Server Side Patch- Triplicity Talent

I cleaned up the thread of the giant derail, some random posts may have gotten caught in the crossfire, just FYI. We appreciate constructive feedback, whether positive or negative, and there’s no reason to post about why certain people shouldn’t have an opinion, and you also don’t need to convince others of yours.

These forums are the greatest when people can express their ideas without putting down others, and that’s what we’ve always tried to encourage.

On the topic at hand: We understand completely that this is a subject a lot of you are very passionate about - we asked for feedback so we can assess how the change affected the meta of the game (with choosing other talents, rotations, tile sets, etc).
We are observing to see how this affects the game overall, so if there is additional balancing of the triplicity talent it will come in the future.

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I was going to write a really long winded reason why player numbers are dwindling… But you can probably just search my name on the forums and see exactly what is going wrong here.

I was hoping that I would come back to a nice populated game with great working mechanics and interesting new mechanics but it seems I will instead be coming back to a new dungeon release that nobody feels motivated to do (probably because everyone thinks the core mechanics will be buggy and they don’t want to beta test again) and a mage nerf that made half of the good mages quit?

What on earth is going on in your product team.

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the mathematical way to test this is to add around 10 second down phases where you can do nothing, except for keeping up tiles and on certain bosses it’d be pre-firing at the boss with afflictions and or fires and frosts.

pre-change this would be:
Pre-firing on certain bosses with afflictions fires and frosts and then casting triplicity
or
precasting triplicity and casting 1 affliction during triplicity and timing it so the spells from triplicity lands whilist boss is coming out of the downphase.

I’m pretty certain bosses with downphases where you can still apply afflictions fires and frosts will favor not using triplicity, but any bosses that makes you NOT hit the boss UNTIL the downphase is over (Boss 2) triplicity will be “better”. And I say better in quotations because I’m not sure if triplicity is worth using on boss 2 if you also have to include dodging at this point, but theorticaly that is a way to test it.

I am liking the new dungeons and the new affixes so far :man_shrugging: need a week of experiencing it though before having a full opinion. I found the jump to conclusion of alphabet of bad shard affixes in 1 day from selecting the hardest dungeon so far in the game and not fnishing it a bit too much of a short jump to conclusions. Will zip :zipper_mouth_face: on this part now because this was clearly a derail (of J)…

True, I already had a plan to calculate the dps of a few of those fights for a future post.

my best guess is that any bosses where you can still be doing something to the boss (hitting them) triplicity will not be better.
Dungeon troll, teapot (a good practiced runemage will be able to show this), technically lich king and sewer slime, the only one I can imagine not following in this category and likely to “improve” dps is only Boss 2 (Can’t hit whilist blue), and I was just thinking boss 5 but this is not the case, you can still apply afflictions and proc tiles while the boss has a shield.

I cleaned up the thread of the giant derail

Good, glad to see that the dev(s) are reading this thread at all at least. As you know, a large portion of the better mages in the game left because of this, possibly as the last straw for them, rather than it being everything, but still.

Which brings me to this:

so if there is additional balancing of the triplicity talent it will come in the future.

When you say ‘in the future’ you are signing your upset player base to be upset with no end date. As far as we can be concerned, ‘in the future’ is never, even if not so. I really do hope you take the time out of your day to revise this change from scratch.

With several hundreds of hours of practice under my belt, i can spam all the spells in the game very fast and with great consistency, even including the more useless ones such as light, firework and pushback 2. I don’t want my skill to be turned into a party trick, which is where runemage is heading, seemingly. Now i play a character that can’t move while drawing, has the lowest HP in game, can fumble their spells (which even i fumble spells often!), and only has comparable damage to other classes. At this point, who would even want a runemage with them in shards?

Edit: changed a word

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Effective hp, every one has about 100k hp I believe. Runemage is cloth, having the lowest armor, less effective hp, but the same amount of hp wanted to clear this part up.

but I agree with the “party trick” thing.
Triplicity seems mostly a party trick talent now.

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Mages are still some of the most powerful utility in high level shards with Polymorph and Decurse.

Not disagreeing with any of your other points.

True, however small that may be a point, since it isnt the only class that can polymorph or decurse. Even if it were, people would just switch to runemage, polymorph and switch off the class. As for decurse, musky can decurse, or even heal through the dot.

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Scoundrel has the lowest effective hp. Not runemage. I think shaman is equal runemage? So mage is middle man hp dps? Or is shaman better hp? No clue

Use shaman to frogg hahah :rofl:
But I fully agree

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Didn’t really understand what you wrote here?? My point was simply… The banter in this thread exists because product change decisions are being made which the community clearly are not aligned with… That is bad as people are actually quitting because of the change.

I don’t like the effects this change has had on the community as well as the corresponding effect it has had on dungeons and progress towards the dungeons.

It is not a derail, it is as I said above and therefore, related to the ‘server side patch and endgame content ahead of the new LVL 30 dungeons and shard level increase’… ya know… what the dev team asked for above.

(I have the) Same sentiment as well.

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Oh no of course it would take skill but I’m saying with skill, would come the equal kind of stuff. Like an equal skill runemage should do 10k within ranger dps at the same skill. Do you think they may have screwed over scoundrel? Believe me Ik how to play it.

I’m saying that these changes, and my speculations of continuing similarities, remove that need for skill.
To reiterate: if classes were uncapped and balanced from there, they would all require skill, rather than all the classes becoming shallow.
That way everyone has the potential to do a lot of damage or be bad at it, based purely on skill.

Not sure I can put it any simpler, to try and make it less confusing for you, since you seem to misunderstand what I’m saying.

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