at the balance updates at first glance the Thaum changes at least look interesting enough that it could make for a competitive build. My only question for now, @rgutscheradev, is what the rationale is behind the Arcane Empowerment…
  • Build diversity is sorely needed. Most of these changes make no sense. Just listen to the people playing the game.
  • You can get up to 30% crit sev from a combo of: * Superior Flask of Potency (7.5%) * Wild Storm Elixir (10%) * Ribcage chest piece (12.5%, with 5 stacks procced) You can get up to 22.5% crit strike from a combo of: * Goristro's Horns helmet (10%, with 10 stacks procced) * Ribcage chest piece (12.5%, with 5 stacks procced)…
  • Just did some testing on a Wizard with 3 Storyteller journals, LostMouth Artefact set and lightning enchantment. It should proc the LostMouth bonus twice each time a power crits, since the journals and the artefact set both give it. I found the problem seems to occur with any DoT power, and even potentially some that…
  • Diversity for potions would make a lot of sense. I think it's a general truth for most "bonuses" (gear, potions, companions etc). There needs to be variety so you can customise your build to suit. The problem isn't that some DPS classes have crit sev as their forte bonus, it's that other bonuses are currently unbalanced…
  • This is absolutely what needs to happen IMO. The set bonus should be secondary, otherwise % will keep needing to be increased to improve on what came before, which will lead to out of control numbers again in the end (that's also a problem with the new % implementation in general, I think - higher IL needs to drive an item…
  • As others have said very articulately earlier, the re-work going live has exposed the problems that were pointed out before it was released. The scaling system will probably end up pretty good, but it's definitely broken as it stands. There's the obvious problem of mobs in some areas being unplayable. I went into…
  • It seems to be dependent on scaling choices in individual dungeons, at least it feels that way. Just did a Tiamat run and beyond the fact healing needs to be on point (because you do take a bit more damage), it was surprisingly similar to before the changes. Whereas a skirmish like Merchant Prince was literally unplayable…
  • The Owlbear preview shard looks to have this afternoon's build up at the moment (same build number, at least). It has bonding exchange enabled, but not radiant/empowered exchange. It's on the mod 20 preview shard, but not this one. My guess is bonding exchange now, radiant exchange with mod 20...? But it would be nice to…
  • As others have mentioned, the weapon set bonuses should be updated to reflect how high-end they are within the game, now that damage is no longer derived from the weapons. Celestial should have a slightly better bonus than LionHeart, which in turn should have a slightly better bonus than Blessed etc. As for the debate over…
  • @"noworries#8859" I just gave some levelling (and older epic) dungeons a quick solo run on a 51k Wizard to see how they felt compared to (a) live and (b) earlier preview patches. All of the older dungeons, whether epic or normal, feel equally as hard. I didn't feel much, if any, difference from earlier preview patches. All…
  • @"noworries#8859" @nitocris83 Changes around bolster categories, radiant/empowered exchange and gear bonuses all sound very positive. I have two questions relating to things not explicitly mentioned: 1.) Dominance/Brutality insignias - is there consideration of a similar exchange for those insignias, given the power they…
  • Ultimately though, isn't that exactly the same thing? They could increase everything by 10x and the numbers would be 10x as big, but it wouldn't actually be any different. Surely a nerf is making something weaker relative to something else and a buff is making something stronger relative to something else? If player and…