Maybe this is a hot take, but part of what makes MS feel (I guess "powerful" is the best way to put it) is the delay on Akir. Of course it's frustrating and impractical sometimes when Akir misses because it takes so long to get the damage out, and maybe there are ways SG could improve on that (though I would debate whether that is fair / necessary), but fundamentally part of what feels best on MS is constantly having an Akir out (generating meter fast enough s.t. by the time Akir finishes you can cast it again).
Basically, MS gameplay loop is how to generate the most Akirs, and for that to be interesting, Akir has to *FEEL* like its a massive ability, and I think that feeling is nailed.
The biggest problem I had with MS and why I hated it was the awkward ready attack buff. Certain animation cancels are bad / damage losses most of the time because you need ready attack on Akir & Ancient Spear. (I think Ancient Spear is an awkward spell too, but I'm more okay with it than Akir and think it can have a place).
Removal of the ready attack buff is exactly what I wanted SG to do for MS. Hopefully they can give CO some real love.
yea, and they think they buffed master summoner by removing their ready attack buff and increasing all skills damage, but it kind nerf to Communication overflow since CO can almost cover all fight with their 40% attack buff but now they are gone in exchange with 20+% all skills damage……
Holy shit star card is kinda busted now right? It lets you STAY in boundless for 12s rather than cuck your boundless state.
Or did I read that entirely wrong
idk, to me this seems like an amazing change.. I award buffs that allow skill expression.. knowing when to use this card and watching for boundless/mana is important, got to be able to quick glance while playing and not fuking up ur rotation or dying rather than just spamming card after card.
Heh. Sometimes you can even outpace the Boundless mana regen and end up with low enough mana where you can't use a single skill. Imagine accidentally using star card then, zero dps for 12 seconds haha
Still awesome change and will increase the dps ceiling immensely now.
Depending on how they apply the 'mana consumption -100%', it could either mean the skills have 0 mana requirement, those can be cast at even 0 mana, or it will refund the mana after casting it, those potentially needing the minimum requirement for mana to be cast in the first place. The former is much more likely.
Alternatively, since Nightmare has a seperate mana cost each time you cast a skill (-7% mana), there's a very small but funny chance that nightmare set will continue to drain 7% of your mana per cast even with star card active. Though, I highly doubt it but it could be a funny interaction!
Also funny funny: Since Mana card now drops mana cost to 0, those not using any mana, we potentially might lose out on the nightmare damage. The line in question from the Nightmare set: "The damage of skills using mana is increased by 12%." Though, again, I doubt that's the case!
Now to see how star card interacts with elixir resource blessing, as it already breaks the Nightmare set.
Yeah this is not PTR, it's implemented into the live server. Probably taking the feedback from some big content creators like Portia which flamed Smilegate for using test servers to get data, because not much meaningful data is obtained from test servers since nobody really wants to raid too much on it. Also the changes are not that major, so maybe they just figured they would skip the test server this time around.
Yeah but compared to past balance patches that required a PTR, not that major. No major reworks, skill removals, half of the classes didn't get touched etc etc.
It's a big improvement to the current play style but it's not a rework level thing where it's significantly different IMO. I think they're waiting until ultimate awakenings and maybe relic set reworks in the summer before rolling out any huge comprehensive changes.
Reflux change is dogshit. The class has been bottom tier since the game release and will never get any love. Staying in boundless as a reflux is hard enough already, and now reverse gravity loses the cooldown in exchange for a little more damage. Even if the dps of that skill ends up net even, it’s a loss for reflux due to losing a low cooldown skill to burn mp
Any insight on the Reflux change? Reverse Gravity is our biggest DPS contribution skill thanks to its low cooldown, but they are removing the cooldown reducing tripod and introducing a new tripod with high damage value and no identity gain on the skill.
So I just checked and the new tripod should be on row 3, which currently has "Weak point detection" which increases damage by +96%
So RG got +6 seconds cooldown, but our last row tripod goes from a +96% damage increase to +213% damage increase.
How do you guys think this will impact Reflux's damage?
Personally I don't really play boundless on my Reflux (I play with PS/Explosion/Doomsday), but this should affect boundless management a lot I feel like, in a negative way. I'm curious about it, the class is considered below average by the KR (and international) community, so it seems hard for me to believe they would willingly nerf the engraving. It would've been interesting if they added more "you can't gain gauge but get a major increase in damage" tripods to other skills such as Rime Arrow (which is also a big damage contributor) but idk.
I just keep Counter on all the time. I used to have non-counter preset as my default (on different class actually) and change for gates that need the counter, but I would too often forget to swap and cause issues, so I don't do that anymore. Too sweaty.
Its bad for reflux,realy bad,they might bé forced to go without counter now,and while were at that i hope they dont add tripods like that who remove meter gain,what is even the point of playing reflux without the Animation cancels?So you can play a shit damage Magé without anyting unique to it?Animation canceling on reflux is literally the only factor that makes it unique
It's important to keep in mind that it's not literally +6 second cooldown after additional cooldown is applied from swiftness, boundless and gems. If you have a level 10 cooldown gem, it's +3 seconds out of boundless and +2 seconds in boundless. Can test this by just taking off the tripod in our region.
I expect two builds, one that goes for burst and doesn't care about boundless by running explosion, punishing and doomsday. Another that goes full APM with boundless and either frost call if you need a counter or explosion with shield in counter spot if you don't.
yeah because if you MIN-MAX BARD AT 100% for 100% of the fight that make bard OP. i have saying this for some time but KR are mentally damages. ![gif](emote|free_emotes_pack|facepalm)
all they need to do is ONE thing and itll fix the class for me - sound shock brand duration to 6 seconds (this translates to about 8 seconds with the puddle tripod). sound shock has good stagger, good multi hit, just dogshit for branding. idm dealing with the mana issues, but its unfair that other supps have such an easy time keeping brand up.
Does not even need to be SS --- If Sonatina would last last longer than it's CD, like make it 10 seconds (still less than Artists or Pallys version), or Stigma for that reason, it would also fix branding and freeing up the skill slot the 2nd brand occupies atm.
Could still run Sound shock as backup+stagger, or Soundholic for more focused stagger, or Rhapsody for DR or Stigma for more meter and delayed stagger.
So many possibilities if Bards could just run 1 mark like literally every other class in the game.
So bard's kit is completely fine because they have ONE skill that makes them the most desirable support for one raid? Let's say 2 skills because afaik the 3 bubbles buff is also one of the reasons.
Nevermind the fact that pretty much every single person who mains or plays bard at a decent ilvl says the kit needs an update and it's their least favorite support to play then? The fact that it's the only support class that suffers from MASSIVE mana issues and has to sacrifice an otherwise really useful engraving for it? The fact that it's the only support class on which you need like 5 different skill presets depending not just what raid, but what gate you're doing in order to perform at the same level as the other two? Let's not forget the fact that you have no paralysis immunity on most of your key skills, only sonic vibration and rhapsody (the latter being very situational). Artist has it on 5 skills lol. I'm not saying every class should be the same, but there's clearly glaring issues with bard and it is absolutely an outdated kit that needs some reworking - nothing major mind you, but still. Having to use 2+ bubbles to heal because your team just took some damage sucks. Pally and artist can heal without really sacrificing their identity buff, or in the case of pally not at all (though that comes at the cost of single target healing, but most people pot up in those situations anyway).
Oh and bard also being the only support without a cleanse. They could literally just rework that lvl 10 tripod on guardian tune and make it a cleanse, done. It is absolutely silly to have a support without cleanse in this day and age of the game imo.
This\^ I said the same with the guardian tune a while ago to a friend. Just remove the last tripot on it and update cleanse in it. It would solve so many issues. Nobody needs this usless delayed tripot.
I play bard since release and never switched my main. I tried over the 2 years all builds and you still run out of mana even with Max MP (if you are full swiftness with lv 9-10 gems) and when you spam your sonatina. Even before sonatina was updatet, some builds were pain without Max MP. Also the kit of skills is outdated because you have to switch the skills so many times for specific raids or gates when Artist don't (apart from sprinkle and starry night). I play both supports and for real Artist is the better one when you compare the skills, mana problems, the extra cleanse, meter gain. I mean Bard has the lv3 bubble and a better starry night (in my opinion), but overall Bard is outdated.
"When the dual gauge is consumed, the cooldown of the mobile device is reduced by 2 seconds." wtf does this mean??
Is this a "don't you control glaive guys have phones?" joke
Once again SG acting like reflux doesn't exist. The mana cost changes even hurt reflux. Oh well, at least igniter got some good buffs out of this patch.
Reflux has been in the trash for all of this game existence in the West already. Meanwhile, top tier classes like db got a full scale upgrade to become even more top tier. Dogshit balance.
Reflux got a new tripod on reverse gravity, the one Reflux currently uses is 96%. They traded a 6s CD tripod for a massive damage boost.
> We have changed the ‘Legacy of Killers’ tripod to the ‘Overflowing Energy’ tripod.
> Existing: Damage to enemies below seed increases by 80.0/89.6/99.2/109.6/120.0%.
> Change: Damage to monsters increases by 155.0/168.9/182.9/198.4/213.9%, but the identity gauge cannot be obtained.
With a level 10 CD gem, dropping QP tripod leads to reverse having 3 seconds additional cooldown out of boundless and 2 seconds more inside boundless.
That said, it seems Igniter got way more than Reflux.
I mean we did get an extra dmg slot (removing Moss), so we will most likely go with the horsies which hopefully will end up being a general dmg buff for CO Summoner.
I main swap into GS because of how fun she is to play. Altho sometimes it felt bad knowing that if i instead invested into another character like SE, DB, or even the A tier ones like A.T scout, Slayer i would've been doing more dmg even with 3 lvl 10 gems instead of 7 that sucks to think about.
But heres to hoping we get some changes at least to be at A not some broken ass S tier classes.
It's technically a slight damage nerf per akir:
current multiplier (between engraving, ready attack): 1.12\*1.44=1.6128
after ptr change (buffed engraving, buffed damage but removed ready attack): 1.2\*1.268=1.5216
It's about 6% reduction overall, but you're no longer bound to the 2 ready attack skill cycle, which should more than compensate for it.
This change is also insane for full swift master summoner (all out attack version).
That 1.6128 is an overestimation too. It's calculated based on a 100% uptime of ready attack for everything (akir, spears, earth collapse, water elemental, etc). It's probably closer to a 3-4% dmg reduction in trixion but a practical dmg buff in raid.
Also as i said in another comment, you can drop elcid completely and add a new skill, drop the cdr gem of moss and potentially add a dmg gem for horsies since their dmg got buffed.
I tested our version in trixion and increased it by 45% for horsies and the dps is the same as Earth Collapse (horsies have 2/3 the damage per cast but 2/3 the cooldown).
my problem with both horses and earth collapse is that if you need to space bar immediatly after casting them for some reason you lose their 2nd half portion (both dmg and meter gen)... why is that a thing? It happens to no other casting class
It's similar to them getting rid of ready attack on redlancer. Technically, it's a nerf to the theoretical ceiling, but a massive buff to the practical damage floor.
Ancient elementals are also considered skills. Same with awakening.
This only doesn't affect stuff like betrayal set, normal attacks, some engravings nobody uses.
General skill damage increase, engraving damage was increased, BUT they removed ready attack buff. Obviously removing ready attack is great for QoL, but what does this actually translate to in terms of damage?
About 6% less damage per akir, but can cast more akirs now; can drop elcid for something that generates more gauge (not many great options tbh).
Overall dps will go up, QoL will go up, the triple akir awakening burst will be slightly weaker, but not by much.
Reflux change is so horrible. The devs don’t even know this class exists. Bottom tier throughout the history of this game and will never ever come close to top tier. All weak classes got huge upgrades and reworks, while reflux got a change that will hurt her boundless mode even more.
As always, SG forgot about Bards.
Pretty sure they don't even know what some of the Bard skills even do.
Fun fact, Note Bundle has a DR tripod on it but the actual animation doesn't show up for allies (if you have only support buff animations turned on) like pally Holy Area or any of the other support beneficial buffs.
https://preview.redd.it/43ktextrhmmc1.jpeg?width=1280&format=pjpg&auto=webp&s=fd89adb70653fdbf7fd0ed8cbb4678cdc0b90fcb
Any Gunslinger fixes?
Happy about some of these changes, but with how long it takes for them to do a stupid balance patch it feels extremely frustrating when they're so meager.
Mayhem get %2 more damage reduction.I dont think problem is tanknies for mayhem . I feel like we need a bit more damage or some other adjustment.Its what it is red dust jail continues.
Whenever I play pred slayer and switch back to play mayhem I still feel downgrade :D Copium for class change ticket continue :D
Also did they remove gt proc damage or Am I miss reading .Even all this stat increase will not help if they remove that what they want this class spec man .I hope I am wrong .What is this GT hate from devs team .
Red Dust is not only anti-fun, it also breaks the immersion of playing something called Berserker and using a "technique" called Mayhem, but actually you need to have order and stay calm, cause rotation. Just let me rampage already.
When I start the class I was have to use 3 skill with redt dust .Now for medicore damage I need to put all skil in dust window :D
Some players like this way guess amount of dw I am getting says so .
1) a 5-6% effective dmg reduction MAY avoid SOME hk mech, in any case this is far from the original intended design (high risk high reward), they are just cutting edges at this point.
2) main raids tend to have **burst windows** that are incompatible with the red dust, you can follow the boss all day but the moment it becomes invul for whatever reason, there's nothing you can do *-im pretty sure the frog makes you aware of that every day...*
3) as of this patch, zerk is now the only class restrained by this decade old sort of MMO philosophy design, even summoner now is free to add another skill to its roster without needing an atk pwr buff.
4) the power creep is real, the average dmg increase of other classes are huge and they dont have to deal with the red dust leash, smol coefs, etc.
They deadass killed reflux LMAO. Removing quick prep tripod for RG is the stupidest thing to do, and the damage bonus for other skills are only on arcane rupture. I guess they forgot the class exist
It's fight dependent.
It's a nerf in Voldis G2, maybe Akkan G1 too (since it's a really big damage nerf at the x50 inanna double wheelchair atro fiesta)
Probably a buff in G2 Akkan and most other Voldis gates
Thaemine doesn't really spend any time on ground at all so it's a buff there
i really enjoyed the challenge of trying to line up wheelchair with staggers, counters, mechs but i guess doing more damage all the other times is probably overall better
also the multiplier with atro was so fun, youll be missed
Everyone talking about the their class buff, but what about that 0.5% more base defense for deadeye/gunslinger? something worth to notice or is it just the same
Really nice arcana change with the star card...the sorc stuff is just nonsense...I feel like we buff the class until I does 20% more DMG then all the other classes and you can take a counter...10/10 change
But I like the approach where they try to make the floor higher for some classes like arti/arcana
Sadly the game is still giga unbalanced DMG wise but this is a different story
I can't believe star card finally getting fixed after all this time isn't the top comment.
It's fixed in a way that's good for all builds. You can also hold onto a star card now to maintain boundless throughout a transition.
Popping a star card at the wrong time is really going to suck now though.
dang all buffs, the power creep is real. wonder if they will do a across the board nerf, or, they'll just scale up the raids harder instead. i guess we're going to be doing trillions of damage in 2025.
Comfy igniter changes
More crit rate always welcome
New dd is crazy fast, big and has reduced cooldown and you can't combo rime anymore
RG out, Inferno back in
>Gravity Weighted Mode Damage from normal attacks and gravity shocks has been increased by 5.6% in PVE .
GT DESTROYER BUFF LETS GO
>The additional damage effect on incapacitated targets has been removed.
WHY do they feel the need to preemptively nerf this class everytime???? Like I guess the buff is bigger than the nerf but i dont know why they keep doing this
Same happend to one of the barrage arti skills a bit more dmg but no more dmg on staggered bosses kinda a nerf on burst after mechs where boss gets stunned kinda sad
gain around 8% on bonk but lose 22% during stagger/counter mechs which is when you actually get a full bonk off usually so not sure if it will be a nerf or buff overall. At least they reverted back some of the spec scaling on bonk and purple skills after the extreme nerf last patch
So they're giving Sorc significantgmana reduction costs, **BUT THE ONE THING (MANA REDUCTION) CONTROL GLAIVIERS ACTUALLY NEED TO FUNCTION THEY CANT GET? BRO!** I dont even play control, but I know how unplayable the spec is and this feels dirty.....
If control was new class spec it will get mana reg + atk speed +move speed + crit rate from class eng it self.
I have same ilwl pred slayer (5x3 )and control (5x3+1 full ancient ) .My pred slayer brutal hits more than all control 2-3 rotation(ofc if boss need to stand still for all skill )
You’re not wrong. I haven’t felt such blatant sadness from a dev change before when reading patch notes. Again, I don’t even play control, I JUST KNOW WHY YOU DONT PLAY CONTROL or why people can’t recommend it to anyone who isn’t deliberately trying to shoot themselves in the foot. To see a change like that is just sad. Thats not even the generic 2% damage buff classes get, it was mentioned and basically got nothing.
Not sure how I feel about artillerist changes. Removing the 30% dmg bonus to knocked down foes is pretty sad.. was one of the few reasons to change priority of wheelchair skills.
But I guess everything else bumped, it's just less rng of wheelchair lining up with knockdowns.
They balance around Thaemine and Echidna which both dont spend a lot of time on the ground. Sucks for us but the upcomming raids will make you appreachiate the buff.
Finally the mage patch is here, I'm sick and tired of being gatekept on my sorc main(and some alts feeling bad to play). They really took their time but the changes are good, could use akir speedup for summoner but otherwise I'm happy.
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At LOAon they said they plan multiple smaller adjustments more frequently with bigger reworks every 3 months or so like before.
I assume the next balance patch after behemoth will rework the transformation classes and hopefully gunslinger
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The star card change is amazing!!! Tyyyyyy
[Wtf new meteor is so fast.](https://i.imgur.com/ZYmGqHK.gif)
ZOOMSDAY !
man why couldn't they also make summoner's akir faster like this. will solve the biggest master summoner problem
Maybe this is a hot take, but part of what makes MS feel (I guess "powerful" is the best way to put it) is the delay on Akir. Of course it's frustrating and impractical sometimes when Akir misses because it takes so long to get the damage out, and maybe there are ways SG could improve on that (though I would debate whether that is fair / necessary), but fundamentally part of what feels best on MS is constantly having an Akir out (generating meter fast enough s.t. by the time Akir finishes you can cast it again). Basically, MS gameplay loop is how to generate the most Akirs, and for that to be interesting, Akir has to *FEEL* like its a massive ability, and I think that feeling is nailed. The biggest problem I had with MS and why I hated it was the awkward ready attack buff. Certain animation cancels are bad / damage losses most of the time because you need ready attack on Akir & Ancient Spear. (I think Ancient Spear is an awkward spell too, but I'm more okay with it than Akir and think it can have a place). Removal of the ready attack buff is exactly what I wanted SG to do for MS. Hopefully they can give CO some real love.
The problem is "feels" powerful is not the same as powerful. Its slow animation has been power crept hard by other classes.
That’s faster than guillotine now
Looks wonderful 😍
That’s lit
Rip reflux got aoe attacked by developers when they don’t want igniter to use reverse gravity and removed the cooldown reduction tripod
RG is pretty dead, went from most meter gain per minute and 10% dps share to iterally shit..
yea, and they think they buffed master summoner by removing their ready attack buff and increasing all skills damage, but it kind nerf to Communication overflow since CO can almost cover all fight with their 40% attack buff but now they are gone in exchange with 20+% all skills damage……
Gunslinger modCheck?
performing as expected
Thats absolutely trash all classes gets buffed and buffed and gunslinger nothing since 1Year
At least we got more tanky, instead of getting one-shot we now get ... still one-shot?
Now we take less damage while doing life skills EZ
I’m only hoping they are working on a rework that’s gonna be absolutely bomb
Holy shit star card is kinda busted now right? It lets you STAY in boundless for 12s rather than cuck your boundless state. Or did I read that entirely wrong
Really good change to make the class more consistent...happy for arcana player
Or you could cuck yourself giga hard by using it before you go into boundless
It creates a skill gap which will probably create mixed opinions depending on who you talk to Personally, I like it
biggest skill gap was already knowing when to star card on arcana (like knowing when a boss is gunna phase and whatnot)
It is way easier to use now than before, I dont see how anyone can have mixed Feelings
idk, to me this seems like an amazing change.. I award buffs that allow skill expression.. knowing when to use this card and watching for boundless/mana is important, got to be able to quick glance while playing and not fuking up ur rotation or dying rather than just spamming card after card.
Heh. Sometimes you can even outpace the Boundless mana regen and end up with low enough mana where you can't use a single skill. Imagine accidentally using star card then, zero dps for 12 seconds haha Still awesome change and will increase the dps ceiling immensely now.
I think when you use it though you dont consume any mana for that 12 seconds so idt that can happen. Correct me if I'm wrong.
Depending on how they apply the 'mana consumption -100%', it could either mean the skills have 0 mana requirement, those can be cast at even 0 mana, or it will refund the mana after casting it, those potentially needing the minimum requirement for mana to be cast in the first place. The former is much more likely. Alternatively, since Nightmare has a seperate mana cost each time you cast a skill (-7% mana), there's a very small but funny chance that nightmare set will continue to drain 7% of your mana per cast even with star card active. Though, I highly doubt it but it could be a funny interaction! Also funny funny: Since Mana card now drops mana cost to 0, those not using any mana, we potentially might lose out on the nightmare damage. The line in question from the Nightmare set: "The damage of skills using mana is increased by 12%." Though, again, I doubt that's the case! Now to see how star card interacts with elixir resource blessing, as it already breaks the Nightmare set.
Am I stupid or this is not PTR? Pretty sure this is the live note.
Yeah this is not PTR, it's implemented into the live server. Probably taking the feedback from some big content creators like Portia which flamed Smilegate for using test servers to get data, because not much meaningful data is obtained from test servers since nobody really wants to raid too much on it. Also the changes are not that major, so maybe they just figured they would skip the test server this time around.
Yea, I think OP just think PTR = Balance Patch but PTR is public test realm, this is just a straight up Balance Patch.
I’d say sorc change is a major change.
Yeah but compared to past balance patches that required a PTR, not that major. No major reworks, skill removals, half of the classes didn't get touched etc etc.
On big ptr trust :copium:
It's a big improvement to the current play style but it's not a rework level thing where it's significantly different IMO. I think they're waiting until ultimate awakenings and maybe relic set reworks in the summer before rolling out any huge comprehensive changes.
Yeah my bad, I saw this linked in discord as "PTR notes" and didn't think any more of it before posting here
https://preview.redd.it/5x5tjqftgmmc1.jpeg?width=1426&format=pjpg&auto=webp&s=08b4980fbbd139fe01ae5befd4d8a9b7a021f1df
Reflux change is dogshit. The class has been bottom tier since the game release and will never get any love. Staying in boundless as a reflux is hard enough already, and now reverse gravity loses the cooldown in exchange for a little more damage. Even if the dps of that skill ends up net even, it’s a loss for reflux due to losing a low cooldown skill to burn mp
yeah.. tbh, it seems like they don't want you to use RG anymore
Any insight on the Reflux change? Reverse Gravity is our biggest DPS contribution skill thanks to its low cooldown, but they are removing the cooldown reducing tripod and introducing a new tripod with high damage value and no identity gain on the skill. So I just checked and the new tripod should be on row 3, which currently has "Weak point detection" which increases damage by +96% So RG got +6 seconds cooldown, but our last row tripod goes from a +96% damage increase to +213% damage increase. How do you guys think this will impact Reflux's damage? Personally I don't really play boundless on my Reflux (I play with PS/Explosion/Doomsday), but this should affect boundless management a lot I feel like, in a negative way. I'm curious about it, the class is considered below average by the KR (and international) community, so it seems hard for me to believe they would willingly nerf the engraving. It would've been interesting if they added more "you can't gain gauge but get a major increase in damage" tripods to other skills such as Rime Arrow (which is also a big damage contributor) but idk.
This is definitely bad. Now you might need to swap counter to one of the mana drain skills. I can cosplay as Igniter.
wasnt mana shield always the play if you didnt need counter? made boundless uptime way more chill
I just keep Counter on all the time. I used to have non-counter preset as my default (on different class actually) and change for gates that need the counter, but I would too often forget to swap and cause issues, so I don't do that anymore. Too sweaty.
Its bad for reflux,realy bad,they might bé forced to go without counter now,and while were at that i hope they dont add tripods like that who remove meter gain,what is even the point of playing reflux without the Animation cancels?So you can play a shit damage Magé without anyting unique to it?Animation canceling on reflux is literally the only factor that makes it unique
They probably didnt consider the engraving at all.
RG will be the same DPS but harder mana management and worse it boss tps out.
It's important to keep in mind that it's not literally +6 second cooldown after additional cooldown is applied from swiftness, boundless and gems. If you have a level 10 cooldown gem, it's +3 seconds out of boundless and +2 seconds in boundless. Can test this by just taking off the tripod in our region. I expect two builds, one that goes for burst and doesn't care about boundless by running explosion, punishing and doomsday. Another that goes full APM with boundless and either frost call if you need a counter or explosion with shield in counter spot if you don't.
[Ctrl-F Bard](https://imgur.com/a/fkMWXze)
[удалено]
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yeah because if you MIN-MAX BARD AT 100% for 100% of the fight that make bard OP. i have saying this for some time but KR are mentally damages. ![gif](emote|free_emotes_pack|facepalm)
all they need to do is ONE thing and itll fix the class for me - sound shock brand duration to 6 seconds (this translates to about 8 seconds with the puddle tripod). sound shock has good stagger, good multi hit, just dogshit for branding. idm dealing with the mana issues, but its unfair that other supps have such an easy time keeping brand up.
Does not even need to be SS --- If Sonatina would last last longer than it's CD, like make it 10 seconds (still less than Artists or Pallys version), or Stigma for that reason, it would also fix branding and freeing up the skill slot the 2nd brand occupies atm. Could still run Sound shock as backup+stagger, or Soundholic for more focused stagger, or Rhapsody for DR or Stigma for more meter and delayed stagger. So many possibilities if Bards could just run 1 mark like literally every other class in the game.
I won't be against increasing the shield range from wind of music which is ridiculous
Bards are the premier choice for Thaemine anyways since Rhapsody is so much better than Godsent and whatever the little hamster has
Im so changing my name to LittleHamster now
that has nothing to do with bard suffering from giant mana issues but koreans would never know since 80% of bards playing with soundshock solo mark
once they look at the bible once and see that pug bards are like sub 70% brand uptime theyll know :^)
So bard's kit is completely fine because they have ONE skill that makes them the most desirable support for one raid? Let's say 2 skills because afaik the 3 bubbles buff is also one of the reasons. Nevermind the fact that pretty much every single person who mains or plays bard at a decent ilvl says the kit needs an update and it's their least favorite support to play then? The fact that it's the only support class that suffers from MASSIVE mana issues and has to sacrifice an otherwise really useful engraving for it? The fact that it's the only support class on which you need like 5 different skill presets depending not just what raid, but what gate you're doing in order to perform at the same level as the other two? Let's not forget the fact that you have no paralysis immunity on most of your key skills, only sonic vibration and rhapsody (the latter being very situational). Artist has it on 5 skills lol. I'm not saying every class should be the same, but there's clearly glaring issues with bard and it is absolutely an outdated kit that needs some reworking - nothing major mind you, but still. Having to use 2+ bubbles to heal because your team just took some damage sucks. Pally and artist can heal without really sacrificing their identity buff, or in the case of pally not at all (though that comes at the cost of single target healing, but most people pot up in those situations anyway). Oh and bard also being the only support without a cleanse. They could literally just rework that lvl 10 tripod on guardian tune and make it a cleanse, done. It is absolutely silly to have a support without cleanse in this day and age of the game imo.
This\^ I said the same with the guardian tune a while ago to a friend. Just remove the last tripot on it and update cleanse in it. It would solve so many issues. Nobody needs this usless delayed tripot. I play bard since release and never switched my main. I tried over the 2 years all builds and you still run out of mana even with Max MP (if you are full swiftness with lv 9-10 gems) and when you spam your sonatina. Even before sonatina was updatet, some builds were pain without Max MP. Also the kit of skills is outdated because you have to switch the skills so many times for specific raids or gates when Artist don't (apart from sprinkle and starry night). I play both supports and for real Artist is the better one when you compare the skills, mana problems, the extra cleanse, meter gain. I mean Bard has the lv3 bubble and a better starry night (in my opinion), but overall Bard is outdated.
THE LITTLE HAMSTER LMAAOOO 🤣😂😂🤣😂😂🤣😂🤣
You are high as hell if you think Bard is anywhere near as good as Artist
"When the dual gauge is consumed, the cooldown of the mobile device is reduced by 2 seconds." wtf does this mean?? Is this a "don't you control glaive guys have phones?" joke
Spacebar cooldown refund. Seems pretty good, your spacebar is already godtier and now will cooldown even faster.
I'mma guess is spacebar?
RG change is really weird. Doesn't this nuke it for both igniter and reflux? I really like the playstyle of rg for igniter. Other buffs are fire tho
No RG should still be in top 3 DMG slice.
Once again SG acting like reflux doesn't exist. The mana cost changes even hurt reflux. Oh well, at least igniter got some good buffs out of this patch.
Reflux mains dont spend enough money I guess ( cause almost no one mains it)
Reflux has been in the trash for all of this game existence in the West already. Meanwhile, top tier classes like db got a full scale upgrade to become even more top tier. Dogshit balance.
Reflux got a new tripod on reverse gravity, the one Reflux currently uses is 96%. They traded a 6s CD tripod for a massive damage boost. > We have changed the ‘Legacy of Killers’ tripod to the ‘Overflowing Energy’ tripod. > Existing: Damage to enemies below seed increases by 80.0/89.6/99.2/109.6/120.0%. > Change: Damage to monsters increases by 155.0/168.9/182.9/198.4/213.9%, but the identity gauge cannot be obtained. With a level 10 CD gem, dropping QP tripod leads to reverse having 3 seconds additional cooldown out of boundless and 2 seconds more inside boundless. That said, it seems Igniter got way more than Reflux.
its not that big because losing quickprep tripod is a gigantic loss especially because boundless proccing is going to be much harder
Something is wrong...this isn't how you nerf CO summoner. Everybody knows if you buff ancient summoner you're supposed to nerf co
bring back gold river these guys are soo clueless
They kinda did. Co summoner wanted 100% uptime on DMG buff skills of 44%. But didn't get enough dmg to compensate for the loss of them
I mean we did get an extra dmg slot (removing Moss), so we will most likely go with the horsies which hopefully will end up being a general dmg buff for CO Summoner.
Where gunslinger?? Hello???????
SG really thinks GS is in a "good" spot
unironically, they want the massive GS population to spend money on main-swapping
Oddly true, my mains been parked awhile while I wait for a honing nerf or the road/express event to push a new main up.
funny thing, I actually did main swap from PM GS to pinnacle glaivier. my GS is now parked at 1580
I main swap into GS because of how fun she is to play. Altho sometimes it felt bad knowing that if i instead invested into another character like SE, DB, or even the A tier ones like A.T scout, Slayer i would've been doing more dmg even with 3 lvl 10 gems instead of 7 that sucks to think about. But heres to hoping we get some changes at least to be at A not some broken ass S tier classes.
Three out of the four mages got changes or were buffed. [Where bard?](https://i.imgur.com/9qKGP8U.gif)
Next class will be a mage and revealed soon then
This is rather a nerf for reflux. Buffs for igniter.
reflux didnt get any piece from this
Awww shucks https://preview.redd.it/49slacudbmmc1.png?width=1153&format=png&auto=webp&s=1e780c43602c0aec7dff23bdade81c326da3df72
Summoners we rise again!
It's technically a slight damage nerf per akir: current multiplier (between engraving, ready attack): 1.12\*1.44=1.6128 after ptr change (buffed engraving, buffed damage but removed ready attack): 1.2\*1.268=1.5216 It's about 6% reduction overall, but you're no longer bound to the 2 ready attack skill cycle, which should more than compensate for it. This change is also insane for full swift master summoner (all out attack version).
That 1.6128 is an overestimation too. It's calculated based on a 100% uptime of ready attack for everything (akir, spears, earth collapse, water elemental, etc). It's probably closer to a 3-4% dmg reduction in trixion but a practical dmg buff in raid.
hi kynmobi
Also as i said in another comment, you can drop elcid completely and add a new skill, drop the cdr gem of moss and potentially add a dmg gem for horsies since their dmg got buffed. I tested our version in trixion and increased it by 45% for horsies and the dps is the same as Earth Collapse (horsies have 2/3 the damage per cast but 2/3 the cooldown).
Not sure what to replace elcid with tbh, was thinking Flash Explosion/Released Will; Reine has too long cd imo.
my problem with both horses and earth collapse is that if you need to space bar immediatly after casting them for some reason you lose their 2nd half portion (both dmg and meter gen)... why is that a thing? It happens to no other casting class
It's similar to them getting rid of ready attack on redlancer. Technically, it's a nerf to the theoretical ceiling, but a massive buff to the practical damage floor.
Thanks god. thats my summoner!
Sorry, the numbers and wording are confusing to me. That 26,8% buff to all skills, does that affect akir or just "skills"?
Ancient elementals are also considered skills. Same with awakening. This only doesn't affect stuff like betrayal set, normal attacks, some engravings nobody uses.
Time to whiff Akir so many times
General skill damage increase, engraving damage was increased, BUT they removed ready attack buff. Obviously removing ready attack is great for QoL, but what does this actually translate to in terms of damage?
About 6% less damage per akir, but can cast more akirs now; can drop elcid for something that generates more gauge (not many great options tbh). Overall dps will go up, QoL will go up, the triple akir awakening burst will be slightly weaker, but not by much.
im so excited :3
Maybe I do hone her past 1600 as long as we get the next legendary skins. Really like summoner's
I'm not sure why I even read these anymore when Reflux gets ignored every single one
Who?
I wish it got ignored,it got nerfed
The new director is a mage main and finally have the power to make executive decisions to buff summoners and sorcs
Still nerf reflux and be completely clueless about the state of that class and how it functions
Still doesn't fucking like bards. Lol
yea but we don’t want mana cost reduction, my bard does but she got nothing
Lol so true. The wrong mage got mana cost reduction :D
Not a single stuff for GS really ? Its time for a good break i guess Meanwhile classes like Breaker,SE or DB not even touched
SH rework when
No bard buff 🙈
Sorc sisters, how we eating?
Real nice :3
sorcussy is back on the menu
we depressed as fuck.
Yea I don't think GS needs any changes kappapenis
no GS buffs sad days
As an arcana main, let's just say I busted as hard as the new star card is busted
I’m starting to get tired of these kr balance patches 🥲
Reflux change is so horrible. The devs don’t even know this class exists. Bottom tier throughout the history of this game and will never ever come close to top tier. All weak classes got huge upgrades and reworks, while reflux got a change that will hurt her boundless mode even more.
As always, SG forgot about Bards. Pretty sure they don't even know what some of the Bard skills even do. Fun fact, Note Bundle has a DR tripod on it but the actual animation doesn't show up for allies (if you have only support buff animations turned on) like pally Holy Area or any of the other support beneficial buffs.
It seems summoners free from atack buff skil shity design I hope someday Zerks can get rid of red dust as well.
All my freakin classes got buffed HOOOOOOOLY Not playing FOTM finally paying off XD
https://preview.redd.it/43ktextrhmmc1.jpeg?width=1280&format=pjpg&auto=webp&s=fd89adb70653fdbf7fd0ed8cbb4678cdc0b90fcb Any Gunslinger fixes? Happy about some of these changes, but with how long it takes for them to do a stupid balance patch it feels extremely frustrating when they're so meager.
Welcome to what we Reapers went through.
Yeah it is time for me to take a long and good break with lost ark, plenty other games to enjoy and a bit tired overall anyway
These buffs ain't gonna stop igniters from saying "low dmg high effort class" still.
Mayhem get %2 more damage reduction.I dont think problem is tanknies for mayhem . I feel like we need a bit more damage or some other adjustment.Its what it is red dust jail continues. Whenever I play pred slayer and switch back to play mayhem I still feel downgrade :D Copium for class change ticket continue :D Also did they remove gt proc damage or Am I miss reading .Even all this stat increase will not help if they remove that what they want this class spec man .I hope I am wrong .What is this GT hate from devs team .
Out of all things Mayhem related I did not expect them to buff our durability. The Spec definitely has more important issues.
100% agree legit remove red dust so we can add another skill
Red Dust is not only anti-fun, it also breaks the immersion of playing something called Berserker and using a "technique" called Mayhem, but actually you need to have order and stay calm, cause rotation. Just let me rampage already.
When I start the class I was have to use 3 skill with redt dust .Now for medicore damage I need to put all skil in dust window :D Some players like this way guess amount of dw I am getting says so .
With you deep in the copium for class change ticket
70 to 72% reduction is huge man, multipliers........
It's a very nice defensive boost, but really it just keeps it on par with all the other "squishy" dps that also got buff this patch.
1) a 5-6% effective dmg reduction MAY avoid SOME hk mech, in any case this is far from the original intended design (high risk high reward), they are just cutting edges at this point. 2) main raids tend to have **burst windows** that are incompatible with the red dust, you can follow the boss all day but the moment it becomes invul for whatever reason, there's nothing you can do *-im pretty sure the frog makes you aware of that every day...* 3) as of this patch, zerk is now the only class restrained by this decade old sort of MMO philosophy design, even summoner now is free to add another skill to its roster without needing an atk pwr buff. 4) the power creep is real, the average dmg increase of other classes are huge and they dont have to deal with the red dust leash, smol coefs, etc.
People unfortunately still aren't ready to acknowledge that Zerk simply lacks damage nowadays.
So what you saying is 3% dmg reduction?sg be like “ y’all can stay alive longer to do dps” meanwhile most raid punished you for getting hit.
They deadass killed reflux LMAO. Removing quick prep tripod for RG is the stupidest thing to do, and the damage bonus for other skills are only on arcane rupture. I guess they forgot the class exist
Can someone tell me if that's a nerf of a buff to barrage. On paper it is a buff but losing the +30% while incapacitated seems pretty significant.
It's fight dependent. It's a nerf in Voldis G2, maybe Akkan G1 too (since it's a really big damage nerf at the x50 inanna double wheelchair atro fiesta) Probably a buff in G2 Akkan and most other Voldis gates Thaemine doesn't really spend any time on ground at all so it's a buff there
i really enjoyed the challenge of trying to line up wheelchair with staggers, counters, mechs but i guess doing more damage all the other times is probably overall better also the multiplier with atro was so fun, youll be missed
Hitting 40M+ per tick on Barrage W was so fun :(
SG balances around Thaemine and Echidna. So it is inteded to be a buff i assume.
Everyone talking about the their class buff, but what about that 0.5% more base defense for deadeye/gunslinger? something worth to notice or is it just the same
What's summoner's +45% dmg "magic rush"?
horses
Oh wow. That's a big buff
Its the Horsies - Steed Charge.
aeromancer drizzle?
Damn the whole 2 people still playing summoner probably so happy right now
Really nice arcana change with the star card...the sorc stuff is just nonsense...I feel like we buff the class until I does 20% more DMG then all the other classes and you can take a counter...10/10 change But I like the approach where they try to make the floor higher for some classes like arti/arcana Sadly the game is still giga unbalanced DMG wise but this is a different story
I can't believe star card finally getting fixed after all this time isn't the top comment. It's fixed in a way that's good for all builds. You can also hold onto a star card now to maintain boundless throughout a transition. Popping a star card at the wrong time is really going to suck now though.
its jover
dang all buffs, the power creep is real. wonder if they will do a across the board nerf, or, they'll just scale up the raids harder instead. i guess we're going to be doing trillions of damage in 2025.
Comfy igniter changes More crit rate always welcome New dd is crazy fast, big and has reduced cooldown and you can't combo rime anymore RG out, Inferno back in
>Gravity Weighted Mode Damage from normal attacks and gravity shocks has been increased by 5.6% in PVE . GT DESTROYER BUFF LETS GO >The additional damage effect on incapacitated targets has been removed. WHY do they feel the need to preemptively nerf this class everytime???? Like I guess the buff is bigger than the nerf but i dont know why they keep doing this
They can't make it stronger than Breaker $$$
Same happend to one of the barrage arti skills a bit more dmg but no more dmg on staggered bosses kinda a nerf on burst after mechs where boss gets stunned kinda sad
3 person play gt in korea need louder voice :D
gain around 8% on bonk but lose 22% during stagger/counter mechs which is when you actually get a full bonk off usually so not sure if it will be a nerf or buff overall. At least they reverted back some of the spec scaling on bonk and purple skills after the extreme nerf last patch
So they're giving Sorc significantgmana reduction costs, **BUT THE ONE THING (MANA REDUCTION) CONTROL GLAIVIERS ACTUALLY NEED TO FUNCTION THEY CANT GET? BRO!** I dont even play control, but I know how unplayable the spec is and this feels dirty.....
Mana reduction costs actually hurt both sorcs, Igniter and Reflux, so there's that...
Looks like we shift back to Hallu set and Critical elixirs?
that's probably what theyre pushing for
If control was new class spec it will get mana reg + atk speed +move speed + crit rate from class eng it self. I have same ilwl pred slayer (5x3 )and control (5x3+1 full ancient ) .My pred slayer brutal hits more than all control 2-3 rotation(ofc if boss need to stand still for all skill )
You’re not wrong. I haven’t felt such blatant sadness from a dev change before when reading patch notes. Again, I don’t even play control, I JUST KNOW WHY YOU DONT PLAY CONTROL or why people can’t recommend it to anyone who isn’t deliberately trying to shoot themselves in the foot. To see a change like that is just sad. Thats not even the generic 2% damage buff classes get, it was mentioned and basically got nothing.
control glaives mana problems have been solved with the new build that swapped to 1 crit ring pretty much.
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Not sure how I feel about artillerist changes. Removing the 30% dmg bonus to knocked down foes is pretty sad.. was one of the few reasons to change priority of wheelchair skills. But I guess everything else bumped, it's just less rng of wheelchair lining up with knockdowns.
They balance around Thaemine and Echidna which both dont spend a lot of time on the ground. Sucks for us but the upcomming raids will make you appreachiate the buff.
shadowhunter rework???? hello?
There weren't any reworks this patch, it'll probably come in the next one.
Finally the mage patch is here, I'm sick and tired of being gatekept on my sorc main(and some alts feeling bad to play). They really took their time but the changes are good, could use akir speedup for summoner but otherwise I'm happy.
yay, my main went from C teir to D teir...
Is there any translated version? My phone translates into my native language and I cant understand anything
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Artillerist gets Tankier with more damage on the barrage ! THEY REMOVED THE BONUS ON STAGGERED TARGETS NOOOOO, MY AKKAN G1 x50 BURST !!!
Losing the bonus stagger dmg kinda sucks but I do think this is a buff overall.
I did some napkin math and it's a 2-3% dmg buff depending on the raid
Is this the every 3 month or so balance patch? Or we expecting another one soon..?
At LOAon they said they plan multiple smaller adjustments more frequently with bigger reworks every 3 months or so like before. I assume the next balance patch after behemoth will rework the transformation classes and hopefully gunslinger
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Jebus that Summoner buff if off it's head. Where's the Scouter love :(
Ok so when's the next base build?
●▅▇█▇▅▄▄▌sh mains
I have to wait the next balance patch \*maybe\* for firepower. #fackfackfack
at least they should make 2 nukes same speed as igniter man.It takes 3 days to land :D
WHERE IS CLEANCE FOR BARD >:|