Celtic Heroes

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Re: List of Potential Druid issues to be fixed by Beta teste

#11

Its been discussed before regarding another eboost but druids already have like 30 odd skills? Do we really need another eboost skill? And just expanding on meditate, i supposed it may be workable but if mages couldnt survive with eboost / sacrifice which are better versions of mediatate, i doubt it can do much for druids.

Casting distance of AA is interesting. In the sense, I read before some ppl finding this to be good as it removes stereotypes of statue druids. Just standing there and casting. Ppl using AA are required to be more mobile and move around. Also, i think the casting distance is the same as wards.
E-boost would work better for DPS Druids, as they cannot use Meditate in combat. Sans some areas like lava, support druids can use meditate while everyone in the group is in combat. BIG difference there.

AA does Not have the same Casting Distance as any other buff, including wards.
Now Mariner,

This just defeats the whole purpose of having mages' skills as Energy-Boost. They are supposed to be refilling other characters' energy, not defy their purpose as a class itself. If they didn't have this, Sacrifice would basically kill them. (Sacrifice is not capable of being cast if the health requirement is higher than the current health of the mage.) Energy-Boost to a mage is very important, you know, not everyone has the gift of money. Sigils don't grow on trees you know!

An Energy-Boost - type skill for a druid is undtoppable. Honestly, paired up with offensive skills, a druid is basically unstoppable. As of now, whenever I solo, I use the graspind roots method. As for people who reside in Taranis, they know I have absolutely no points in vitality. I use this to my advantage. The more focus, the more potential used, ignoring the diminishing effects. Every focus does make a huge difference between life, and death from a heal. I am borrowing a Golden Camouflage Charm, however, this helps with the first set of Grasping Roots for it to be inevitable to avoid (as in recast when it avoids the first set). Once the first is successful, the others until the death of the mob is more likely to happen in casting Grasping Roots. It has been rare that the mob avoids a cast, in which I relog my druid.

All I am asking for is less energy consumption per skill level [point]. There is too much demand for energy consumption for every skill level in every skill. This would help with people who don't use sigils, and rings to that extent. Spring of Life to be fixed, and usable efficiently. Group skills to have a little more than to offer half their one-target cast cousins. Grasping Roots to have a second or two less for cooldown to expire. Which gives a second for the next cast to be cast upon (overpowered maybe, but the interruption, avoid, and cast time can be a factor).

Re: List of Potential Druid issues to be fixed by Beta teste

#12
Great post morph. Thanks for lumping the issues with druids into a post for all of us to comment on. Ill put in my 2 cents now.

1. I do feel that the energy consumption of our higher level dps spells is pretty taxing. I feel like they need to be reduced energy cost wise but not too much. That's supposed to be the bane of spellcaster classes in all mmorpg's. If we go all out energy consumption should be insane. Only problem in Celtic Heroes is unfortunately we can't purchase potions from a shop in game for gold. So given that circumstance i do feel like the energy costs should go down some.

2. I have to disagree with you on your opinion on natures breath costing too much. I think the cost is fine as is. Lets break it down. On my level 148 druid i have 30/30 natures touch (without my touch skill rings) and a 30/30 natures breath (no rings.) My base focus, which i used to test my numbers, is 545. My natures touch costs 168 energy and heals 960 health. My natures breath costs 323 energy and heals my group 494 health. So in essence breath costs around twice as much and heals around half of touch but can heal a group of 8, the equivalent of four natures touches. I say i can deal with those energy costs. Fine as is.

3. Abundant aura i feel should be a ranged spell instead of touch but is not a big deal. After using wards occasionally and breath i know how to just position myself and cast the AOE's on myself.

5. I personally feel wards need a buff. I ran with a 25 fire ward when leveling on wyverns on lava at 125+ and was extremely unimpressed. At 25 my ward was around 250 i think (cant remember exactly but something like that. Might even be lower) and the reduction from fire damage was horrible for the skill points i invested. I only reduced actual damage from lava by like 25-30 points and the damage from wyverns fire skill by like 75. Makes me think that there's a resist plateau and it sucks.

6. Well you know my view points on spring of life seeing as you used my topic as a reference to the skill in question. Would like to see it fixed for possible use but if not then like someone else said just get rid of the skill and give us something else.

7. Well this has been talked about to hell and back. Lets just hope that dragon armor is actually epic for us and I'm sure this will be one of the first things the druid testers will want to see.

Once again great topic and thanks for reading my suggestions. :)
MaxeesVigor 200 druid
Independent of Lugh

Re: List of Potential Druid issues to be fixed by Beta teste

#13
Now Mariner,

This just defeats the whole purpose of having mages' skills as Energy-Boost. They are supposed to be refilling other characters' energy, not defy their purpose as a class itself. If they didn't have this, Sacrifice would basically kill them. (Sacrifice is not capable of being cast if the health requirement is higher than the current health of the mage.) Energy-Boost to a mage is very important, you know, not everyone has the gift of money. Sigils don't grow on trees you know!
I don't have sigils, or plats, so I have no idea who you think you're talking to. Nor am I comparing druids to mages, like you seem to do. I think it's self-defeating to try to do so. I was simply suggesting a similar skill for Druids.
World: Rhiannon

Re: List of Potential Druid issues to be fixed by Beta teste

#14
Now Mariner,

This just defeats the whole purpose of having mages' skills as Energy-Boost. They are supposed to be refilling other characters' energy, not defy their purpose as a class itself. If they didn't have this, Sacrifice would basically kill them. (Sacrifice is not capable of being cast if the health requirement is higher than the current health of the mage.) Energy-Boost to a mage is very important, you know, not everyone has the gift of money. Sigils don't grow on trees you know!
I don't have sigils, or plats, so I have no idea who you think you're talking to. Nor am I comparing druids to mages, like you seem to do. I think it's self-defeating to try to do so. I was simply suggesting a similar skill for Druids.
A similar skill as mage's do (Energy Boost), but this is basically asking for a good energy boosting skill, regeberation at that matter. About the sigils, and platinum, i wasn't referring to you. I meant it to the whole druid community.

Re: List of Potential Druid issues to be fixed by Beta teste

#15
I have book marked this thread so that I'll know what the Druid community thinks needs improvements. Thankyou for putting the time into making it and I'm sure it'll make our job easier.
Also I think we all will try as hard as possible to make sure that dragon doesn't make the same mistake that frozen did. I mean come on, why does armour and weapon achieved at lvl80 have better use than the supposed "best" armour in the game.
Anyways, what do you guys think about trying to make staffs a viable option in the end game? I know it probably won't happen but I was just wondering on your thoughts.

Good point Precision, I think I should bookmark this topic as well. See you on the other side!

Re: List of Potential Druid issues to be fixed by Beta teste

#16
only read first post of this thread.

i would like to see how energy problems are growing in beta as well. i know many druids can not be good without sigils, so druids are pretty much forced to buy plat at some point. i would like to see how this energy problem that exists with many classes evolves. personally i think it will only get worse, as update brings out more energy demand from skills and probably better regain items, but for those with extreme gear such as me (only regain i use is grimoire rest all prince/agg items) i would not be surprised if they would need 600 energy sigils for support even. not to speak for dps wich would hit 3k energy sigils with ease to properly regain. so either energy costs have to be cut or regain items need a HUGE amount of regain increased. an offhand would need at least 100-150 energy regain to be even of slight use if this isnt fixed. and im not only talking about druid class then, mages could be decent with their sacrifice and energy boost, but all warriors, rogues and rangers experience the same energy problems if you try to max out your goods, wich i believe will only get worse in update, unless fixed.

on druid skill spring of life:
this skill is very underpowered. i literally dont know any druid that has any points in it or even uses it. i have tested it several times but never got any positive results. energy cost too much, downtime too long. needs a direct fix or just get rid of it, as it is better to use idols right now. however the resurrection method that will be worked on might make this skill useless anyway and be a more effective method, causing it to be better to delete the skill from game, like the druids lost their energy boost a long long time ago (the one mage uses now, some super old druids might remember, its even from before my time tho).

on wards:
i like the system, creates a better working space for druids to combine their setups and work in teams. i would like to see the pierce, slash and magic wards a bit more usefull tho. i have good rings for all of these and tested them, but they are pretty much a waste of points on almost all bosses, except those that already are easy to overheal.

on the frozen/dragon armor/weps:
id like to see that dragon armor actually adds focus, causing it to be better then spiritshadow and diamond gear for supporters and dpsers. i almost considered not getting my frozen because i literally never use it, except if i tank (wich happens once every 2 weeks maybe). it looks good but for best gear we need something better or ppl will keep using their old armor, because the new stuff isnt worth it. would love to see nice quest dragon offhand for druids too.

for new druid skills there have been several suggestions, but i think those will be good for update 5, it is on a bit short notice to put those in now already without really thinking them through. just dont make a sacrifice-like skill, as druids would be very OP with that just casting that skill and healing up again, causing energy to never run out and the energy system to be too worthless again.
lvl 215 druid
rosmerta

for advice/communication contact me on
discord: veryfastfox
IGN/mailbox: yrck3

Re: List of Potential Druid issues to be fixed by Beta teste

#17
Personally i would like a drain energy skill on druid, similar to e boost but it drains the energy of the enemy to help with your energy, it would temporarily put you into combat but for non plat druids needing energy they could use this with meditate to help with their energy crisis'. Similarly this could be used on rogue or mage for health instead, but of course its another little set of skills to invest points into...
Lukov lvl 205 rogue
Lukov4 lvl 199 druid
Lukov2 lvl 63 warrior able to shield bash Aggy
Helpfullukov lvl 197 mage. Part three of the lukov combo
skywalker1 lvl 100 ranger
Expansion update 4 & destiny beta tester

Re: List of Potential Druid issues to be fixed by Beta teste

#18
Personally i would like a drain energy skill on druid, similar to e boost but it drains the energy of the enemy to help with your energy, it would temporarily put you into combat but for non plat druids needing energy they could use this with meditate to help with their energy crisis'. Similarly this could be used on rogue or mage for health instead, but of course its another little set of skills to invest points into...
interesting suggestion. it would be a good skill indeed and could help many druids that have energy problems. also helps with draining energy from mobs so they become without skills faster, would certainly be a well used skill.
lvl 215 druid
rosmerta

for advice/communication contact me on
discord: veryfastfox
IGN/mailbox: yrck3

Re: List of Potential Druid issues to be fixed by Beta teste

#19
I agree with everybody on which skills need tweaking. As a full support, level 150 druid energy usage for skills is insane. I have 232 regen (hero, grim, 200 sigils) with the following skills:

Embrace 44/35
Bark 38/35
Breath 39/35
Touch 35/35

I don't have any aggy braces yet. My breath uses a whopping 532 energy each cast. Using those 4 skills drains my 5.4k energy in 4 1/2 mins. On the lava I'm lucky if I can bark/embrace/touch the tank without running out before pyrus hits 40% with 4-5 high level dps. If you even try being a hybrid kiss your energy goodbye, there is no way to keep up.

50$ of double plat doesn't do jack. Non-plat buyers have it even harder, with a max of 67 regen from items (bugged energy brace, energy brace, energy ring, regen crown, grimoire, and a hero ammy).

Support mages can eboost ya, but nobody wants to use the buddy system for every tougher boss. If this game is going to revolve around who pays the most stick a fork in it.

Re: List of Potential Druid issues to be fixed by Beta teste

#20
I think a drain energy from mobs type skill would be just as if not more OP than a sacrifice like skill for druids. Adding any new energy skill may tip the class out of balance, especially under current time constraints to design, test, and implement ideas. Instead, consider adjusting the base level regen for all classes as they reach benchmark levels above 150. This could help curb the energy bottleneck down the road as people level their skills in the pending new content. Is this something that is a part of the code already? If so, adjust/boost the number of base level regen as people hit 150, 175, etc (levels stated are just an example not what I believe would be appropriate...I don't know which levels people will be able to add more points to skills). I wouldn't recommend adjusting or raising the base level regen the same for all levels and classes across the board, this would make low levels or classes with less demanding energy costs OP, as well as make current in game regen items less useful. Adjust the base level regen slightly at certain levels (amount also dependent on class) where you can add additional skill points to skills, but not so much that it would curb plat and sigil sales from what they are now or create less need for some new regen equipment (I'm assuming new items are a possibility). I'm not sure if a solution is that simple, but it seems like a balanced idea that could benefit players without hurting business for the devs and might be quicker and easier to test than designing and adding a new skill.
Arawn

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