+ Reply to Thread
Results 1 to 11 of 11
Like Tree8Likes
  • 7 Post By Archonix
  • 1 Post By Bamul

  Click here to go to the first Rift Team post in this thread.   Thread: PTS and Soul Balancing/Enhancing

  1.   This is the last Rift Team post in this thread.   #1
    Rift Team Archonix's Avatar
    Join Date
    Apr 2010
    Posts
    410

    Default PTS and Soul Balancing/Enhancing

    We’ve mentioned a number of times over the past weeks that we’ve been keeping an eye on soul and calling balance, both for Live and Prime. It’s important to us too that there be a large number of viable options. Our aim is to get many more specs up and able to perform on par with where the game’s content is balanced.

    Behind the scenes we’ve been working on a way to be able to roll out improvements more quickly than we’ve been able to in recent weeks. We’re soon going to be doing public testing of the first set of changes on a new PTS server, Omega, which will be running a test Prime build.

    When we open the PTS launcher region with these changes, you’ll see two shards after you connect:
    • "Omega" runs a Prime shard and will have a test build of Prime global difficulty changes as well as soul and calling changes on it.
    • "Alpha" runs a Live shard with access to all Live classes/levels/abilities, with soul and calling changes

    For those looking to test Prime souls specifically -- For the time being there is no transfer option from Prime to Omega. Fluffy, our ever present PTS assistance bot, is available in the newbie instances, and will happily send you to your starting city. Talk to Fluffy Prime once you've arrived.

    As this is the first pass of non-internal testing of all of these, we do expect to need more improvements once you weigh in on the experience on the public test servers. We’re eternally grateful for your help in testing on both shards.


    ALPHA/OMEGA PATCH NOTES


    BUFF STACKING GROUPS
    • Updated buff stacking for numerous abilities across all callings for both passive and active buffs. Many of these were giving inappropriate bonuses due to being placed in an incorrect stacking group.

    Cleric
    • Defiler – Unstable Transformation (Normal and Legendary)
    • Druid – Resounding Blow (Legendary)
    • Druid – Nature’s Edict
    • Inquisitor – Perseverance (Legendary)
    • Inquisitor - Radical Coalescence (Legendary)
    • Mastery – Divine Favor
    • Runeshaper – Rune of Castigation (Smiting Force Buff)
    • Runeshaper – Seal of Vulnerability (Normal and Legendary)
    • Runeshaper – Inscribe Fate (Normal and Legendary)
    • Shaman – Crushing Blow (Legendary)
    • Shaman – Furious Assault (Legendary)

    Mage
    • Archon – Illuminate (Legendary – Illuminated Earth buff)
    • Arbiter – Arcane Shielding
    • Arbiter – Biting Wind (Legendary)
    • Arbiter – Mana Aegis
    • Chloromancer – Radiant Spores (Legendary)
    • Dominator – Neural Prod (Legendary)
    • Elementalist – Cycle of Fury
    • Elementalist – Prismatic Volley (Legendary – Prismatic Cycle buff)
    • Frostkeeper – Cold Front
    • Frostkeeper - Transcendent Abjuration (Legendary)
    • Harbinger – Storm Slash (Legendary)
    • Harbinger – Combat Mastery
    • Necromancer – Soul Bond (Legendary)
    • Necromancer – Death’s Ally (Damage boost for pets)
    • Pyromancer – Fusillade (Legendary – Passive Cinder Burst boost)
    • Warlock – Void Barrage (Legendary – Passive DoT boost)
    • Warlock – Neddra’s Grasp (Legendary)

    Primalist
    • Berserker – Primal Avatar: Tiger (Legendary – Underworld Shards buff)
    • Berserker – Icy Cleave (Legendary)
    • Maelstrom – Flashpoint Beacon
    • Maelstrom – Hot to the Touch
    • Maelstrom – Scald (Legendary)
    • Dervish – Lashing Wind
    • Dervish – Seismic Smash (Normal and Legendary)
    • Dervish – Font of Savagery
    • Dervish – Quick Breeze
    • Farseer – Thread of Fate
    • Farseer – Twisted Fate
    • Farseer – Empower Self
    • Preserver – Essence Flow
    • Preserver – The Coming Storm
    • Preserver – Invigorate (Normal and Legendary)
    • Preserver – Vine Whip (Legendary)
    • Primal Lord – Bloodletting
    • Primal Lord – Paired Strikes
    • Primal Lord – Circle of Life
    • Primal Lord – Harmony of Life
    • Primal Lord Font of Bloodlust (Normal and Legendary)
    • Primal Lord – Scything Strike (Normal and Legendary)
    • Primal Lord – Stingers Spines
    • Primal Lord – Rip and Tear
    • Titan – Titan’s Fury
    • Titan – Earthquake
    • Titan – Living Wall
    • Vulcanist – Vorpal Salvo (Legendary)

    Rogue
    • Assassin – Master of Poisons (Legendary)
    • Marksman – Barbed Shot
    • Mastery – Repetitive Strikes
    • Physician – Maintenance Therapy (Legendary)
    • Saboteur – Final Countdown
    • Saboteur – Last Ditch Effort (Legendary)
    • Saboteur – Time Bomb
    • Ranger – Ace Shot (Legendary)
    • Ranger – Animalism (Legendary)
    • Ranger – Call: Razorbeast (Legendary)
    • Tactician – Energy Alteration
    • Tactician – Curative Engine

    Warrior
    • Mastery – Precision Strikes
    • Paladin – Shield of the Hero
    • Paladin – A Good Defense
    • Paladin – Wall of Light
    • Liberator – Liberation Treatment
    • Reaver – Shadow of Dread (Legendary)
    • Reaver – Septic Wounds
    • Tempest – Lighting Torrent (Legendary)
    • Warchanter – Combat Medic
    • Warchanter - Vim
    • Warlord – Everything is a Weapon (Legendary)
    • Warlord – Piercing Thrust
    • Warlord – Sergeant’s Order (Legendary)
    • Void Knight – Accord of Resilience
    • Void Knight – Protective Shield


    CLERIC

    JUSTICAR
    • Fixed an issue where the Justicar’s Even Justice ability would proc its legendary effects with its normal version.

    RUNESHAPER
    • Seal of Vulnerability: Bonus Rune of Smiting damage from Legendary Seal of Vulnerability can now only be triggered by the Seal’s original caster.
    • Rune of Travail: Fixed an issue where Rune of Travail, with the Powered Inscription talent, could occasionally refresh a normal Seal of Vulnerability with the legendary version.
    • Rune of Travail: Fixed another issue where Rune of Travail, with the Powered Inscription talent, would refresh Seal of Pain with Seal of Vulnerability instead.
    • Seal of Enhancement: Fixed a minor issue where an extra debuff effect would appear on the target momentarily when Seal of Enhancement was cast.
    • Rune of Smiting – Updated the debuff tooltip from the Rune Layering talent to indicate how much damage will be done.

    SENTINEL
    • Light of Redemption (Legendary) – Updated the tooltip to show the % damage reduction granted to the target


    MAGE

    FROSTKEEPER
    • Inner Might: Should now properly max out at one stack.

    HARBINGER
    • Eldritch Armor: Fixed an issue where Bloom would consume the reactive buff.

    MYSTIC ARCHER
    • Elemental Bonds can now only have a single buff active at a time.

    PRIMALIST


    PRIMAL LORD
    • Scything Strike (Legendary) – Previously the tooltip of the ability was incorrectly listing the damage increase for the next ability at 50%. The damage increase is actually 15%. The tooltip has been corrected to show the actual value of the buff. This is only an update to the tooltip, no functionality of the ability has been changed.

    VULCANIST
    • Vorpal Salvo (Legendary) – Updated the tooltip to show the amount of increase provided to Stroke of Brilliance.


    ROGUE

    BARD
    • Reworked the behind-the-scenes setup of Resonance to cause less ability system load. This should cause no functional changes to the way Resonance works with Motifs of Bravery, Regeneration, and Tenacity.

    SABOTEUR
    • Bombs Away! - Fixed an issue where Bombs Away! would stop causing Detonate to grant a combo point after respawning from death.


    WARRIOR
    • Fixed an issue where Warriors would have negative energy regen with their eternal weapon equipped and the Warchanter buff Deep Breaths active.
    • Fixed an issue where the Warrior's energy bar would bounce between 0 and 20 several times when the energy regen buff from their eternal weapon was applied.

    CHAMPION
    • Grim Satisfaction – Removed the internal cooldown on the proc.
    • Mired – Increase damage bonus to 4/8/12%. Up from 3/6/9%.

    LIBERATOR
    • Liberation Treatment – Updated the tooltip to show the % increase healing applied to non-Liberator healing abilities.

    PARAGON
    • Flowing Strikes: Updated the tooltip to improve clarity. Modified how Flowing Strikes and Improved Flowing Strikes works. The character will now only get a single buff, either Flowing Strikes or Improved Flowing Strikes. Improved Flowing Strikes now provides both the crit bonus from Flowing Strikes and its previous damage boost.
    • Force of Will – Now also increases crit damage of Follow Up Attacks by an additional 3/6/9%.
    • Turn the Blade – Reduced the damage and healing penalty to 20%.
    • Analyze Weakness – Now reduces the damage and healing penalty from Turn the Blade to 15/10% for Paragon abilities.
    • Weapon Master – Now also reduces the cooldown of Flurry by 7.5/15s.

    RIFTBLADE
    • Blade of the Ascended (Legendary) – Update the additional portion of the legendary tooltip to read, “Casting a Finisher reduces the delay between your auto-attacks by 75% for 10 seconds.” This is to clarify what the effect does and does not change any functionality of the ability.
    • Improved Avatar – Updated tooltip for better clarity on what is being changed.
    • Avatar of the Rift – Changed Elemental damage to Non Physical damage. This is done for terminology consistency within the soul.
    • Elemental Flux – Increased the Blade buff proc chance bonus to 5/10/15/20/25%.
    • Burst Synergy – Reduced cooldown from 1 min to 45s.
    • Improved Frost Strike – Now also increases damage from Finishers by 5/10%.
    • Elemental Caress – Now increases damage by 3/6%. Up from 2/4%.
    • Intensify – Modified to, “Increases Critical Hit Chance by 2/4/6% and Critical Hit Damage by 5/10/15%.
    • Enhanced Burst – Now also adds a 25% chance for hitting with a Burst ability to award 1/2 combo points.

    WARLORD
    • Defensive Posture: Fixed an incorrect tooltip.
    • Everything is a Weapon (Legendary) – Updated the tooltip to show the % damage increase instead of saying “double”.
    • Piercing Thrust - Updated the tooltip to show the % damage increase if used after a Warlord finisher instead of saying “greatly increased”.
    • One Two Punch - Reworded Base Damage to just Damage.
    • Precise Strikes - Reworded Base Damage to just Damage.

  2. #2
    Ascendant Holyroller12's Avatar
    Join Date
    Jan 2011
    Posts
    1,769

    Default

    Quote Originally Posted by Archonix View Post
    SNIP
    Firstly. THANK YOU for delivering the update about these changes. Secondly, it might be a good idea to set the message of the day to check news and announcements or to check PTS when this all goes up for both live and prime (Alpha / Omega) to get as many eyes as humanly possible on the changes to get that much more feedback. I'll be spreading the word to the few theory crafters I know.

    (70) Holyroller | (70) Kelten | (70) Irohh | (70) Hoehenheim | (70)Avattar@Deepwood

  3. #3
    Soulwalker Shoemocker's Avatar
    Join Date
    Jan 2012
    Posts
    13

    Default



    wow if they actually go through with this and get stuff balanced for raiding i will 100% come back
    --------------------------------------Organization Drow--------------------------------------
    | GP 4/4 | DH 4/4 | RotP 4/4 | GSB 5/5 | RoS 4/4 | HK 11/11 | ID 8/8 | PF 4/4 |
    -------------------------------| TDQ 4/4 | FT 3/4 | EE 1/5 | -------------------------------

  4. #4
    Telaran AsteroidX's Avatar
    Join Date
    Jul 2011
    Posts
    92

    Default

    I am very enthusiastic about the technical work you are putting into soul balance. If this works as intended might just be a gamechanger Trion. Must be a big update as you are putting up an entire PTS service to test it.

  5. #5
    Soulwalker
    Join Date
    Sep 2017
    Posts
    2

    Default Thank god

    I hope this works out! Thank you Trion for putting in the work to fix these long standing issues. If it works out we could see a lot of people come back.

  6. #6
    Official Rift Founding Fan Site Operator bctrainers's Avatar
    Join Date
    Apr 2010
    Location
    Kansas, USA
    Posts
    3,724

    Default

    So what can we expect the AP / SP values to average out to in each tier? In addition, the DPS / HPS output at said AP / SP levels? Would really appreciate it having a baseline to go by rather beating around/on the bush.
    --BC

  7. #7
    Ascendant simpa1988's Avatar
    Join Date
    Jan 2011
    Posts
    1,761

    Default

    Great news! Lots of changes , hope they will fix some issues

  8. #8
    Soulwalker Braer's Avatar
    Join Date
    Dec 2011
    Posts
    24

    Default

    Quote Originally Posted by Archonix View Post
    Updated buff stacking for numerous abilities across all callings for both passive and active buffs. Many of these were giving inappropriate bonuses due to being placed in an incorrect stacking group.
    Will you be including a post on what the new attacking buff stacking groups are so we know what to expect? Or how they will change? Some of these seem to be self-only.

  9. #9
    Soulwalker
    Join Date
    May 2018
    Posts
    24

    Default

    MAGE

    FROSTKEEPER

    Inner Might: Should now properly max out at one stack.


    HARBINGER

    Eldritch Armor: Fixed an issue where Bloom would consume the reactive buff.


    MYSTIC ARCHER

    Elemental Bonds can now only have a single buff active at a time.

    Quote Originally Posted by AsteroidX View Post
    I am very enthusiastic about the technical work you are putting into soul balance. If this works as intended might just be a gamechanger Trion. Must be a big update as you are putting up an entire PTS service to test it.
    yeah, truly gamechanging those major soul changes to have some more competitive specs in rift. instead of buffing some nice souls which are just too weak u nerf them (MA)
    mage gets NOTHING from these reworks, just becomes even less worth to play with MA getting a 60% dmg nerf, not that MA´s been worth to play in progress right now anyway

  10. #10
    Rift Disciple
    Join Date
    Oct 2016
    Posts
    125

    Default

    Would be nice to see things get balanced but the player base has been asking for it for months if not years and nothing yet . It gets frustrating after a while when , for example , you are a well geared mage and you get out DPSed by a fresh 70 Rouge . Mages in the Pyro spec were top dps for a bit then they nerfed Fire Storm and now they are back close to the bottom again , you would think if they nerf something too much that they would go back and find a happy medium but apparently not . Trying to make all the classes be able to fill all roles makes no sense , traditionally Warriors made the best tanks , Mages and Rouges made the best dps and Clerics were tops at healing . Might as well just have one class if there is no specialization for the classes any longer , but that's JMO of course.

  11. #11
    Shield of Telara
    Join Date
    Sep 2010
    Posts
    716

    Default

    Quote Originally Posted by Ambraele View Post
    Would be nice to see things get balanced but the player base has been asking for it for months if not years and nothing yet . It gets frustrating after a while when , for example , you are a well geared mage and you get out DPSed by a fresh 70 Rouge . Mages in the Pyro spec were top dps for a bit then they nerfed Fire Storm and now they are back close to the bottom again , you would think if they nerf something too much that they would go back and find a happy medium but apparently not .
    The big advantage of the mage is the large selection of raid-suited specs.
    From my personal live server experience I would say:

    Primalist >> Rogue > Mage > Cleric > Warrior

    If Cleric can play Druid without disconnects, what is not always possible, he is better than a mage. In my opinion, Primalists need a little nerf and warriors and clerics (e.g. Inquisitor) need a buff. If Trion fixes Neddra's Grasp sometime, mage is probably in a good position (Harbinger needs a little more love). The bug reduces the number of playable specs dramatically. It's sad that after five hotfixes for Neddra's Grasp we still have to mess around with it. Such a serious bug should be fixed before trying to balance the mage.
    Last edited by Bamul; 05-15-2018 at 03:52 AM.

+ Reply to Thread

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts