trying to be brief: - Part 2 sounds way better, looks all of useful skills have been increased by 25% or above, in line with the purpose of the post - Bugs: 1. Brood of Hadar has a quite interesting behaviour, here's the log with a naked char, 1000 weapon: fist hit is 600mag, I see only two bites for 150mag (total WAI…
> @gonzakotwi said: > (Quote) > Again the same problem this is unbelievable I am not surprised abuot it, main issue with feedback is ppl keep on posting without caring about analizing issues. when DV was broken everyone was screaming vs stat scaling, while running ACT you will notice no effectiveness drop = stat were fine.…
Yeah, timing is quite crucial on a class waiting for tweaks since mod10 rework, any chance to base solutions on preview testing? Happy to provide datas running same dungeon with different classes both on live and preview. I am also been told that further balancing changes are about to happen based on TotMM performance, are…
> @"edenfay#2737" said: > (Quote) > Oh excellent. Yes, I agree: these are very good design decisions. I am very happy to lose Dreadtheft for Blades, too, and Blades promises to synergise well with Harrowstorm for more aggressive between-bosses play. > > And though I praised Lifebind in my previous post, this tweaked…
Arms of Hadar applies curse yep, damage is pitiful but prone effect in a support PoV makes sense while fighting mobs. Also moving blades to general path allows to have a spark generator different than tab/atwills: that's really nice on hard fights. As HF expertise buff has been incorporated to magnitude skills, makes sence…
not really.. maybe both become overall dmg increase? Should be a nice buff then :) Otherwise removing buff from hellfire expertise incorporating changes to magnitudes reduces the impact of damage formula changes Anyway not expecting warlock as only class to be changed and looking forward to test stuff, tho I still see lack…
I don't run RLQ or RIQ but don't think will be an issue for dps characters to move some BtA stuff without even spending gold (bondings/rings/comp equip) to an alt. You will surely being better geared than average support Qing for them and there's scaling anyway; with role bonus and ad bonus from invoking would be way more…
Personal stat scaling looks ok-ish, my toon got down to 60k, that should be fine for an epic dung, and indeed effectiveness was 100%+, tho there's probably a big difference in critter's dmg between +1 and +2. Want to add a different PoV, what about issue wasn't current level of challenge but reward cost? I mean I'm fine…
140k power is fine, crit>= power (with new comp gear is pretty cheap tnx gond). About which toon choose: successful runs teaches us it's very recommended to train with same players, or at least a pool of 10-15 players that could exchange in case someone's missing. Considering healer composition in parties, I would focus on…
Hi and ty for report Want to add that a better RI uptime could be a crucial step to allow warlock being not neglected in TotMM. Plenty of ideas I've read and posted, nothing to add here. I tried to repro that and got everytime WS proccing x5. I won't ask any effort on WS anyway, better to focus resource somewhere else :#
> @plasticbat said: > (Quote) > Green and blue are unbound and can be sold in AH. These are good for casual/undergeared players comparing with what they were using already. read again please :)
Unbinding drops (keeping them BoE) is a quite good choice imo: could help casual/undergeared players, as it requires luck only basically to make ad, and will speed gearing for newcomers as buyable on ah. Want to add the RNG mitigation for unlucky people and/or the ones playing a toon only. That won't turn game into a p2w…
Seems more a latency issue than a bug, last time i checked on preview was working fine. If on PC can check with /netgraph 1 command if ping received is a good and let me know. Ty for reporting.
Hello @asterdahl Fist of all thank you for answering, would've been easier to hide behind silence here :) As you already stated, I'm anything but satisfied with the purpose to fix balance "soon", what I am also interested about is how will you gather data about DPS classes performances. Quite a bunch of reasons the…
> @"tom#6998" said: > it would be cool if @asterdahl could coment on what they think about the current situation and if they have plans to change smth. So we can end this discussion for now. plans and timing please. Anything is on plan needs to came along with trial on live.
> @thefabricant said: > This balance discussion is all off topic in the tomm thread. It is if I rephrase: "I tried to run the trial and found it too hard to beat, party comp was (..) hellbringer-arbiter-blademaster-dreadnought (..) as damage dealers".
> @theskall said: > Thank you, I'm currently happy with how paladins are at the moment as a full support class. I just think that warlocks, fighters, barbarians and clerics shouldn't cry about their dps being low and ask to increase it to be able to compete with an actual dps class speaking for class i play the most, was…
TBH it's quite a bit I don't read posts invoking nerfs to trial, main point is somewhere else indeed: I would be more than glad to bring my soulweaver if there wasn't just a "secondary" healer spot while 6 for dps. In every pre-TotMM content endgamers were allowed to make parties in every possible combination, the incoming…
Hello there! Would be possible having an update on class balancing process? I've checked again warlock and nothing new came, hope that other 3 "useless" dps paths (aka dreadnought, arbiter and blademaster) had improvement in order to get viable for trial. Developing pace need to speed up on balancing imho, especially if…
Making such kind of mistakes is not as bad as not placing fixing them as #1 priority after they being discovered. This bug on fighter has been reported since a while and I've not seen a single attempt fixing in preview patch notes. I could accept a low QA engagement if devs actions would be more responsive towards players…