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1

27. 10. 2016, 10:25

The Class Thread

Well, the personality of the classes have been so dead from the very beginning. Global Cooldown, sustenion based kits (Warden DPS and Summoner Healer I am looking at you two) are so unfun to play with and doesnt really have any impact compared to direct damage / healing.

I think the current classes have real problems.

REMOVAL OF MANA AND CLASS BASED RESOURCES:
-Is perfect, mana was always an issue for me. Not because it would be consumed that fast, because you know it is going to end eventually. Now its psychological stress caused in PvP and the need to use Marytr's Salvation once in a while is gone.

GLOBAL COOLDOWN:
-I would give so many examples how horrible it is, and would even say it is stupid to last longer than a FRICKING TRIAL OF FIRE! ARE YOU MONGIN' KIDDING ME?!? But you know what? Everyone knows that much.

CLASS PERSONALITIES:
-All class personalities are dead I think. Assaults are going to do damage, and only damage. Ok having a proper build to do something is good. In the past classes had so many utility tools and were able to use them all to perfection and to give an example that is what ruined Summoner and Healers in the first place in the eyes of developers but classes having distinct personalities are what makes the classes being different classes. When you pick, say Summoner or Healer you are basically telling to the game ''I want to add some sort of healing to my DPS'' and making that healing reach to immortality-levels is what made developers kill those classes. Reworked classes could still have minor healing, but introducing Caution has killed the classes having some sort of healing utilities because that stat basically made those classes immortal. Developers must be insane to not see that coming because every last person in the server saw this from a mile away. I can see the intention to that was giving DPS classes survivability but they didnt realize how much of an impact that stat did.

CLASS COMBOES:
-Each class has a different combo now, but that brings another problem since every single person in the game exactly knows WHAT will you do, and HOW will you do. Answering one of those questions is great, but answering both questions opens up predictability which is unfun for both you and your opponents because you will know what your opponents will do too. You know where you are supposed to know everything your enemy will do? In PvE. That is the primary reason why 1v1 feels like PvE. Most classes had one or another way to damage people, giving an example about Melee and Caster healers of the past, both of them do the same but they have distinct combos which you can use and if you guess it right it actually can feel satisfying. Giving an example, most guides mention ''if your enemy is melee, be far and if your enemy is ranged, be close to them'' so you must prioritize locations they will be most uncomfortable with. And in the case of old Paladin for example, the opponent may think you are Holy Paladin and may prefer diving at you only to find out you are melee, now that is what is satisfaction for that individual paladin. This is actually dead.

Here, I said it. Everything they did to the classes FRICKING MURDERED THEM! I am sooo very displeased. Even if you do not share that opinion, thank you for reading. In my opinion only the removal of mana was a good change.

Oh, and I nearly forgot. Whomever added ''spammable percent healing (even on full healer)'' and ''sustained abilities (in every aspect whatsoever)'' should be fired. That is why Warden is so boring to play as DPS, and why Summoner has been an issue of PvP, not because the healing is spammable. Because it is percent healing. Duh.

2

27. 10. 2016, 10:50

REMOVAL OF MANA AND CLASS BASED RESOURCES:
-Is perfect, mana was always an issue for me. Not because it would be consumed that fast, because you know it is going to end eventually. Now its psychological stress caused in PvP and the need to use Marytr's Salvation once in a while is gone.


So cut the all resources and what left nothing. It is more butchering of class personalities. We already have mages or summoners with NO MANA. Please this kind of games based on D&D. With out mana its enough for me to laugh.

GLOBAL COOLDOWN:
-I would give so many examples how horrible it is, and would even say it is stupid to last longer than a FRICKING TRIAL OF FIRE! ARE YOU MONGIN' KIDDING ME?!? But you know what? Everyone knows that much.


Well GCD is actually bring more skill to the game. Before that people spam same thing over and over and over and over again. Thats why summoners was godlike since they spam dots and heal instantly also dont need to say determination with that talent. Now you have to think your actions and if its too hard for you im sorry for you. Only thing i can agree some skills need out of GCD.

CLASS PERSONALITIES:
-All class personalities are dead I think. Assaults are going to do damage, and only damage. Ok having a proper build to do something is good. In the past classes had so many utility tools and were able to use them all to perfection and to give an example that is what ruined Summoner and Healers in the first place in the eyes of developers but classes having distinct personalities are what makes the classes being different classes. When you pick, say Summoner or Healer you are basically telling to the game ''I want to add some sort of healing to my DPS'' and making that healing reach to immortality-levels is what made developers kill those classes. Reworked classes could still have minor healing, but introducing Caution has killed the classes having some sort of healing utilities because that stat basically made those classes immortal. Developers must be insane to not see that coming because every last person in the server saw this from a mile away. I can see the intention to that was giving DPS classes survivability but they didnt realize how much of an impact that stat did.


You know there is more than 2 aspects. If you dont want go full damage go aspect of support like what i do in my warden. Same for healing again go for aspect of support. If you want to be annoying while doing dmg go for the aspect that boost your cc abilites.

CLASS COMBOES:
-Each class has a different combo now, but that brings another problem since every single person in the game exactly knows WHAT will you do, and HOW will you do. Answering one of those questions is great, but answering both questions opens up predictability which is unfun for both you and your opponents because you will know what your opponents will do too. You know where you are supposed to know everything your enemy will do? In PvE. That is the primary reason why 1v1 feels like PvE. Most classes had one or another way to damage people, giving an example about Melee and Caster healers of the past, both of them do the same but they have distinct combos which you can use and if you guess it right it actually can feel satisfying. Giving an example, most guides mention ''if your enemy is melee, be far and if your enemy is ranged, be close to them'' so you must prioritize locations they will be most uncomfortable with. And in the case of old Paladin for example, the opponent may think you are Holy Paladin and may prefer diving at you only to find out you are melee, now that is what is satisfaction for that individual paladin. This is actually dead.


If they predict your actions give them a clap and respect. If you go pvp with your basic pve rotation or doing basic rotations then you shouldnt join pvp or blame them to predict what you gonna do . Also you can do it too so there shouldnt be any problem.

Anyway game is not perfect i can totally agree with that also they make classes a bit more friendly to newcomers but that wont make them bad in my opinion.
poot poot poot poot poot... POOTIE!! YOU'VE BEEN POOTED!!!


3

27. 10. 2016, 11:11

Mana was good and all, but it felt like a handicap for classes that use it. Whatever will you do, it will be out anyway so you basically need mana potions which makes one inventory space wasted and potentially be a very minor financial handicap which is also annoying.

Did you ever play pre-rework Summoner? Because if you would spam Neurotoxin over and over you would be called stupid more than you are called godlike. The reason why Summoner was godlike anyway is you could simply heal all the damage you took in a matter of seconds with spamming Reanimation like you have no tomorrow, and if people would ever decide bursting you you could always Ghost Cover for an easy escape, dodging comets and healing to full. It was not the DoT spam that made Summoner godlike, it was the Reanimation spams. If you spam Neurotoxin like crazy with pre-rework Summoner, then you are a fool. No comment on that since a single 3 sec stun isnt worth %30 of your mana pool. You are welcome.

You didnt see the difference in damage and support aspects, did you? Not saying Support must have comparable damage to Assault, but the damage is not even close. In the past you could have a mix about damage and a little healing in your damage build, or damage with some more stuns. Now you cannot pick a ''side role'' you are good with. If Aspects offered a side role, but that side role not being as good as the dedicated people of that role I would not be mentioning this, but they do not. That is why classes are bad in my opinion. Aspect of Assult is just an example, since it offers nothing but damage. As a Summoner you click buttons and damage, as a Scout you click the buttons to damage. Nothing changes. That is the point. You have nearly nothing to offer except for damage except healer classes but for DPS classes you have nothing except damage.

Sorry, what clap and respect are you talking about? I do not mean to be offensive, but an icon near the cash shop tells the combo of each class. If I know Paladin would rush at me and spam his AoE's, I do not deserve clap and respect because you know what? Every single person in the server knows that. And really, do you think every situation requires the same combo? Summoner always uses a Ritual and waits for stacks to come, and a Paladin always rushes at you and spams Light Rage and Holy Ground whenever they are off cooldown. In PvE it is the same, in PvP you weave some stuns and shields during your rotation but how you attack is always the same. You are missing the poins sooo much.

That isnt about making them friendly, though. That is about personalities. Check healers for example, all of them include:
-Single target heal
-2 AoE heals
-2 HoT'ish abilities
-1 AoE shield with slight difference
-1 delayed heal which heals after 2-3 seconds
-1 cleanse (I would expect some additional effects if you properly cleanse someone but whatever)
They offer maybe 1 or 2 unique skills but the rotation is the same. Like I said, distinct personalities. In the past, if you would like to have direct heals you would go Healer, if you like HoT but higher heals over the course of battle Summoner was the choice. If you want a mix you would go Warden, now nothing really matters.

This post has been edited 1 times, last edit by "Specialist" (27.10.2016, 11:16)


4

27. 10. 2016, 11:27

Did you ever play pre-rework Summoner? Because if you would spam Neurotoxin over and over you would be called stupid more than you are called godlike. The reason why Summoner was godlike anyway is you could simply heal all the damage you took in a matter of seconds with spamming Reanimation like you have no tomorrow, and if people would ever decide bursting you you could always Ghost Cover for an easy escape, dodging comets and healing to full. It was not the DoT spam that made Summoner godlike, it was the Reanimation spams. If you spam Neurotoxin like crazy with pre-rework Summoner, then you are a fool. No comment on that since a single 3 sec stun isnt worth %30 of your mana pool. You are welcome.


Read what i said they spam dots and heals. Not only full heal they also do dmg and kill people.Thats why they was op unkillebale butchers. Read carefully because you say what i say. Yeah ghostly cover was op you have point on there.

You didnt see the difference in damage and support aspects, did you? Not saying Support must have comparable damage to Assault, but the damage is not even close.


If you care about dmg that much you should go aspect of assault anyway. There is huge differences between playstyles because they both serve different purposes. You dont pick aspect of support for close dmg to assault.

Sorry, what clap and respect are you talking about? I do not mean to be offensive, but an icon near the cash shop tells the combo of each class. If I know Paladin would rush at me and spam his AoE's, I do not deserve clap and respect because you know what? Every single person in the server knows that. And really, do you think every situation requires the same combo? Summoner always uses a Ritual and waits for stacks to come, and a Paladin always rushes at you and spams Light Rage and Holy Ground whenever they are off cooldown. In PvE it is the same, in PvP you weave some stuns and shields during your rotation but how you attack is always the same. You are missing the poins sooo much.


Because the skills you use the same. Nothing will change it. There is amount of skills that you can use. There is a term openings. If you played good amount of MMORPG with some decent time you would know. Every class has it openings. They do it because gain some advantage. Predicting it wont make it unfun or make it easy. I dont miss point you just see yourself right.

Well i think there is no point to argue with you since you think you are right. Well i hope you find fun or what you looking in allods or some other game. :thumbsup:
poot poot poot poot poot... POOTIE!! YOU'VE BEEN POOTED!!!


5

27. 10. 2016, 12:29

freestile

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+1 specialist

well there have been quite a lot of threads about the 7.0 class rework so i will be fast here : to me (and i´m glad to see that many people think the same way), EVERY changes regarding the classes sux sooooooooo much. Everything worked perfectly before 7.0 and personnaly there are many things i´d have like devs to work on but certainly not the classes. :thumbdown:

But by far the worst change of all is this freaking GCD.............. srly it feels like after one spell i can afk go shopping, come back home, cook my meal, eat it, come back to my room, clean it entirely, then read a 1k pages book and FINALY have a look at my PC to cast another spell :sleeping:

7.0 = welcome to grandmALLODS :whistling:

6

27. 10. 2016, 13:08

Gwiniel

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For me the killers were global cooldown and overall class revamps. The skill combos and mechanics changed towards bizarre from what they were before.

Healer - I hate how slowly the Fanatism builds even with max rubies and maxed skill to boost it, casting skills feels so boring as they take long to cast and with Gcd it feels like playing in slow motion all the time. Only time I feel like in the old times is when I have multiple targets and my stat points shoots up fanatism while spamming chain of lightning doing pretty good DPS. The only time healer can out dps some other classes with similar gears and runes. Against single targets healers just simply suck big time.

I haven't even tried serious FH since patch 7. I didn't like the descriptions of the healing skills and how they work. I probably had something wrong but the heals felt weaker than ever before. I had been a FH all my Allods life before.

Warden - I don't even understand the class anymore... and the dps felt so awfully weak so my build must be lousy or rotation completely off.

Scout - The gear pieces as energy is just weird and the dps was also nerfed a great deal... at least I have great difficulties with the class.. more likely just don't know how to play it efficiently anymore. It has more Dots than direct damage and they are bound into combos with the fire and poison arrows which I don't like. Also scouts to me feel much more vulnerable and die super easy.

Mages - are much more bound to elemental force points than ever before.. there's only few spells worth casting and spamming to make good damage solo. I liked mages much more back in the time when mana was primary source of skills to mages, mana is actually something understandable. Mages started to go bad when the first elemental force points came years ago. But now they just ruined all the fun.

Pala and Warrior - the Gcd makes the melee fighting very frustrating... it's just waiting to push a couple buttons every couple seconds and waiting for points with Pala if the boosting skills are on cd. They just don't fit my play style at all anymore. They were better before.

Psi - haven't played at all since patch 7... I just don't feel the class anymore.

Mechanic - boring. Always was but now even more so.

Summy - boring and a lot weaker than before.

Bard - haven't played enough to say anything.. didn't like the class much before.

Problem is probably as much with me as a player than it is with the changes... I would like to have a strong single target for melee classes and strong aoe on ranged classes in general like it kinda used to be before. Instead assault, support and healing aspects... I wish they were more like melee, ranged and healing and hybrids between all of them... once again kinda like it was before.

In melee aspects you would have better armor efficiency and more stamina boosted by the aspect itself and giving power to physical/melee damage. However, it wouldn't cripple the other skills meant more for other aspects, the skills would be weaker but usable in hybrids nonetheless. Not so weak though that they would be useless.

For ranged the aspect would boost power in ranged and aoe skills and boost either dodging or giving magical absorbing of certain % of received damage so that weaker armored classes wouldn't be 1-shot by default either. Or the other way could be giving them so much more stronger dps over melee classes that the ranged classes with weaker stamina and armor can still win against melee class as equally as melee could win ranged. I'd prefer the magical absorbing and dodging because giving so great power in spells would make the pve a breeze to all ranged classes.

Healing aspect would naturally boost a lot all healing and puri skills and improve healer's stamina/armor like melee aspect does for melee. Healers under healing aspect would still be able to dps but with a lot lower power compared to either melee or ranged speck. But healers could be also ranged aspect but then their heals would be much lower - good enough for self-healing for a little while but not making them immortal and not good enough to keep others alive on top of it.

And this brings to my other longing of the old - clearer class meanings. What is the point of having a healer class when every single class have pretty strong self-heals and/or party heals?????

I really wish that Healers with healing aspects would be the ultimate healers whether it is a party, raid or pvp battle. And Paladins/Warriors could both tank and be the only classes that CAN tank. Wardens and Summoners could off-heal but never out heal a full healer (when speaking of equal gears/runes/level) but would mainly dps and DoT/stun. Mages and Scouts would mostly be really strong dps classes. Psiis and Bards could be specialists in controls and buffs with efficient dps. Engineers should be technical wonders with cool gadgets as they somewhat are already but better done. I really do miss these class specifications. It would also bring back the feel that all classes were needed and useful in raids and parties.
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This post has been edited 1 times, last edit by "Gwiniel" (27.10.2016, 13:14)


7

27. 10. 2016, 13:09

This 7.0 was made for no-brains. ;)

It should be called "No-brain power" patch.

Support aspect should never exist because over-imba and no gameplay needed to use it, especially on pvp

Problem is that 99% of players of p2w are noobs so they use support aspect. :thumbsup:

The result is that the support aspect killed the challenge of pvp on this patch

Look the result of circle of equals : the winners are noobs using support aspect, and holy pala best no-brain over imba class of the game history at this time

The only fun way to pvp is by using suppression for psio and mage : that's why these 2 classes are the only 2 "real" pvp classes which survived on this "No-brain power" patch

But it's too hard to play and not enought imba for 99% of players so they can't use suppression :wacko:

Big problem is that this 2 class are allowed to use support aspect too, then noobs mage and noobs psio are using it rofl. :pinch: :pinch: 8o :thumbup:

As conclusion all classes are dead lmao

8

27. 10. 2016, 13:30

Ginko they do not spam DoT's, they only use Neurotoxin and it procs Putrefy with a talent most of the pre 7.0 Summoners take. But the heal spam killed the fun for others. And Ghost Cover was actually the majority of the problem, not the actual Reanimation spam. Reanimation is good and well but when you are under attack there is little it can do, but Ghost Cover provided so much defense that you had time to actually heal back to full. The main problem why hybrid classes became so frustrating is that you didnt even need to rank 3 most abilities, so you could open every ability you need. Handicapping some abilities like cooldown reduction based on rank and making their cooldown higher on ranks for example Reanimation being 3 second / 1,5 second / No cooldown based on rank would solve the problem of Reanimation spamming, and also rank 3 becoming more significant for raw numbers like the current skills.

About aspects, when you are forced to say ''I am mainly doing this.'' is a good thing, but when the game forces you to say ''I am forced to do this and nothing else beyond that.'' kills the theme of all classes because some classes are meant to have a supportive role like Summoners being so reliant on lifeforce and blood, and psionicists using their mind being able to actually cripple the enemy's senses.

About me seeing myself right, I am already right about what I say. I agree every class has their openings, but remember the past. Summoner had both acid (hardcore damage) and vampirism (sustain and damage mix) paths, healer had melee and ranged, paladin had holy and physical, scout had melee and ranged paths and examples go on actually. I am talking about class diversity which is dead. I really wonder what class are you playing, but giving an example the Summoner uses poisons then waits for stacks as an assault, Support does the exact same combo but it has different effects. Same combo regardless. Warden uses sustained ability combos, but support changes how its effects are a little. Still the same combo, still the same moves. Get it? Classes are meant to have their openings, but if you played a good amount of MMORPG's you would realize that every class has different paths which all have differrent strenghts and weaknesses.

About what Gwiniel says, I agree with most. Classess do not feel distinct at the moment. But I actually imagined the Healer would be the burst healer which did clutch saves to people and in emergency heals being rivaled by none, Wardens being the mix of burst healing, shielding and heal over times so kinda a jack of all healing trades but a master of none and Summoner being the healer which uses massive HoT's and blood barriers and in time outheals every other healer in terms of healing.

This post has been edited 1 times, last edit by "Specialist" (27.10.2016, 13:42)


9

27. 10. 2016, 13:40

I understand your diversity problem but you dont understand the thing lets look amount of spells and talents. If you open all rubies to every aspect there will be some "diversity" small amount of but there will be an aspect that overcome other and no need to others like old acid summoner it was there but who played that shit :D This bring kinda more diversity. For example wardens aspect of assault do high dmg when you compare to support right. But Support has debuffs, healing, some defense buff and instant cast critic dmg etc... If you let assault have these too there will be no point to play support. That is actually bringing more diversity over class. Not the build you want to play. Because what you say not personality is build you want to have. You cant be master of all.
poot poot poot poot poot... POOTIE!! YOU'VE BEEN POOTED!!!


10

27. 10. 2016, 13:44

But Ginko, that is the whole point. Support aspect is never liked by the majority of people in the first place. Giving all classes some of their utility back and removing aspect would actually be reasonable. Oh, and removing global cooldown.

11

27. 10. 2016, 13:47

Well this can be managed to do it. But you have to give couple examples. Like give assult aspect dmg reduction rubies etc...

For the global cooldown it should stay but some skills need to be out of it
poot poot poot poot poot... POOTIE!! YOU'VE BEEN POOTED!!!


12

27. 10. 2016, 13:54

They already gave one to Assault Summoner.

BLESSING OF THE DEAD: 5 / 10% damage reduction. Avid Shadows costs 1 / 2 less blood and its damage increases by %20. (Says damage decreases but it is wrong translation.)

That ruby is go good that I even take this with my healer build because of the damage reduction.

I think the global cooldown must be reduced to 1 seconds, and some spam spells must get some cooldown. There are classes who must use some spells like Firebolt must have 2 second normal cooldown to justify that. For Summoners you either need to stand in place or have a Dehydration stack, so for the fast consumption of Dehydration stacks I think reducing the cooldown would benefit us more. Thinking of it, most of our poisons last 12 seconds, if we spend 6 seconds waiting for the global cooldown just to refresh that, when are we dealing damage?

I am a Summoner player but players of different classes can add more I think.

This post has been edited 1 times, last edit by "Specialist" (28.10.2016, 07:26)


13

27. 10. 2016, 14:01

I agree 2 sec is long 1 sec would be better imo. For other things i need to hear other people thoughts.
poot poot poot poot poot... POOTIE!! YOU'VE BEEN POOTED!!!


14

27. 10. 2016, 16:00

wow walls of text but mainly from players who have no clue of the game at all :huh:

the only thing i rrly agree is the global cd...

but the rest ....maaaaaan classes DID NOT HAVE MORE DIVERSITY BEFORE ROLES WERE IMPLEMENTED END...there was 1 or 2 ways to play every class and this was set in stone...ofc you could play othervise too but then you were simply shit... and you can still do the same i mean hey play summy without dots...

the patch brought an nearly PERFECT balance into pve if you have a player who knows how to play this class competete with each other you will notice how they are nearly at the EXACT same dps and thats for nearly all classes (prepatch mage was first by a huge margain but that was cuz of bugging the dots) and this gives every class a chance for a raid/astralspot !!

now to class resouces (btw i as warden still have mana !) i think they didnt change that much honestly as most classes had 2 resources (energy/mana and class resouce) and now they simply have 1 exept for slight changes like scout who changed arrows to equip parts (which are used to create arrows :P)

now for pvp...well yeah there are some inbalances (which were in ALL patched of allods how else they would sell core morphers :whistling: ) and yeah mages atm are op but well to be fair they were shit for last few patches before 7.0 so let them have their fun for once ^^

also it seems summy is considered weak atm by some ppl in this threat? LOL a good summy will still rape nearly everything but yeah ofc its weak :D true they got nerved but this was so needet cuz before nerv they were gods who could SOLO enemy grps in champdomion :D now they can only take on 2-3 same geared/csed enemys at the same time :(

15

28. 10. 2016, 07:52

Bluescarlet, you have less clue of the game than the people writing in this thread, I can clearly see by reading. Also you have a problems with reading I guess. No one called Summoner any kind of ''weak'' but I hinted Summoner to be unfun to play, espicialy with its Assault build. Since Assault build cannot spam the Ritual of Pain / Ritual of Plague (And espicially Ritualist talent linking them to support) Assault must manually stack DoT's, and that is great if it would not be the global cooldown. To give you a clue, I will give you the timers.

-Avid Shadows: 15-24 seconds based on talent Bloody Harvest
-Neurotoxin: 8-12 seconds based on talent Toxicosis
-Wandering Fever: 12 seconds

With a minor math, you can see they take 6 seconds to stack, care to read their duration?

So you cast Avid Shadows, wait 2 seconds, cast Neurotoxin, wait 2 seconds, cast Wandering Fever, wait 2 seconds, dps'ing with Howl of Death for the next 6 seconds, Neurotoxin expires, you renew Neurotoxin and Wandering Fever for an additional 4 seconds and Summoner with 5 Dehydration takes 10 seconds to consume them all. There are very few classes who can consume their ''secondary stats'' as slow as they do and yes Summoner has enough damage and nowhere near weak but GCD makes it so unfun to play that is the problem.

Scout resource seems kinda off-theme and silly considering there is also a melee scout path but it is fitting for the class's bowman-themed abilities I think.

It is amusing people speaking here also have no clue about the dictionary whatsoever. And if you look at dictionary and read PERFECT, you could see it means ''having no mistakes or flaws'' and even if Mage is overpowered, underpowered or not it is by no means perfect. The old allods was far from perfect, yes. Each class had 1 and rarely 2 viable path and yes if you didnt follow those paths that was bad, but Allods Team had the perfect chance to fix all of that.

Also about class personalities I am not talking about ways of skill usage, I am talking about their benefits of utility. Summoner was designed to deal lasting damage with strong defensive spells and minor heals to support its need to stay in battle, however Psionicist is designed to mislead and deceive their opponents while dealing damage, Mage is designed to have a kit that has damaging comboes supported by minor CC in their damage paths, now they are all gone. Every Assault build do nearly the same. In the past you could choose to bring some utility to battles so the damage wasnt what you always offered. Now very few choices of classes offer anything but damage.

Also I do not know about Supression, but Support makes everything too easymode.

Long things short, Allods Team reworked the classes but took away features that worked so well in the past. For example Summoner's whole problem was Reanimation spam but the rework overkilled Dark Empathy so much that it is simply buried compared to the old version.

16

28. 10. 2016, 08:40

Gwiniel

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Bluescarlet, you have less clue of the game than the people writing in this thread, I can clearly see by reading. Also you have a problems with reading I guess. No one called Summoner any kind of ''weak''...
Actually I did call Summy "a lot weaker" because that's how it feels while pve leveling the class. Maybe it's strong in end game but isn't all that fun to level with anymore as it used to. The enemy/enemies are either dead before I can use any skills requiring a lot of blood or I'm dead because I took too many mobs... Then again I have Assault mode on Summy... perhaps should have gone Support? Or maybe I have a wrong build and stats, I dunno. I've never been good at figuring out strong builds...
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17

28. 10. 2016, 08:41

This is false. I've played assault summoner recently. In "AOE" situations it gets complex, but for single target boss, I had no problem alternating pain/plague. The main issue is you need a good amount of Crit Chance.

18

28. 10. 2016, 08:47

Actually Gwiniel, Assault build is the best for Summoner at the moment if you want to deal damage. Support was generally taken for the old Blessing of the Dead which gave you 1 blood every 3 seconds, but that is no longer an issue.

About that, I would expect a compensation with reducing the blood cost (and cooldown) on the rituals or making Ritual of Pain resonate with Aspect of Assault only, like Ritual of Plague resonates with Aspect of Support, without giving Aspect of Assault builds the need of taking support rubies such as:

-Blastment (Aspect of Assault): Increases your Neurotoxin, Avid Shadows, Wandering Fever and Neurotoxin by %24 and additionally reduces Ritual of Pain's cooldown by 30 / 50 / 70% depending on rank, which puts it into 13,5 cooldown on Assault builds so the Assault builds can easily maintain its poisons even with the global cooldown.
-Desolator (Aspect of Assault): Your periodic damage increases by %27 and additionally reduces Ritual of Pain's blood cost by 1 / 2 / 3 depending on the rank of Desolator and not the rank of Ritual of Pain.
-Thrill of Pain: No longer decreases the cooldown on Thrill of Pain. You pay %10 of your CURRENT health with casting Ritual of Pain, but restore %7,5 of your maximum health and 1 blood drop each second for 1 / 2 seconds. So you pay life to cast an ability, and you get just a little more health than you paid, in lower health levels yeah that is a thing but it still doesnt reach the healing of a single cast of Blood Ties.

And even something like this:

-Plague Doctor (Aspect of Assault): Your poison and disease damage increases by %21 and additionally Ritual of Pain applies Gemotoxin.

They nerfed the Mage, but gave them a lot of compensations with enabling them to cast firebolt while moving no matter they have Flash Lightning or not, and increased Flash Lightning duration to 5 seconds which enables them to weave spells of other element. Before 7.0.2 Mage could not use the spells of other elements without Flash Lightning expiring, now they can use a fire spell then a spell of an other element and then another fire spell without letting Flash Lightning fade and that was actually a good step on balancing Mages I give them that since they nefred Mage's damage but gave it self utility buffs to compensate but they nerfed every strenght Summoner have, but gave them no self utility to compensate.

This post has been edited 13 times, last edit by "Specialist" (28.10.2016, 09:21)


19

28. 10. 2016, 22:41

nice to read all this feedback, i enjoy that a lot


Support aspect should never exist because over-imba and no gameplay needed to use it, especially on pvp


make suppression aspect stronger/ more enduring (at least not 1hit), this would also fix this problem

GCD ruins everything, i think we all agree here
without it this patch would have been actually enjoyable as previous patches

20

29. 10. 2016, 07:45

You know, I find the constant complaints about GCD hilarious. There are so many ways around it, it's pathetic that it is such a complaint. Lifetap > Howl of Death, instant. No GCD. Paladins I'm pretty sure have a similar combo, but frankly I wouldn't know as I don't pay that much attention to GCD on the pally.

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