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is possible to see on this year class balance changes?


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[KR] June 22 class balance changes

Blade Master

  • Added new 'Restraint' skill 'Hongmoon Blade'
    • Lightning damage when Honed Slash is learned
    • Fire damage when Dragontongue is learned
  • Added new skill 'Dragon Cleave' (obtained at level 24)
  • 'Breeze' T5F1 - Changed 'Maximum speed Pierce, Singing Lark can be used on critical hit' to ''Dragon Cleave can be used on critical hit'
  • 'Breeze' F3 - Removed
  • 'Breeze' T3F2 - Increased focus generation to 2 from 1
  • 'Breeze' T5F2 - Removed 'Generates 1 Focus per enemy hit'
  • 'Flicker' T3 traits - Removed
  • 'Flicker' T4F1 - Added 'Heals the user 8% of the damage dealt'
  • 'Flicker' F3 - Changed so that it is always at max speed
  • 'Flicker' T4F3 - Removed 'Damage dealt increases by 5 ~ 6 [0.40] fire damage on consecutive use up to 2 times'
  • 'Flicker' T2F3 - Damage increased
  • 'Flicker' T2F3 - Added 'Heals the user 6% of the damage dealt'
  • 'Flicker' T2F3 - Changed range/area to 2x5m
  • 'Flicker' T4F3 - Damage increased
  • 'Flicker' T4F3 - Added 'Decreases the cooldown of Dragontongue by 2 sec on hit'
  • 'Cyclone' F2, F3 - Fixed issue where invulnerabily duration is shorter than intended
  • 'Cyclone' Untrained - Decreased focus regen to 4 from 6
  • Fixed issue where using Cyclone after Five Point Strike in Draw Stance does not cancel Draw Stance when Cyclone does not hit an enemy
  • 'Cyclone' T5F1 - Changed 'User is resistant to Snares for 2 sec' to 'User is resistant to Snares for 3 sec'
  • 'Cyclone' T5F2, T5F3 - Changed 'Generates 9 Focus over 3 sec on hit with the last attack' to 'Generates 15 Focus over 3 sec on hit with the last attack'
  • 'Singing Lark' - Removed
  • 'Pierce' all - Changed so that it is always at max speed
  • 'Pierce' all - Removed 'Maximum speed on hit with Dragontongue'
  • 'Pierce' all - Removed Maximum speed after using Cyclone'
  • 'Pierce' all - Removed Maximum speed after using Cyclone'
  • 'Pierce' all - Removed Maximum speed on Block'
  • 'Pierce' T3F1 - Added 'Heals the user 10% of the damage dealt'
  • 'Pierce' T5F2 - Added 'Dragon Cleave can be used after using 2 times'
  • 'Honed Slash' all - Removed 'Additional damage to Grabbed, Phantom Gripped, Blade Stormed enemies'
  • 'Honed Slash' all - Added 'Additional damage while Lightning Dragon is active'
  • 'Honed Slash' all - Additional damage through Lightning Dragon takes priority over additional damage to stunned, dazed, knock down enemies
  • 'Dragontongue' - Removed 'Additional damage to Grabbed, Phantom Gripped, Grappled enemies'
  • 'Dragontongue' - Removed 'Additional damage to Blade Stormed enemies'
  • 'Dragontongue' - Removed 'Maximum speed Pierce, Singing Lark available on hit for 4 sec'
  • 'Dragontongue' - Removed 'Generates 8 Focus over 4 sec'
  • 'Dragontongue' - Removed 'Maximum speed Pierce, Singing Lark available on hit for 4 sec'
  • 'Dragontongue' - Damage increased
  • 'Dragontongue' - Now costs 1 focus
  • 'Dragontongue' - Added 'Additional damage while Flame Dragon is active'
  • 'Dragontongue' - Added 'Does not trigger cooldown while Flame Dragon is active'
  • 'Dragontongue' - Cooldown increased to 6 sec from 2.5 sec
  • 'Dragontongue' - Added 'Decreases the cooldown of Lunar Slash by 1 sec'
  • 'Dragontongue' - No longer cancels Draw Stance after 4 uses
  • 'Bladeguard' - Changed name to 'Fence'
  • 'Fence' T2F3 - Removed 'Deflects attacks for 0.5 sec'
  • 'Fence' T2F3 - Added 'Blocks frontal attacks for 1.2 sec'
  • 'Fence' T2F3 - Added 'Generates 3 Focus on Block'
  • 'Fence' T2F3 - Cooldown decreased to 0.8 sec from 6 sec
  • 'Fence' T3F3 - Removed 'Increases threat by 20% for 2 sec on Deflect'
  • 'Fence' T3F3 - Removed 'Cooldown is refreshed on Deflect'
  • 'Fence' T3F3 - Added 'User gains Flame Dragon for 1 sec on Block'
  • 'Fence' T3F3 - Added 'User gains Lightning Dragon for 2 sec on Block'
  • 'Fence' can now be canceled with other skills
  • 'Fence' cannot be used while moving
  • 'Lunar Slash' T2F1 - Cooldown increased to 16 sec from 12 sec
  • 'Lunar Slash' F1 - Removed 'Maximum speed Pierce, Singing Lark can be used on hit in Basic Stance'
  • 'Lunar Slash' T2F1 - Removed  'Generates 3 additional Focus on critical hit'
  • 'Lunar Slash' T2F1 - Increased focus generation to 5 from 4
  • 'Lunar Slash' T2F1 - Moved damage increase to T3F1
  • 'Lunar Slash' T3F1 - Added switch to Draw Stance
  • 'Lunar Slash' T3F1 - Added 'User gains Flame Dragon for 3 sec on hi'
  • 'Lunar Slash' T3F1 - Added 'Generates 6 Focus over 3 sec on hit'
  • 'Lunar Slash' F3 - New tree
  • 'Lunar Slash' T2F3 - Added 'Decreases the focus cost of Honed Slash by 1 for 6 sec on hit'
  • 'Lunar Slash' T2F3 - Cooldown is 12 sec
  • 'Lunar Slash' T3F3 - Added switch to Draw Stance
  • 'Lunar Slash' T3F3 - Added 'User gains Lightning Dragon for 3 sec on hit'
  • 'Rush' all - Added Bleed
  • 'Multislash' - Removed
  • 'Rush' F2 - New tree (no details in kr patch notes...)
  • 'Raid' F1 - Changed cooldown to 9 sec
  • 'Raid' T3F1 - Added 'Increases threat by 150% for 10 sec'
  • 'Raid' T2F1 - Added 'Decreases the focus cost Honed Slash by 1 for 3 sec on hit'
  • 'Fissure' - Changed to lightning damage
  • 'Fissure' - Cooldown decreased to 18 sec from 24 sec
  • 'Fissure' - Moved previous T3F3 traits to T2F3
  • 'Fissure' T3F3 - Added 'Generates 3 Focus per hit'
  • 'Fissure' T3F3 - Added 'Increases threat by 150% for 10 sec'
  • 'Five Point Strike' F3 - Removed
  • 'Five Point Strike' F2 - Removed focus cost
  • 'Five Point Strike' F2 - Each hit deals same damage
  • 'Five Point Strike' F2 - Increased animation speed
  • 'Five Point Strike' F2 - Damage decreased
  • 'Five Point Strike' F2 - Added 'Generates 300% additional threat'
  • 'Five Point Strike' F2 - Added 'Generates 2 Focus per hit'
  • 'Five Point Strike' T3F2 - Changed 'User is resistant to damage, status effects for 0.6 sec' to 'User is resistant to damage, status effects for 1 sec' 
  • 'Lightning Draw' all - Added 'Generates 300% additional threat'
  • 'Lightning Draw' T4F2 - Removed
  • 'Lightning Draw' T4F2 - Added 'User gains Lightning Dragon for 3 sec on hit'
  • 'Lightning Draw' F3, F4 - Removed
  • 'Lightning Draw' F3 - New skill 'Burning Draw' (again no details in kr patch notes)
  • 'Boot' all - Removed Bleed
  • 'Blade Storm' F1, F2 - New trees (no details)
  • 'Shoulder Charge' F4 - New tree
  • 'Shoulder Charge' T3F4 - Added increased damage
  • 'Shoulder Charge' T4F4 - Added 'User is resistant to damage, status effects for 1.5 sec'
  • 'Shoulder Charge' T4F4 - Added 'Cyclone is available on resist'
  • 'Flock of Blades' F1 - Changed to lightning damage
  • 'Blade Call' - Icon changed
  • 'Blade Call' - Changed to lightning damage
  • 'Flock of Blades' F3 - New skill 'Phoenix Wing' (no details)
  • 'Whirling Scourge' - Changed to lightning damage
  • 'Soaring Falcon' T5F1, T5F2, T5F3 - Added 'Inflicts Deep Wound for 12 sec'
  • 'Guardian Tempest' - Added 'Remove Frost Prison'
  • 'Guardian Tempest' - Added 'Party members cannot be targeted'
  • 'Second Wind' T3F1 - Added 'Escape from Frost Prison'
  • 'Fence' - Changed requirement to 'On using Flicker, Blade Echo, Honed Slash, Dragontongue'
  • 'Perseverance' - Fixed issue where Perseverance is not canceled when the use it hit with defense piercing daze, stun

 


 

Kung Fu Master

  • Added new 'Restraint' skill 'Shallow Palm'
    • Wind damage when Swift Strike is learned
    • Fire damage when Tiger Strike is learned
  • 'Guiding Fist' T1F1 - Cooldown decreased to 9 sec from 12 sec
  • 'Guiding Fist' T1F1 - Changed 'Increases threat by 150% for 10 sec on hit' to 'Increases threat by 150% for 15 sec on hit'
  • 'Triple Kick' F4 - New skill 'Chain Reflux'
  • 'Avenging Fist' F4 - New tree
  • 'Avenging Fist' T2F4 - Added 'Searing Palm available on hit'
  • 'Avenging Fist' T3F4 - Added 'Cyclone Kick, Searing Blow available on hit'
  • 'Avenging Fist' T3F4 - Added 'Decreases the cooldown of Searing Palm by 5 sec'
  • 'Avenging Fist' T3F4 - Added 'Next Swift Strike, Tiger Strike has guaranteed critical hit'
  • 'Iron Shoulder' - Now takes priority over other skills in the same key group
  • 'Iron Shoulder' F2, F4 - Damage increased
  • 'Iron Shoulder' T4F2, T4F4 - Added 'Cyclone Kick, Searing Blow available on use'
  • 'Cyclone Kick' T1F1 - Removed cooldown
  • 'Cyclone Kick' F1 - Changed to focus cost (3)  from focus recovery (2)
  • 'Cyclone Kick' T2F1 - Added 'Generates 9 Focus over 3 sec on critical hit'
  • 'Cyclone Kick' T2F1 - Damage increased
  • 'Cyclone Kick' T3F1 - Changed 'Heals the user 20% of the damage dealt' to 'Heals the user 5% of the damage dealt'
  • 'Smite' F4 - Damage increased
  • 'Counter' F4 - Changed 'Increases threat by 150% for 10 sec on Counter' to 'Increases threat by 150% for 30 sec on Counter'
  • 'Swift Strike' T5F1, T5F2 - Added 'Cyclone Kick, Searing Blow available on hit'
  • 'Hellfire Kick' - Tree added and untrained skill changed to 'Cycle Kick'. 'Hellfire Kick' moved to T1F1
  • 'Cycle Kick' - Added 'Decreases the cooldown of Searing Palm by 7 sec'
  • 'Cycle Kick' - Added 'Cyclone Kick, Searing Blow available on hit'
  • 'Cycle Kick' - Range/area changed to 2x8m
  • 'Leading Palm' F1 - New skill 'Tiger Claw'
  • 'Tiger Claw' - Added 'Additional wind damage to enemies with Leading Palm effect'
  • 'Tiger Claw' - Added '50% Focus damage to frozen enemies. Removes freeze'
  • 'Tiger Claw' - Added 'Searing Palm available on hit'
  • 'Tiger Claw' - Added 'Decreases the cooldwon of Searing Palm by 4 sec on hit'
  • 'Tiger Claw' - Range/area changed to 2x8m
  • 'Searing Palm' F1 - Changed to fire damage
  • 'Searing Palm' T3F2 - Previous T3F2 moved to T3F3 and new T3F2 tree added
  • 'Searing Palm' T3F1, T3F2 - Stage 3 and greater can be canceled with other skills
  • 'Searing Palm' - Skill element also changes 'Awakened Searing Palm' element
  • 'Awakened Searing Palm' - Increased animation speed
  • 'Awakened Searing Palm' - Can be canceled with other skills
  • 'Awakened Searing Palm' - Damage decreased
  • 'Flurry' F1 - Changed 'User is resistant to damage, status effects of 0.8 sec' to 'User is resistant to damage, status effects of 1 sec'
  • 'Rising Dragon' T5F1, T5F2, T5F3 - Added 'Inflicts Deep Wound for 12 sec'
  • 'Tremor' F4 - New tree
  • 'Second Wind' T3F1 - Added 'Escape from Frost Prison'
  • 'Comet Strike' T4F3, T5F3 - Changed 'Can be instantly used 1 more time on critical hit' to 'Can be instantly used 1 more time on hit'
  • 'Backstep' T1F1 - Cooldown decreased to 8 sec from 12 sec
  • 'Backstep' T1F1 - Removed 'User gains Agility for 24 sec on resist'
  • 'Backstep' T1F1 - Speed up duration decreased to 4 sec from 6 sec
  • 'Backstep' T1F1 - Changed movement distance to 8m

 


 

Destroyer

  • Added new 'Restraint' skill 'Paradise'
    • Earth damage when Cleave is learned
    • Dark damage when Eradicate is learned
  • 'Grab' F2, F3 - Cooldown increased to 30 sec from 18 sec
  • 'Grab' F2, F3 - Added 'Restraint' effect
  • 'Grab' T3F2 - Critical increase no longer resets on critical hit
  • 'Grab' F4 - Removed
  • 'Wrath' T2F1 - Changed 'Can be used for 4 sec at 5 stacks of Willpower' to 'Can be used for 3 sec while Willpower is active'
  • 'Wrath' T2F2 - Removed 'Maximum speed on hitting Grabbed, Phantom Gripped enemies'
  • 'Wrath' T2F2 - Removed 'Cast speed accelerates on consecutive use'
  • 'Wrath' F2 - Increased animation speed
  • 'Cleave' T4F3 - Traits moved to T3F3
  • 'Cleave' T4F3 - 'Mighty Cleave' learned
  • 'Eradicate' T3F4 - Traits moved to T2F4
  • 'Eradicate' T4F4 - Traits moved to T3F4
  • 'Eradicate' T4F4 - 'Galefoce' learned
  • 'Eradicate' - Increased animation speed
  • 'Galeforce' - Increased animation speed
  • 'Body Kick' F2 - Added 3 sec taunt
  • 'Execute' - Cooldown cannot be reset
  • 'Execute' - Cooldwon changed to 30 sec
  • 'Typhoon' F1 - Willpower no longer stacks and instantly increases max focus to 200 instead
  • 'Typhoon' T3F2 - No longer can be used as a joint attack
  • Willpower lasts 15 sec down from 20 sec
  • 'Gust' T3F1 - Added 'Escape from Frost Prison'

 


 

Force Master

  • Added new 'Restraint' skill 'Mythical Line'
    • Fire damage in Flame mode
    • Frost damage in Frost mode
  • 'Frost Armor', 'Frost Prison', 'Divine Veil' - No longer shares global cooldown with other skills
  • 'Windstorm' - Removed requirement 'Target Grappled', 'Target Knockdown'
  • 'Windstorm' T2F1 - Changed requirement to 'Target Knockdown, Dazed, Stunned'
  • 'Windstorm' T2F1 - Removed requirement 'Target Grabbed, Phantom Gripped'
  • 'Windstorm' T3F1, T5F1 - Removed
  • 'Windstorm' F2 - Removed
  • 'Windstorm' - Skill priority is now after 'Dual Dragons', 'Dragonblaze', 'Fire Fury'
  • Removed 'Flame mode' icon from the buff list
  • Removed 'Frost mode' icon from the buff list
  • 'Inferno', 'Snowball', 'Frost Prison', 'Divine Veil', 'Meteor Shower', 'Frost Tornado' cooldowns now show up in the cooldown list
  • 'Second Wind' T3F1 - Added 'Escape from Frost Prison'
  • 'Divine Veil' - Next skill can be used more quickly
  • 'Frost Armor', 'Defrost' - Next skill can be used more quickly
  • 'Frost Prison', 'Frost Sheath' - Next skill can be used more quickly
  • 'Second Wind' - Next skill can be used more quickly
  • 'Retreat' - Next skill can be used more quickly
  • 'Retreat' - No longer shares global cooldown with other skills
  • 'Flame mode', 'Frost mode' duration increased to 60 sec
  • 'Frost Armor' - Now shows status duration icon
  • 'Inferno' T5F3 - Fixed issue where the skill is not correctly applying area of effect
  • 'Cold Snap' - Fixed issue where 'Dual Dragons' is not correctly applying additional frost damage within the 'Cold Snap' area

 


 

Assassin

  • Added new 'Restraint' skill 'Shadow Rush'
    • Dark damage in Disruption Stance
    • Lightning damage in Stealth Stance
  • 'Spinal Tap' all - Removed 'Decreases the cooldown of Shadow Drain by 6 sec'
  • 'Spinal Tap' untrained - Removed 'Inflicts 1 stack of Poison for 10 sec on Stun'
  • 'Spinal Tap' T1F1 - Added 'Inflicts 1 stack of Poison'
  • 'Spinal Tap' T2F1 - Removed 'Penetrates Defense, Deflect' and added 'Applies joint attack 2 times'
  • 'Spinal Tap' T2F1 - Cooldown changed to 30 sec
  • 'Spinal Tap' - Previous F2 moved to F3 and new F2 tree added
  • 'Spinal Tap' T2F2 - 'Penetrates Defense, Deflect'
  • 'Spinal Tap' T3F2 - Changed area to 3m
  • 'Spinal Tap' T2F3 - Changed cooldown to 6 sec
  • 'Spinal Tap' T2F3 - Damage increased
  • 'Spinal Tap' T3F3 - Damage increased
  • 'Bombard' T3F2 - Damage increased
  • 'Bombard' T4F2 - Changed 'Next Bombard costs 2 Focus less on critical hit' to 'Generates 2 Focus on critical hit'
  • 'Bombard' T5F2 - Changed 'Additional damage to enemies with 5 stacks of Poison' to 'Additional damage to enemies with Poison'
  • 'Lightning Strike' T1F1 - Added tree
  • 'Decoy' all - Removed 'Decreases the cooldown of Hook Kick by 6 sec on Counter'
  • 'Decoy' T3F1 - Removed 'Creates a barrier equivalent to 5% of the user's Health for 10 sec if no attack is Countered'
  • 'Decoy' - Moved previous T4F1 traits to T3F1
  • 'Decoy' T4F1 - 'Enhanced Decoy' learned
  • 'Decoy' - Next skill can be used more quickly after counter
  • 'Decoy' - Removed previous F2 traits and moved F3 to F2
  • 'Shadow Dash', 'Sidewinder' - Removed 'Decreases the cooldown of Hook Kick by 3 sec on entering Stealth'
  • 'Shadow Dash' T3F1 - Traits moved to T2F1
  • 'Shadow Dash' T4F1 - Traits moved to T3F1
  • 'Shadow Dash' T4F1 - Removed
  • 'Sidewinder' - F2 moved to F3
  • 'Sidewinder' F3 - Cannot be used as joint attack
  • 'Sidewinder' F2 - new tree
  • 'Cyclone Sweep' untrained - Cooldown changed to 24 sec
  • 'Cyclone Sweep' untrained - Range changed to 4m
  • 'Cyclone Sweep' T2F1 - Traits moved to T1F1
  • 'Cyclone Sweep' T2F1 - Added 'Dazes enemies for 3 sec'
  • 'Cyclone Sweep' F1 - Cannot be used as joint attack
  • 'Cyclone Sweep' T2F2 - Changed to new skill 'Shadow Infiltration'
  • 'Shadow Drain' - Cooldown changed to 12 sec
  • 'Time Bomb' untrained - Cooldown changed to 45 sec
  • 'Time Bomb' F1 - Cannot be used as joint attack
  • 'Shadow Slash' T3F3 - Cooldown changed to 18 sec
  • 'Shadow Slash' T5F3 - Range increased to 10m
  • 'Shadow Slash' F3 - Cannot be used as joint attack
  • 'Venom Slash' - Changed 'Inflicts 1 stack of Poison', 'Can be cast 1 more time on critical hit' to 'Inflicts 2 stacks of Poison'
  • 'Bolt Strike' T3F1 - Removed
  • 'Bolt Strike' untrained, F1 - Cannot be used as joint attack
  • 'Bolt Strike' - Other skills can be canceled with this skill
  • 'Bolt Strike' - Cannot be canceled before applying damage
  • 'Poison Breath' T1F1 - Applies damage/poison faster
  • 'Poison Breath' T3F1 - Damage increased
  • 'Choke Bomb' - Cooldown changed to 45 sec
  • 'Poison Breath', 'Venom Swarm', 'Choke Bomb', 'Plaguemist' - Other skills can be canceled with this skill
  • 'Lightning Rend' untrained, F1 - Cannot be used as joint attack
  • 'Lightning Rend' F2 - Cooldown changed to 12 sec
  • 'Swiftstep' untrained - Added 'Applies joint attack 2 times' (Daze)
  • 'Swiftstep' T1F1 - Added 'Applies joint attack 2 times' (Knockdown)
  • 'Sneak Attack' must be learned from 'Throwing Dagger' T1F1
  • ''Sneak Attack' T2F1 - Cannot be used as joint attack
  • 'Throwing Dagger' - Next skill can be used more quickly
  • 'Lotus Fury', 'Lotus Kick' - Other skills can be canceled with this skill
  • 'Lotus Kick' - Cannot be canceled before applying damage
  • 'Fighting Spirit' T5F4 - Changed 'Dark Strike, Lightning Pierce, Lightning Rend deal 100% of Attack Power as additional damage while Amplification is active' to Dark Strike, Lightning Pierce, Lightning Rend deal 300% of Attack Power as additional damage while Amplification is active'
  • 'Stomp' - Moved to [Tab] key
  • 'Stomp' F2, F3 - New trees 'Flash Kick', 'Webbing'
  • 'Stomp' T1F1 - Added 'Enter Stealth for 6 sec on hitting Poisoned enemies'
  • 'Stomp' T2F1 - Added 'Generates 3 additional Focus on entering Stealth'
  • 'Stomp' - Cooldown changed to 30 sec
  • 'Flash Kick' - Damage increased
  • Previous 'Flash Kick', 'Webbing' removed in favor of new Stomp trees
  • 'Venom Pierce' - Requirements changed to 'On counter with Decoy', 'On critical hit with Lightning Pierce', 'On critical hit with Lightning Crash'
  • 'Hook Kick' - Cooldown changed to 12 sec
  • 'Hook Kick' - Added 'Inflicts 1 stack of Poison to Poisoned enemies'
  • 'Lightning Pierce' - Requirement changed to 'On hit with Heart Stab'
  • 'Lightning Pierce' - Lightning Crash cannot be used when learned
  • 'Lightning Pierce' - Removed 'Additional damage to Poisoned enemies'
  • 'Lightning Pierce' - Damage increased
  • 'Dark Strike', 'Lightning Pierce' - Removed 'Additional damage to Grabbed, Phantom Gripped enemies'
  • 'Awakened Dark Strike' - Requirement changed to 'On hit with Heart Stab'
  • 'Awakened Dark Strike', 'Awakened Lightning Pierce' - Damage increased
  • 'Sweeping Gale' - Next skill can be used more quickly
  • ''Sweeping Gale' - Other skills can be canceled with this skill
  • 'Guard Break' - Cannot be used as joint attack
  • 'Guard Break' - Cooldown now shows up in cooldown list
  • 'Highwire Act', 'Pull Highwire Cord' - Cannot be used as joint attack
  • Fixed issue where 'Stealth' cannot be used when a familiar is using 'Power Pounce'
  • 'Highwire Act', 'High Voltage', 'Pull Highwire Cord' - Fixed issue where other install/place type skills get canceled when used
  • 'Heart Stab' T2F1 - Changed 'Instantly used on Stunned, Dazed, Grabbed, Phantom Gripped enemies' to 'Instantly used on Stunned, Dazed enemies
  • 'Heart Stab' T5F1 - Changed 'Dark Strike, Lightning Pierce can be used on hitting Stunned, Dazed, Grabbed, Phantom Gripped enemies' to 'Dark Strike, Lightning Pierce can be used on hitting Stunned, Dazed enemies'
  • 'Mist Slash' T5F1 - Changed 'Next Heart Stab has guaranteed Critical Hit on critical hit' to 'Dark Strike available on critical hit'
  • 'Shadow Dance' T2F1 - Changed 'Next Heart Stab has guaranteed Critical Hit on resist' to 'Increases movement speed by 60% for 3 sec on resist'
  • 'Stealth' T3F1 - Added 'Escape from Frost Prison'

 


 

Summoner

  • Added new 'Restraint' skill 'Moonfall'
    • Wind damage when Rumblebees is learned
    • Earth damage when Sunflower is learned
  • 'Power Press' untrained - Duration decreased to 3 sec from 4 sec
  • 'Power Press' T1F1 - Duration decreased to 4 sec from 5 sec
  • 'Power Press' - Cooldown changed to 24 sec
  • 'Petal Storm' T2F2 - New skill 'Petal Bomb'
  • 'Paw', 'Swipe' - Removed Bleed
  • 'Clawnado' - Changed duration
  • 'Clawnado' - Cooldown changed to 30 sec
  • 'Thorn Strike' all - Added Bleed
  • 'Thorn Strike' T4F2 - Changed 'Inflicts Ivy Poison' to 'Heals the user 30% of the damage dealt'
  • 'Thorn Strike' T4F2 - Added 'Heals party members within the area 5% of their health'
  • 'Doom 'n' Bloom' untrained - Changed 'Heals the user 100% of the damage dealt to the inital target' to 'Heals the user 50% of the damage dealt to the inital target'
  • 'Doom 'n' Bloom' T4F1 - Removed 'Heals party members within the area 20% of their Health over 5 sec'
  • 'Doom 'n' Bloom' T1F1 - Moved 'Inflicts Ivy Poison for 10 sec' to T4F1
  • 'Doom 'n' Bloom' F2 - Removed
  • 'Rumblebees' untrained, F1 - Always at max speed
  • 'Rumblebees' untrained, F1 - Cast speed adjusted
  • 'Rumblebees' untrained, F1 - Damage increased
  • 'Rumblebees' T1F1 - Removed 'Instantly used while Stealthed'
  • 'Rumblebees' T2F1 - Removed 'Can be instantly used on critical hit', 'Does not cost any Focus on instant cast'
  • 'Rumblebees' T2F1 - Added 'Generates 2 Focus on hitting enemies inflicted by Ivy Poison'
  • 'Rumblebees' T3F1 - Removed 'Additional damage on critical hit' and added 'Additional damage to enemies in Petal Bomb'
  • 'Rumblebees' T5F1 - Changed 'Instantly used on Stunned, Dazed, Knockdown, Airborne, Grabbed, Phantom Gripped enemies' to 'Does not cost focus when used on Stunned, Dazed, Knockdown, Airborne, Grabbed, Phantom Gripped enemies'
  • 'Rumblebees' F3 - Cast speed adjusted
  • 'Rumblebees' F3 - Cooldown removed
  • 'Rumblebees' F3 - Next skill can be used more quickly
  • 'Rumblebees' T2F3 - Removed 'Cast time is decreased to 1 sec while Stealthed', 'Cooldown refreshed on kill'
  • 'Rumblebees' T3F3 - Changed 'Can be instantly used on critical hit' to 'Can be instantly used while stealthed'
  • 'Rumblebees' T5F3 - Removed 'Cost 2 Focus on consecutive use'
  • 'Rumblebees' T5F3 - Focus cost decreased to 3 from 4
  • 'Super Sunflower' T3F4 - Changed 'Super Sunflower can be used consecutively at no cost while Overflow is active' to 'Super Sunflower can be used consecutively while costing 2 focus while Overflow is active'
  • 'Rosethorn' T1F1 - Projectile speed increased
  • 'Rosethorn' T2F1 - Cast speed increased
  • 'Rosethorn' T4F1 - Changed 'Generates 1 additional Focus on critical hit' to 'Rumblebees can be instantly used on critical hit'
  • 'Rosethorn' T5F1 - Changed 'Rumblebees can be instantly used on critical hit' to 'Rumblebees can be instantly used on hit'
  • 'Rosethorn' T5F2 - Changed 'Next Sunflower, Super Sunflower does not cost any Focus on critical hit' to 'Generates 2 additional focus on critical hit'
  • 'Briar Patch, 'Flying Nettles' T3F3 - Changed 'Refreshes the cooldown of Rumblebees' to 'Generates 3 focus per hit'
  • 'Seed Shroud' T5F1 - Added 'Rumblebees can be instantly used for 3 sec on counter with 550% of attack power as additional damage'
  • 'Hammer Spin' T1F1 - Added 'Familiar escape from Phantom Grip'
  • 'Beckon' T3F2 - Cannot be used as joint attack
  • 'Backstep' T3F1 - Added 'Escape from Frost Prison'
  • 'Briar Patch, 'Flying Nettles' - Removed 'Does not generate threat'
  • 'Huzzah!' F2 - New tree
  • 'Lunge' - Next familiar skill can be used more quickly
  • 'Lunge' untrained, T1F1 - Cooldown changed to 1 sec
  • 'Strike', 'Clawnado' - Next familiar skill can be used more quickly
  • 'Anklebiter' T2F1 - Fixed issue where the 40% slow is not correctly applying

 


 

Blade Dancer

  • Added new 'Restraint' skill 'Wind Blade', 'Lightning Blade'
    • 'Wind Blade' used in Basic Stance
    • 'Lightning Blade' used in Draw Stance
  • 'Five Point Strike' F3 - New skill 'Sky Slash'
  • 'Five Point Strike' F4 - New skill 'Thunder Slash'
  • 'Dual Slash' T3F2 - Now applies joint attack 2 times
  • 'Phantom Grip' - Added 'Frontal Block'
  • 'Phantom Grip' T2F2 - Cooldown increased to 30 sec from 24 sec
  • 'Phantom Grip' T2F2, T2F3 - Added 'Restraint' effect
  • 'Phantom Grip' T3F3 - Changed 'Decreases the Defense of the Phantom Gripped enemy by 5% per attack' to 'Increases Critical by 5% for 3 sec for anyone attacking the Grabbed enemy per attack up to 10 stacks'
  • 'Strafe', 'Blindside' - Cooldown decreased to 12 sec from 18 sec
  • 'Whirling Scourge' T3F3 - Changed additional focus regeneration to 'Increase attack power by 3%'
  • 'Whirling Scourge' T5F3 - Changed 'Generates 10 Focus at the end of its effect' to 'Increase attack power by an additional 2%'
  • 'Lightning Strike' T2F1 - Changed 'Guaranteed critical hit to Grabbed, Phantom Gripped enemies' to 'Additional damage hit to Grabbed, Phantom Gripped enemies'
  • 'Blade Flight' - Changed to wind damage
  • 'Blade Flight' T3F1 - Removed
  • 'Blade Flight' T2F2 - New tree
  • 'Blade Storm' - Changed to wind damage
  • 'Blade Storm' T1F1 - Added new tree
  • 'Second Wind' T3F1 - Added 'Escape from Frost Prison'

 


 

Warlock

  • Added new 'Restraint' skill 'Soul Rush'
    • Ice damage when Bombardment is learned
    • Dark damage when Dimensional Volley is learned
  • 'Rupture' T3F2 - Changed cooldown reduction of Dragoncall to 'Decreases the cooldown of Wingstorm by 1 sec'
  • 'Leech' - Cast speed increased
  • 'Leech' - Added 'User is immune to Knockdown, Daze, Stun, Knockback during use'
  • 'Leech' F3 - Cannot be used as joint attack
  • 'Imprison' T4F1 - Changed to 3 hit attack
  • 'Onrush' T2F2 - Removed taunt and added 'Applies joint attack 2 times'
  • 'Second Wind' T3F1 - Added 'Escape from Frost Prison'
  • 'Fall In' - Fixed issue where the familiar does not close gap when 'Onrush' is used immediately after
  • 'Mantra' - Fixed issue where the skill cannot be used after resisting an attack
  • 'Nether Pulse' - Next skill can be used more quickly

 


 

Soul Fighter

  • Added new 'Restraint' skill 'Force Beam'
    • Earth damage when Cobalt Punch is learned
    • Ice damage when Right Punch is learned
  • 'Kingfist'. 'Frost Storm' - New on hit effect, Gold Dragon
    • ※'Additional effects when 'Focus Chi', 'Chi Burst' is used at 3 stacks of Gold Dragon
  • 'Frost Storm' T5F3 - Fixed issue where the additional damage does not match the tooltip
  • 'Chi Burst' T3F1, T5F1 - New effect, Inspire
  • 'Chi Burst' T3F1 - Removed 'Heals party members apart from the user an additional 20% of their Health'
  • 'Chi Burst' T3F1 - Added 'Heals party members apart from the user an additional 40% of their Health over 20 sec'
  • 'Chi Burst' T5F1 - Added 'Heals party members an additional 40% of their health at 3 stacks of Gold Dragon'
  • 'Chi Burst' T5F2 - Added 'Heals party members an additional 20% of their health at 3 stacks of Gold Dragon'
  • 'Chi Burst' all - Added 'Increased movement speedy by 60% for 5 sec'
  • 'Focus Chi' T4F1 - Added 'Increases Critical Hit Damage by an additional 30% for 10 sec at 3 stacks of Gold Dragon'
  • 'Lightning Fist' F2 - Cannot be used as joint attack
  • 'Elbow Smash' T2F3 - Cooldown changed to 6 sec
  • 'Elbow Smash' T2F3 - Added 'Increases critical hit damage by 20% for 3 sec on hit with Flaming Twin Cobra'
  • 'Elbow Smash' T2F3 - Added 'Heals the user 10% of the damage dealt'
  • 'Elbow Smash' T5F3 - Changed 'User is resistant to damage, status effects for 1 sec on Counter' to 'User is resistant to damage, status effects for 1.5 sec on Counter'
  • 'Howling Blast' T3F1 - Added 'Heals the user 50% of the damage dealt'
  • 'Howling Blast' T3F1 - Damage increased
  • 'Breaking Claw' T4F1 - Added 'Increases critical hit chance by 1% for 3 sec up to 3 stacks
  • 'Breaking Claw' T4F1 - Damage increased
  • 'Cobalt Punch' T5F1 - Damage increased
  • 'Right Punch' T5F3 - Damage increased
  • 'Shadow Dance', 'Footwork' - Cooldown increased to 12 sec from 9 sec
  • 'Second Wind' T3F1 - Added 'Escape from Frost Prison'
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So why aren't they fixing warlock? Those are only QoL changes and not buffs. This class really lacks some self healing (it's all crit reliant and not so great), cc and utility. On top of that it really could use improved defense abilities in pvp. I hate this class being reduced to ''the group buffer''. It was built as a glass canon with insane damage, weak defense and a lot of healing to compensate. They removed the healing and reduced the damage, so what is left?

A stationary class with okay damage, that must't take hits and is reliant on party healing, that is only taken because of sb. Wl don't bring anything but sb as utility...

 

If I hadn't fallen in love with this class, I think I'd have already rerolled FM or SF...

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13 minutes ago, LockEasymeef said:

So why aren't they fixing warlock? Those are only QoL changes and not buffs. This class really lacks some self healing (it's all crit reliant and not so great), cc and utility. On top of that it really could use improved defense abilities in pvp. I hate this class being reduced to ''the group buffer''. It was built as a glass canon with insane damage, weak defense and a lot of healing to compensate. They removed the healing and reduced the damage, so what is left?

A stationary class with okay damage, that must't take hits and is reliant on party healing, that is only taken because of sb. Wl don't bring anything but sb as utility...

 

If I hadn't fallen in love with this class, I think I'd have already rerolled FM or SF...

I'm going to address this because this entire post is stupid beyond belief as a Warlock main.

 

"This class really lacks some self healing (it's all crit reliant and not so great), cc and utility."

Really? Their self-heal is godlike, why is your crit so bad if you aren't seeing the benefits of it. 

CC? Not our job, don't have to worry about it, and even then next patch Q acts as a double stun in the same way FM's 3 double-stuns.

Utility? Not our problem, Buff and go.

 

"  It was built as a glass canon with insane damage, weak defense and a lot of healing to compensate. They removed the healing and reduced the damage, so what is left? "

Glass cannon with insane damage? Nope. Never was, but it still has good damage however.

Weak defense? Learn to block and iframe better.

Healing? It still has insane healing, hello? o.o

 

" A stationary class with okay damage, that must't take hits and is reliant on party healing, that is only taken because of sb. Wl don't bring anything but sb as utility... "

Lol stationary? Are you even playing the class properly? Shadow Build? Shadow RB? Hello? Tonnes of mobility there o.o

Are we playing the same class? I can take tonnes of hits just fine and my healing is retardedly high.

WL Don't bring anything but SB? That's the entire point?

 

Are we playing the same class? Because it certainly doesn't seem like we are at all. o.o

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24 minutes ago, Rhy said:

I'm going to address this because this entire post is stupid beyond belief as a Warlock main.

 

"This class really lacks some self healing (it's all crit reliant and not so great), cc and utility."

Really? Their self-heal is godlike, why is your crit so bad if you aren't seeing the benefits of it. 

CC? Not our job, don't have to worry about it, and even then next patch Q acts as a double stun in the same way FM's 3 double-stuns.

Utility? Not our problem, Buff and go.

 

"  It was built as a glass canon with insane damage, weak defense and a lot of healing to compensate. They removed the healing and reduced the damage, so what is left? "

Glass cannon with insane damage? Nope. Never was, but it still has good damage however.

Weak defense? Learn to block and iframe better.

Healing? It still has insane healing, hello? o.o

 

" A stationary class with okay damage, that must't take hits and is reliant on party healing, that is only taken because of sb. Wl don't bring anything but sb as utility... "

Lol stationary? Are you even playing the class properly? Shadow Build? Shadow RB? Hello? Tonnes of mobility there o.o

Are we playing the same class? I can take tonnes of hits just fine and my healing is retardedly high.

WL Don't bring anything but SB? That's the entire point?

 

Are we playing the same class? Because it certainly doesn't seem like we are at all. o.o

Aah, yes, have you played sum or FM before?

 

Tons of self healing ON PURPOSE and therefore way better compared to wl. As long as you're not firing your wingstorm into a group of mobs it's not gonna heal you a lot.

Let's say it crits for 7k. that's 3.5k healing for you if you use helix, 1.75k if you use dc. So on average you will get half of your wingstormticks to crit (with ~50%+ crit) that means when playing helix you'll get ~5.25k health per wingstorm, with call you get ~2.6k. And now think about it, you cannot control it. So when you need healing, maybe you don't crit, maybe you crit a lot. I hate RNG heals.

And that's useless in pvp because your crit chance is 30%. 

Now compare that to a sum or fm. FM can heal for 15% flat with veil +1% per resist + 10/30% ice. Sum has a constant stream of healing via the dot, petal storm can also heal.

 

Wl defense IS weak. I am not talking about PvE here because Iframing boss attacks isn't really what I would call defense. It's easy and predictable. I was specifically referring to PvP here sorry for not telling you.

 

Stationary? well you have to cast wingstorm sometimes and imprision, block is stationary and we don't have dashes only double s to really cover some distance.

And I bet you forgot there are still people playing with call these days since not everyone got the asura ember and playing bombardement helix is quite dull.

 

Every class has double cc. Well you realize our pet got like 114% acc so it's gonna miss a lot.

 

But why did I even waste my time trying to explain that to you? People like you can't argue properly and are instantly there to insult people if they don't share their opinion...

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22 minutes ago, Rhy said:

I'm going to address this because this entire post is stupid beyond belief as a Warlock main.

 

"This class really lacks some self healing (it's all crit reliant and not so great), cc and utility."

Really? Their self-heal is godlike, why is your crit so bad if you aren't seeing the benefits of it. 

CC? Not our job, don't have to worry about it, and even then next patch Q acts as a double stun in the same way FM's 3 double-stuns.

Utility? Not our problem, Buff and go.

 

"  It was built as a glass canon with insane damage, weak defense and a lot of healing to compensate. They removed the healing and reduced the damage, so what is left? "

Glass cannon with insane damage? Nope. Never was, but it still has good damage however.

Weak defense? Learn to block and iframe better.

Healing? It still has insane healing, hello? o.o

 

" A stationary class with okay damage, that must't take hits and is reliant on party healing, that is only taken because of sb. Wl don't bring anything but sb as utility... "

Lol stationary? Are you even playing the class properly? Shadow Build? Shadow RB? Hello? Tonnes of mobility there o.o

Are we playing the same class? I can take tonnes of hits just fine and my healing is retardedly high.

WL Don't bring anything but SB? That's the entire point?

 

Are we playing the same class? Because it certainly doesn't seem like we are at all. o.o

You are not wrong in saying that you might be playing a different class, because a warlock relies very heavily on gear and HM skills. I like my warlock and don't complain about the class, but I feel the class asks for a high cost to develop. It might not be the worst class in that respect, but it certainly asks for the very best, and if you don't provide, it is still very nice, but not spectacular. I would not have minded mob resets fixes and some changes to C as it is really not particularly great as a major dcd. 

 

I like the the change to q, because I have tried and failed numerous times to press Q/x simultaneously for a stun, and it does not queue them in a proper order. I guess there is no action queue or something.

 

i think it's fair because the 2x stun tied to having thrall up, and being able to get it to jump.

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6 minutes ago, iritsuchan said:

I want the summoner changes already.

So sick of Sunflower. Time for bees <3

I actually did Masts 4man / Lament 4 man and Gloomdross 4 man yesterday using bees wind build and it worked amazing!

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19 minutes ago, LockEasymeef said:

Aah, yes, have you played sum or FM before?

 

Tons of self healing ON PURPOSE and therefore way better compared to wl. As long as you're not firing your wingstorm into a group of mobs it's not gonna heal you a lot.

Let's say it crits for 7k. that's 3.5k healing for you if you use helix, 1.75k if you use dc. So on average you will get half of your wingstormticks to crit (with ~50%+ crit) that means when playing helix you'll get ~5.25k health per wingstorm, with call you get ~2.6k. And now think about it, you cannot control it. So when you need healing, maybe you don't crit, maybe you crit a lot. I hate RNG heals.

And that's useless in pvp because your crit chance is 30%. 

Now compare that to a sum or fm. FM can heal for 15% flat with veil +1% per resist + 10/30% ice. Sum has a constant stream of healing via the dot, petal storm can also heal.

 

Wl defense IS weak. I am not talking about PvE here because Iframing boss attacks isn't really what I would call defense. It's easy and predictable. I was specifically referring to PvP here sorry for not telling you.

 

Stationary? well you have to cast wingstorm sometimes and imprision, block is stationary and we don't have dashes only double s to really cover some distance.

And I bet you forgot there are still people playing with call these days since not everyone got the asura ember and playing bombardement helix is quite dull.

 

Every class has double cc. Well you realize our pet got like 114% acc so it's gonna miss a lot.

 

But why did I even waste my time trying to explain that to you? People like you can't argue properly and are instantly there to insult people if they don't share their opinion...

"Aah, yes, have you played sum or FM before?"

Yes I have, easier =/= better, Critting off a wingstorm heals me at least 9% of my HP, 27% over 3 waves, now how many times am I resetting Wingstorm with 3, F and SS? multiple times.

 

"Wl defense IS weak. I am not talking about PvE here because Iframing boss attacks isn't really what I would call defense. It's easy and predictable. I was specifically referring to PvP here sorry for not telling you."

PvP, I concede, you're right in that it's weaker in PvP in terms of healing and defenses, then again I'm a pleb WL that got plat last season and decided to stop PvPing after much frustrations.

 

"Stationary? well you have to cast wingstorm sometimes and imprision, block is stationary and we don't have dashes only double s to really cover some distance."

Wingstorm is literally less than a second and instant in other cases, 3..that's being worked on and making it 3 hit instead of 5 hit next patch. Block being stationary is fine, you can just block and move on, I do it a lot.

 

"And I bet you forgot there are still people playing with call these days since not everyone got the asura ember and playing bombardement helix is quite dull."
TBH, you're right, I did forget about that, mainly because I personally fall asleep using call.

 

"Every class has double cc. Well you realize our pet got like 114% acc so it's gonna miss a lot."

Ninja fixed next patch iirc.

 

"But why did I even waste my time trying to explain that to you? People like you can't argue properly and are instantly there to insult people if they don't share their opinion..."

You're right, I'm sorry, I got too emotional too quickly and forgot that some people play differently. Regardless I still believe you're wrong in some points. (Specifically the healing, damage and stationary points.)

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5 hours ago, LockEasymeef said:

A stationary class with okay damage, that must't take hits and is reliant on party healing, that is only taken because of sb. Wl don't bring anything but sb as utility...

 

Here is what I consider as achievements as a Warlock (based what people believe about this class): I tanked Yeti, Asura, Nexus, Mast all 4man with bloody DRAGONCALL (2.5s casting) build with less than 1600 defense and stealing agro from 2 summoner with 40AP+ and FM with 20AP+ with dark build.

 

Here is my complaints for the complainers:

Don't talk about WL mobility in PvE if you don't know boss pattern, how to kite, and most importantly when to snare or cc. I can spend all day with 2.5s casting without getting hit (except for Naksun because he's too cute for dragons to eat him alive but soon). The only time you can throw mobility at my face is with PvP cuz people tends to have Thrall-phobia and spin very far to a corner and I have to chase them.

Don't talk about cc if ur too greedy with dmg and don't want to change your build for cc. I once had to double cc Yeti for all 3 pulls, had BM, BD, and Summoner and a single WL had to do all the double cc in a 600AP+ party. Yeah, you meet all kind of people in F8 including ones that got no idea how to double cc in endgame dungeons.

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You guys seriously need to elaborate on your ideas before you let them out of your heads...you have to think of both PVE and PVP yeah sure you might want Warlock to have more CC and more healing so you can PVE but you need to think about it in PVP too. WL already have an insane amount of burst DPS and a ton of defensive skills that in pvp allows them to remain untouched unless you really know how to counter them...and on top of that you want to give the class more CCs and healing? Come on man...

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First things first:

'' You're right, I'm sorry, I got too emotional too quickly and forgot that some people play differently '' Thumbs up for that statement!

I have to admit that I do tend to exaggerate in my posts when pointing out what I think is an issue with a class (after all I spend my time playing it). I think we might want to restart :D

 

Critting off a wingstorm heals me at least 9% of my HP, 27% over 3 waves 

My problem with that is that crit = not really reliable and part of the rotation = not on purpose. I would like more small portions of healing rather than big ones that sometimes don't show up when you need them, even if it is on a key skill for dealing damage.

 

Wingstorm is literally less than a second and instant in other cases  (exactly 1 second) It sums up. It really feels awkward to have cast. 

 

3..that's being worked on and making it 3 hit instead of 5 hit next patch looking forward to that

 

mainly because I personally fall asleep using call.  I'd prefer full dark build, too, but I am still not comfortable enough with it using it in dungeons, so I'll have to stick with call until I have learned it.

Ninja fixed next patch iirc.  I hope so but I doubt it. Sum cat has low acc too and they need it for double cc...

 

Just all around I think our toolkit could use some tweaks, literally every class will get their candy soon.

 

11 hours ago, DeadlyCode said:

You guys seriously need to elaborate on your ideas before you let them out of your heads...you have to think of both PVE and PVP yeah sure you might want Warlock to have more CC and more healing so you can PVE but you need to think about it in PVP too. WL already have an insane amount of burst DPS and a ton of defensive skills that in pvp allows them to remain untouched unless you really know how to counter them...and on top of that you want to give the class more CCs and healing? Come on man...

It's not PvP that we'd need to worry about as Wls are mid low tier atm

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Guys... you realize ure discussing about a FAR RANGE CLASS, every far range class is 10 times easier to play than a close range class, no matter if stationary or not, if you die as a far range, you are doing something horribly wrong. They released the pet system for a reason, if you think you're too squishy, then simply get a pet. And about warlock, check ur august KR patch and stop crying cos you'll have the most overpowered class ingame, 1.5min SB cooldown, ur awaken skill will be changed to RMB, literally everything will be boosted. So before you complain about a class that will be OP af, rather INFORM YOURSELF FIRST!

little starter help for those who struggle looking for KR patchnotes: http://www.freedomplays.com/blade-soul-kr-soulburn-awakened-skill-changes/

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24 minutes ago, Cookielicious said:

Guys... you realize ure discussing about a FAR RANGE CLASS, every far range class is 10 times easier to play than a close range class, no matter if stationary or not, if you die as a far range, you are doing something horribly wrong. They released the pet system for a reason, if you think you're too squishy, then simply get a pet. And about warlock, check ur august KR patch and stop crying cos you'll have the most overpowered class ingame, 1.5min SB cooldown, ur awaken skill will be changed to RMB, literally everything will be boosted. So before you complain about a class that will be OP af, rather INFORM YOURSELF FIRST!

little starter help for those who struggle looking for KR patchnotes: http://www.freedomplays.com/blade-soul-kr-soulburn-awakened-skill-changes/

First: I really really get angry at people claiming ranged classes have it way easier. Although I main a Wl, I occasionally DO tank with my Bm and it is BY NO MEANS hard to dodge the melee attacks most bosses do

(there are a few exceptions, but keep in mind there are also mechanics ranged classes have to deal with that melees don't even notice , eg. be ido automatons or the entangling seeds of the umbral lord). The only place where ranged classes have it 100000 times easier is Ssp and you don't even need Ssp to get moonstones now.

 

Melees were given dashes and defensive cds to cope with being in melee range. While it certainly takes a little effort to push those buttons and maintain your damage, it still is very humane and in no way a totally different level of difficulty than being ranged. I do admit that melees require better awareness I will not agree with ranged being kindergarden in comparison.

 

Second: My main complaint wasn't about dmg.

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BM.... you are talking about a class that can literally spamblock, the point is, while far range is allowed to freely dps, a close range has to use Q/E/SS every close range aoe which makes us lose time, if you fail dodging, u either get knocked back or CC'ed. Also its not about "what you need", go read asian forums and EVERYONE will say that far range classes were made to play the game easier. Try playing bladedancer endgame, you are not allowed to spin because you'll interrupt ur draw stance, so Q/E/SS every single aoe otherwise ull lose quite a bunch of DPS, while FMs just sit there and scratch their balls while spamming an easy rotation.

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13 minutes ago, Cookielicious said:

BM.... you are talking about a class that can literally spamblock, the point is, while far range is allowed to freely dps, a close range has to use Q/E/SS every close range aoe which makes us lose time, if you fail dodging, u either get knocked back or CC'ed. Also its not about "what you need", go read asian forums and EVERYONE will say that far range classes were made to play the game easier. Try playing bladedancer endgame, you are not allowed to spin because you'll interrupt ur draw stance, so Q/E/SS every single aoe otherwise ull lose quite a bunch of DPS, while FMs just sit there and scratch their balls while spamming an easy rotation.

The point is, and I hope that by now you've realized that it is not about ranged vs melee but the individual classes themselves. Look at it, sum and FM are easy to play, I admit, but Wl? Doesn't really fit into the same category in a similar way Bm and Kfm have it easier because of spammable counter/block than other melee classes avoiding aoes.

 

Dealing or not having to deal with certain boss mechanics isn't really what makes a class easy or hard, it is the tools a class has available to do its job. There are classes like summoner that can ignore everything and go full sunflowespammode and there are other classes that have to really work for their candy.

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@LockEasymeef

 

Actually, ranged is easier than melee in this game. In terms of warlock you just spam your block skill. They are just as glass cannon as any other ranged. Their healing is insane and you can easily get ~%50% crit in this game. WL has the ability to outdamage FM if they are both well geared. WL can spec for CC. And yes, they're an offensive buffer. What is the issue with that?

 

If you don't like WL so much, then just reroll?

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