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 Post subject: Must fix class balance
PostPosted: 01 Jan 2015, 18:42 
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At the moment the class balance is totally off. Let's start off with bps.

I personally saw a bp tank 4 decently skilled sins and kill one of them. Bp shouldn't be able to play like a tanker priest. I think the int bp build should be removed from game. either go full str with aop or full int. Also their damage is way too high. Bp spams rogue without duff for 1,5k. WTF is this. Should be like 1k

2nd sins. Sins are absolutely useless. spike mages 950, warriors 750. Both of them spam me more dmg than i can spike. Sin damage must be upped by A LOT

3rd mages. Mage staff range is still too low. make it back to original.

warriors, archers and int priests are fine. Please apply these fixes, otherwise i see no reason in playing on this server :(


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 Post subject: Re: Must fix class balance
PostPosted: 01 Jan 2015, 21:47 
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Well before anything, i wanna state that my main job is to watch over your problem section, cheaters, etc. Got absolutely no authority to look into the
skills myself and change things. That's for Flegy and the Developpers.
Just saying it cuz no matter how much i'd love to change smth, it might won't have any result in the end or if it will, i will have to speak with Flegy for days / weeks in order to achieve something, so not an easy task at all. (However i
was trying very hard, wasted shitload of time trying to balance things, especially regarding sins, starting from a considerably DD decrease on every shield / maces [Namely from 25 DD on pholus to 0, from 35 on tier etc to 12 and so on] to the dmg increase on smaller skills (jab,stab,pierci,shock,cut) // additional modifications, increases on 72-75-83 skills etc. (and few more little tweak left yet e.g fixing eskrima's cooldown etc but those won't change much)
sins are way better now than they were few months ago, being kinda decent atm and i had to work my ass off for that)

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To your points now:


1st.: Those sins either weren't full geared at all or simply lammie. They just can't lose anybody there. CS is free to get for every1, priest won't rly be able to finish him off then especially with some support by the others. Yet alone the fact that rogues having 2k mana drain here, that combining with the 3k mana drain too, 4 rogue is enough to keep a single priest's mana on 0 continously rendering him to useless.

No priest will ever spamm 1,500 on an unduffed full geared rogue with kahless, csw / iron belt, fn and hero set. It's like 1,2k, at the very max 1,3k but then we are talking about a bp in full str set + hero sword whom have like 8300---------->9500 hp (depends on if they are int bp in str set --> 8300 hp, or full bp ~9500 hp) and 1900 def. If they go for the int bp built they are either in hp set having around 10-11k hp and hitting way less than the mentioned dmgs or str set but then way below 10k hp and very vulnerable, especially if there is like 1 or 2 mage around, they finish them off in no time. Furthermore those priests gotta have zeus, so they don't have subside or full pt heal which balance things out quite abit too.

Actually int priests are bigger problem than these mentioned bps due to their 16k hp, 3-4 priest like that in a party, subside and shits and they are barely going down. Will try to achieve abit reduction on maces and bloody shield yet aswell but it takes time as i pointlet it out above.

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2nd.: Sins aren't totally useless at all. They wreck mages in vs and being their worst enemies. Doubt there is any mage who could kill me even if i go for it w/o cp. With cp i got all of them with like 9k hp left. (Sins are mages worst enemies in CZ aswell since the DD reduction, the best they can get is a 12 or 15 DD shield atm but then sacrificing dmg or hp)
Also, upping dmgs by "A LOT" , cmon.. A sin wreck mages now, fully geared gg warrior vs fully geared gg sin can go either way, but if the sin use the mana drain well then he takes down the warrior. So what do you want, up the dmgs to 1,500 ish spikes on warriors w/o cp and let sins beat them with 50% hp left?
seems legit.. Also in pk due to DD reduction rogues don't have a DD shield atm to save themselves against each other, warriors have it but ~10 dd won't help that much, same for mages, rogues are only relatively weak against tanky priests but that aint so bad too. (plus every1 has a class he is good against // bad against. E.g sins are really good against mages while mages are really good against priests, etc) + 1 weapon and 1 shield build is by far the most useful for sins aswell, they are tanky and dealing almost the same damage as with 2 dagger that way. (Due to high anti defs on the server overall, 25 anti defs on belts, necks etc) which is suxy, but can't change Flegy's whole item build to fix that.)

Also it's not a lvl 80-83 cap server. Spike aint everything, there is the Last Stab aswell with less cooldown than Spike, being an additional skill to the rotation,
dealing even better dmgs. That Last Stab + Spike + Bloody + decent amount of dmgs coming from small skills now aswell with other feats
of the sins together making them enjoyable now. Way way better than it was few months ago. Boosting them even more would make them OP actually.

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3rd.: Highly unlikely that it will happen. When their 72 skill had the old ranges (which is almost 2x longer than a warrior's range) almost every1 were crying about it and it was pretty reasonable since every mage (light-ice-fire) spamming around 900--->1300 staff dmgs and there is no way to reduce that with such a thing as subside, etc. With the old ranges a mage party sliding around their priests were untouchable and raping the shit out of everybody. Their 72 ranges are still longer than a warrior's range which is fair enough, let alone their insane 85 // master 23 ranges.

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Long Story short, the server is not perfect cuz of the overall high anti defenses but changing them would lead to change everything else too to keep things balanced which would basicly lead to a new server which Flegy surely wouldn't approve / bother to start everything from 0 all over again. But what you were saying wasn't really true + you overlooked plenty of things. With the current circumstances things are pretty well balanced, even tho i'm keep trying to force changes that can potentially help the pk become better with the current items.

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 Post subject: Re: Must fix class balance
PostPosted: 01 Jan 2015, 22:56 
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Thanks for the reply. nice arguments. Glad to hear that there have been some changes regarding class balance in the past. Can't possibly imagine how bad it was before :D 25 dd on pholus. LOL. The 1500 bp dmg was indeed without kahless. and the rogues really didnt use cs, but really why would you use cs in 4vs 1 against a bp? oh yeah. because you do more dmg with 1 dagger than with 2. ofc :D

I still think that sins ap is too low. Sin is a solo class and in this server solo with sin is very very boring. Never even get close to making fast hit n runs on mages/bps. Everybody has loads of ac, weapon defs and hp. It's full tank server. I like exactly the opposite, where everybody has more ap and less ac. It gives everybody an opportunity to make kills and everybody has to be more careful and not get too tanky. Just way more fun like this imo.I think sins spike should hit a full geared mage atleast 1500. so you will at least have a chance of getting him under 50% with 4-5 hits(remeber after 4 hits sin wont do much damage for next 8 hits). atm it takes so many hits to get anybody under 50% they will have ages to /town.. Also in return sins ac could be reduced. no need tanky sin parties.

Also I still think that bps are op. they can tank 2-3 ppl without much of a problem. in usko when 3 ppl attack bp, bp 100% dead unless he manages to /town. Also i think bps shouldn't spam more than 1-1,1k without duff.

I always hear people complain about mages. that they make too much dmg. Well thats the whole idea of mage. deadly but also super low defence. Atm mages can have pretty decent defence and mediocre damage. Why not give them orignal staff range and maybe also reduce ac a little. Hey maybe change kahless stats to 5 weapons defs? that would make EVERYTHING a lot better just by itself already.

In short i would like to see that everybody could kill everybody. What I see now is just everybody tanking eachother and nobody killing anybody.


Last edited by Bo0mBap on 01 Jan 2015, 23:18, edited 1 time in total.

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 Post subject: Re: Must fix class balance
PostPosted: 01 Jan 2015, 23:11 
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Kahless makes a huge diff so it's pointless to argue about dmgs w/o kahless.

Was suggestion kahless reduction, Flegy didn't rly like the idea + at this point it would require alot further changes too on armors and such a things.

And you can indeed get a mage under 50% on a few hits. You can kill kinda all of them alone while your CP is on. Also depends on what daggers you use (don't expect the most dmgs from chaos dag + hero set + emes etc), what armors you use and what kinda mage it is, you can actually spike approx 1400 w/o duff on mages in MP hero set. Not on the int one but then they are sacficing approx 2k hp for that build having only ~9k hp. But even with that it's only 1900 def, 1500 with mp set, reducing them even more would be crap, you can like 2 -3 shot a mage after a torment now too, with less def on kahless it would be hella crap for them.

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 Post subject: Re: Must fix class balance
PostPosted: 02 Jan 2015, 00:59 
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So you are saying if i go full paper mode with myth set and hero dagger, i can cp spike 1400 on paper mage who has around 10k hp? With that armor a bp will spam me around 1800 without duff...(if i get kahless) My point here is made really. unless sins ap will be upped i either gotta change class or play other server. Spike is supposed to hit more than any other skill on the server. it hits less or same than warriors... i know there is another 85 spike but even with that i cant do anything solo besides try to get mages or other sins to vs me. I dont have kahless or hero dagger yet, so it pretty much only leaves mages and ofc they wont vs me becuase they will loose. there is no way i can do hit n runs with myth set without dying after the kill... sooo farming atrosses it is :D Sounds like fun


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 Post subject: Re: Must fix class balance
PostPosted: 02 Jan 2015, 13:41 
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It's not a solo server with these items and i can't change that, basicly nobody can kill fine in solo, despite that LS + spike + bloody + eskrima + perselus shocker + beast hiding are all making decent dmgs. With those you can get mages out pretty fast even alone , unduffed. Same for ppl w/o full hero sets, or the ones whom missing things like a kahless etc. But don't expect to few hit an unduffed full geared warrior or rogue alone and run away that would be silly.. (Things like that only happening on farming servers when certain sins outlvl and outgear the rest)

However in a duo or trio, or alone but with a duffer and good timing you can kinda kill everybody fast which is fair enough. Boosting sins even more (beside the previously mentioned ones, other boosts happend lately in the last few months aswell, like additional 20 dex bonus on the Bloody Dagger, also it is pure left handed dagger so you can switch to shield and back to 2 dagger with only right click, don't have to bother placing the offhand dagger to it's place with left click while going from 1 dag + shield to 2 dag, The new Glory BDW earring helps sins / warriors the most too, while basicly aint changing a thing for priests, etc) would totally fu** up the balance vs wise (Sin takes down mages, warriors already and having a fair chance against archers / bps too.), and pk wise aswell. If you'd be able to take down everybody fast alone and run away then 4-5 sin could simply rape the whole server.

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 Post subject: Re: Must fix class balance
PostPosted: 02 Jan 2015, 14:17 
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I did some duo today with my friend(mage) and it was indeed totally fine. we could kill everybody. Maybe when i get hero dagger and kahless I can do some solo too. The damages I do imo are still a little shitty but i guess i can handle that.
What do you think about bps tho? I think the hero mace build is a little op. don't you agree? Also thanks for taking the time to give me reasonable and well explained replies :)


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 Post subject: Re: Must fix class balance
PostPosted: 02 Jan 2015, 17:49 
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I think the sin dmg is okay, a sin could easily kill a bp who's debuffed for example, one debuff and he gets knocked the hell out, mages are okay as well, if you play an int LR mage, you can easily stun the shit outta priests or anyone else, you just gotta get your csw and kahless and then you'll do just fine, i'm sure.

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 Post subject: Re: Must fix class balance
PostPosted: 03 Jan 2015, 18:58 
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Abit, however i rather have them (As i said it previously since they gotta have zeus, they either don't have pt cure / subside or full party heal which decrease their usefulness in party pk alot. And even tho they are pretty resistance against sins for example, warriors taking them kinda fast, let alone mages. 1 mage can basicly solo them [especially after a parasite] due to their low HP which is 8000--> 12000 unduffed, but in the latest case it's hp set and mace etc so they have way less ap that way) , than leaving only the full STR , rest HP build a possibility.

That would most likely lead into every current BP changing to INT, and to even more parties ganging with 3-4 int priests 2 pt curer, 2 duffer, all of them with over 16.000 hp, kinda above 10k after a parasite too, gl killing that. Not to mention these semi BPs often soloes or doing duos / trios what is making cz abit more active. Even if not all of them but some of them would go to warrior / int priest etc after leaving only the full str build, they surely wouldn't keep on soloing, and would just rather wait at town for full parties as many ppl already does which is killing cz.


Anyway, what i wanted to say is that, finally after plenty of changes, it rather worth to make mixed parties aswell (sins taking down mages pretty fast, so it worth to have atleast 1 sin in the party to rape the enemy's mage, while mages raping priests // every1 else too but dieing kinda fast and also warriors are useful aswell for their constantly high dmgs on every1 // archers and their heal cancel // mana drain can be useful in many cases aswell), not just every1 running around with int priests and warriors.

And despite that the int - bps are abit tanky since they are helping / speeding up the pk compared to int priests everywhere and on the other hand all you need is a mage to kill them really fast i won't force a rushing change regarding them. Wanna go through every skill now in the following days when Flegy let me take a look in it to make sure more of them aint bugged (found 1-2 previously that had different dmgs on orc and human side) and once that's done will think about it too. But wanna try to keep atleast a few better BP which is unlikely if we take away the semi-int build but as i said will think about it and maybe do 1-2 changes to help the server and get things even more balanced after finishing the current projects.



I believe i answered all of your questions now, and wrote my reasons aswell, so will close the topic for now, feel free to send a PM if you have suggestions, will consider them when i'm back to this theme.


/closed.

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