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Old 10-31-2016, 09:18 AM   #61
Xavkiz

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Well, I vote for same conversion for both side of AA, either cb to pot or pot to cb is fine. I just don't think deciding which prestige play style should be a factor that you get a better conversion or an inferior conversion. It should be based on how you want to play your toon, and not become "I need to do this cuz it gives better stats and increase dps, but I hate playing my toon cuz of the skill and playstyle"

So, in short, please consider putting same conversion on both side
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Old 10-31-2016, 12:10 PM   #62
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Please read what I posted. The main issue was the missing UT tick that has just supposedly been added. ANCient fury aa was used as another step to verify numbers. That suggestion to change it was just an opinion at the bottom. The fact remains that the new UT tick is not happening
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Old 10-31-2016, 01:50 PM   #63
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looking at what you posted maybe db maxed the amount of ticks at 8.. i like to see a dev verifiy that as well
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Old 10-31-2016, 02:23 PM   #64
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+1
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Old 11-02-2016, 04:36 PM   #65
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It costs 10 of 25 prestige points (or 40%) to dual spec and we are getting punished for doing so?

Given an example with starting 3000 CB and 12000 Pot, a Pot=>CB conversion is 23% better than a CB=>Pot conversion and 10% better than a dual spec
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Old 11-02-2016, 05:19 PM   #66
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They should just cut all conversions in half from current values and make it less of a factor for everyone.
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Old 11-04-2016, 12:49 AM   #67
Erevis Cale

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Are any further changes coming or are the prestige conversions and the addition of combat mitigation debuffs to some classes all we can expect? (and the VERY FEW changes that were made to some classes)
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Old 11-04-2016, 01:00 AM   #68
quisling

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and pretty much none that mattered....
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Old 11-04-2016, 01:32 AM   #69
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WTB Combat Art doublecast on gear
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Old 11-04-2016, 02:51 AM   #70
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Double casting primals? seems legit
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Old 11-04-2016, 03:12 AM   #71
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yeah any idea that got tossed out to really try to fix the broken classes got largely ignored it seems.
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Old 11-04-2016, 06:10 PM   #72
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Randomly doublecasting something is entirely different from a reset proc allowing you to recast a small handful of hard hitting things. DC as a stat scales all damage output linearly. Resets allow for non-linear growth because you can just pay more attention to the few things that matter most for you.

Edit: this is the reason I didn't care to get the doublecast ethereal rune. The other normal purples provided equivalent or better gains.
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Old 11-04-2016, 09:55 PM   #73
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I was excited when they said they were redoing classes again but it's been a very slight tinker the problems are all still there ,was holding my breath that there would be a long list of stuff done to each class like a few years ago along with a general tidy up of the outdated abilities .
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Old 11-06-2016, 06:51 PM   #74
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Question for the Devs.......are all the class balances in place or are there still more to come?
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Old 11-07-2016, 11:25 PM   #75
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At this point I'd even be okay with a "We can't do it in time for the expac but we will get it done before the new year."
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Old 11-07-2016, 11:29 PM   #76
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Pretty sure several classes have had 0 changes of any impact this expac so far. Considering we get told all class balance is done only at expacs, it's pretty disappointing.

Or perhaps everything is considered balanced, which if so, I need a new dictionary.
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Old 11-08-2016, 03:07 PM   #77
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Not much time left until launch not expecting any more class changes tbh.
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Old 11-08-2016, 04:07 PM   #78
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That's about it. Tweaks maybe but outside of that I wouldn't expect anything 'big.'

I'm fairly certain they consider the ascension classes as some sort of 'balance' pass since it just gives everyone access to everything, so if one class/ability ends up being better than the rest for some reason people can just switch to it. Much like deities but a more drawn out process and rather boring compared to past prestige/AA additions, imo.

This is assuming they don't make the mistake of having encounters be vulnerable/immune to different damage types, I haven't seen much of the content yet but I haven't heard of anything like this happening.
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Old 11-08-2016, 04:57 PM   #79
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That -might- work, at least sort of, for dps classes, but it doesn't do much for utility and even less for tank and healer 'balance'.
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Old 11-08-2016, 06:01 PM   #80
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Old 11-08-2016, 10:39 PM   #81
-Soteria-

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Inquisitor
  • Enhance: Condemn will now grant an effect that reduces combat mitigation.
  • Maladroit will now reduce the target's Fervor
  • Enhance: Fanaticism reduces the power cost of Fanaticism by 20% per rank.
  • Divine Healing will convert group member’s potency into extra potency.
  • Torment will now reduce combat mitigation.
  • Writhing Strike will now reduce combat mitigation.
Cool, except no, because divine healing is available to both templars AND inquisitors, meaning this really belongs in the templar section since inquisitors have been so broken for so long nobody even plays them anymore.

No fix that I can see to the heal component of punishment spells (using mob stats instead of player stats to calculate the heal), which means it hasn't been working right for at least 6 years now. And now verdict is an ascension spell... so on behalf of any inquisitors still hanging in there, thanks for nothing.
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Old 11-08-2016, 10:48 PM   #82
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Yea, giving Verdict to anyone that wants it is a big middle finger to Inqs. It was basically the only unique thing about the class. There really is no reason not to betray anymore unless those combat mit debuffs end up being huge.
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Old 11-08-2016, 11:26 PM   #83
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I hope we (inqui) shall get a nice balance !
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Old 11-09-2016, 12:13 AM   #84
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Even if they are, so what? Doesn't make the class fun or interesting. Tons of classes have combat mit debuffs, including templar.
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Old 11-09-2016, 05:51 PM   #85
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I was gonna say there are literally dozens of us inquisitors left. But I think they may be overstating it.

Regardless, has anyone tried the diving healing? When I did I don’t know that it was working correctly. Or at least not fully. I need to check again tonight but I believe it said it was supposed to increase the group potency by 10% and 1 point for every 42(which works out to like a 2.4% boost). So in theory it should up potency by around 12% of it’s total. I was at 10k potency when I hit it and only went up a couple hundred. Which would mean the 1 for 42 is working as that should give about 240ish at 10k but the 10% I think was either not working, or an actual 10% which is meaningless at current values. If it’s not 10% of total it’s kinda not worth tacking it on. 12% for the group might be worth specing into. 2.4% not so much.

As to the verdict, on one had it’s annoying. On the other, maybe the raid will stop telling me to cast the One thing they know I have. Especially since most of them start calling for it after I’ve already cast it. Hit the stupid mob and take it past the health threshold instead of telling me what to do maybe? … silly people.
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Old 11-09-2016, 07:31 PM   #86
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Well, there are so many sources of +% of base potency now, it won't be a true 10% of your total potency pool. You're probably already getting 8% from the 2nd prestige tree, a significant percentage from your deity points, and likely some from your first prestige tree, which means your actual potency pool is much higher than your "base potency." Adding 10% of your base potency won't be a true 10% increase to your total potency anymore, it's just adding another 10% to those other +%basepotency sources... kinda like how Divine Guidance doesn't raise your actual HP by 30% anymore, but rather increases your total amount of +%basehp by 30 (which these days nets an almost irrelevant increase in actual hit points).

That said, it seemed to me like it was giving the 10% boost, but possibly not giving me 1 potency for every 42 potency in addition, if my math was right (probably wasn't).
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Old 11-10-2016, 02:58 AM   #87
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Does it give each group member 10% gained of their own pool or calculate yours and apply that number as a group wide buff?
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Old 11-10-2016, 08:15 AM   #88
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I thought the deity ones at least worked less as base % increase and more as a % gained increase. So if my gear gives me 1k and I have 10 points I end up at 1100. Which at least is easy enough to do the maths with and any increase is easy to see. I guess that was what I was expecting. Upping the base % might be harder to track. I’m not sure what prestige tree(s) I was running at the time, so I may just strip down most of the AA and see if I can better see how much it’s adding. Base % do tend to get weird. Though Divine Guidance still is a noticeable amount if your solo healing squishies that are right on the line of getting one shot. They tend to not have a lot of HP boosts on. Glass cannons and the like...

The 1 for 42 should work out to about 2.4%, or for ballparks 8k is just below 200 and 13k would be 300ish, even if base increases are being applied. Still, if it’s not increasing by a noticeable amount outside of that it probably won’t be worth the points. Nobody needs the cast speed etc. and that little boost even group-wide I’m not sure I’ll bother with. I’d figure if combined they got at least close to 10% I’d probably think about it. But if it’s less that 5%…?
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Old 11-13-2016, 12:22 PM   #89
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There has been a lot of discussion about balancing of classes.

There has only been one Dev response to the Swashie comment, which I have to agree with.

I just want to say thanks to all those who are taking the time to post screenshots. I have not had time to address these this expansion, so thank you very much. I'm sure they read it and hopefully it made an impact. What I really appreciate is the people who play the class that calls out the poster that requests ridiculous changes preventing the need for a dev to say "umm... no".
Thanks! It's going to be a good update, very enjoyable!
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