Fuzzy Player
Elysium
Level 10
Warrior
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14th May 2024 01:07:56 (Last edited 14th May 2024 02:20:33) Quoting Ragnarok Black: Quoting Fuzzy: Considering the release of dynamic-enchantment system some subclasses became too much tank also dealing a great damage instead of having only one role in game i mean dealing damage or focused on defense. So some adjustments could be made to the subclass buffs. Focusing on establishing only a good performance for each subclass, whether in having high damage, high defense or even being average between damage and defense. A first step would be to change the buffs to favor the focus of each subclass, keeping in mind this: { high damage = low defense } { medium damage = medium defense } { low damage = high defense } Suggestions : Warlocks Dark Gathering - Improve its hp steal to 20% and add 25% of magic level bonus. Remove Absorbing Aura - 24% of negation of damage - from the game. Ps.: Keep 50% the damage of Cross of Annihilation’s second wave. Pyromancers Fire Shield - Improve its mana shield to 20% and add 15% of extra damage for Inferno, Meteor Shower and Fire Rain. Remove its 12% of negation of damage. Ps.: Restore base hp steal of subclass to 100% again. Shamans Fortitude Growth - No changes. 35% max hp bonus and 10% of negation of damage. Rogues Belligerent Focus - Keep the ricochets , increase negation of damage from 4% to 8% and add Areal Arrow chance by 25%. Remove its distance skill bonus. Marksmen Offensive Imminence - Keep the ricochets also improve their distance skill bonus to 20% and add critical hit chance by 15%. Barbarians Frenzy - Improve melee skill bonus from 10% to 20% and keep 15% of mana cost reduction for spells. Remove its 5% of hp steal. Paladins Fortification - Keep 10% max hp bonus and increase negation of damage to 20%. The marksman's proposal is great but the rogue's proposal is not so much. Instead of a probability of an area arrow coming out, it is preferable for the Buff to increase the speed of his attack since the rogue is there to kill quickly and stealthily Agree, the Areal Arrow bonus could be replaced for a 25% increase in attack speed. It would directly increase the damage dealt per hour by ricochets. |
Triple Viral Player
Pharos
Level 337
Warrior
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14th May 2024 03:11:40
Make spell that help paladin. divine prayer and divine touch it is useless. HOLY SWORD please reduce the time, increase the range of cleave and the percentage of fortificacion . Has anyone used ethereal displacament ? that magic doesn't make sense
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Lady Hells Player
Elysium
Level 33
Mage
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14th May 2024 21:42:01
Yo Administration and our CM Mercury,
Many players have offered a lot of new ideas for subclass balancing. Are there any new changes planned to be tested on TS this week? Talk with us, let's continue working to progress. |
Odimm Player
Elysium
Level 26
Warrior
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14th May 2024 23:53:14
What about New strong Monsters? Like Xyioquan Radioactive, imagine so, Radioactive creep is 200x more strong them a creep, a Radioactive Xyioquan is a strong solo monster, who paladins with Shaman can barely kill one, and warlock/shamans can kill solo, running! U don't need to put another spell on Shaman, they are necessary, If paladin heal can handle with 1 Monsters or two!
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Cacomixtle Sage
Elysium
Level 343
Warrior
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15th May 2024 00:06:40 Quoting Lady Hells: Yo Administration and our CM Mercury, Many players have offered a lot of new ideas for subclass balancing. Are there any new changes planned to be tested on TS this week? Talk with us, let's continue working to progress. Yeah I'm also looking forward for the next changes |
Maatheuzinhoo Premium
Elysium
Level 1274
Mage
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15th May 2024 05:27:16
Hello everyone, my suggestions are:
1 - Increase the damage of the shaman's mortal melody by 10% 2 - Increase the range of the pyromancer's heat wave by 3x3 similar to mortal melody 3 - Increase the range of the paladin's cleave so that it hits the entire box 4 - I would also really like new potions like flask of magic level, flask of dodge, flask of distance and meele to be created. |
Disturbed Maverick Player
Elysium
Level 211
Warrior
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15th May 2024 06:28:30 (Last edited 15th May 2024 07:42:44) Quoting Fuzzy: Considering the release of dynamic-enchantment system some subclasses became too much tank also dealing a great damage instead of having only one role in game i mean dealing damage or focused on defense. So some adjustments could be made to the subclass buffs. Focusing on establishing only a good performance for each subclass, whether in having high damage, high defense or even being average between damage and defense. A first step would be to change the buffs to favor the focus of each subclass, keeping in mind this: { high damage = low defense } { medium damage = medium defense } { low damage = high defense } Suggestions : Warlocks Dark Gathering - Improve its hp steal to 20% and add 25% of magic level bonus. Remove Absorbing Aura - 24% of negation of damage - from the game. Ps.: Keep 50% the damage of Cross of Annihilation’s second wave. Pyromancers Fire Shield - Improve its mana shield to 20% and add 15% of extra damage for Inferno, Meteor Shower and Fire Rain. Remove its 12% of negation of damage. Ps.: Restore base hp steal of subclass to 100% again. Shamans Fortitude Growth - No changes. 35% max hp bonus and 10% of negation of damage. Rogues Belligerent Focus - Keep the ricochets , increase negation of damage from 4% to 8% and add Areal Arrow chance by 25%. Remove its distance skill bonus. Marksmen Offensive Imminence - Keep the ricochets also improve their distance skill bonus to 20% and add critical hit chance by 15%. Barbarians Frenzy - Improve melee skill bonus from 10% to 20% and keep 15% of mana cost reduction for spells. Remove its 5% of hp steal. Paladins Fortification - Keep 10% max hp bonus and increase negation of damage to 20%. I like ur proposal. Why do warlocks have 24% damage negation - and HP steal buff - when paladins only have 8%/10%, considering they should be the best defensive subclass? Even pyromancers, possessors of the widest combination of AoE damage spells, have more damage negation (16%) than paladins and this makes no sense. Warlocks and pyromancers are supposed to inflict the highest AoE damage together with barbarians, but on the other hand, this benefit should come at the cost of their defense: By receiving higher damage to their HP (warlocks and barbarians) or by using a great amount of mana to survive (pyromancers). Moreover, I agree that if these subclasses' defense is reduced, they should be compensated with a boost to their damage, as you wrote about. The subclass descriptions contained in the in-game Library clearly outline the definitions of damage capability, survivability, ease of use, as well as pvp ability. |
Ron Premium
Elysium
Level 334
Warrior
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15th May 2024 08:06:46 Quoting Maatheuzinhoo: Hello everyone, my suggestions are: 1 - Increase the damage of the shaman's mortal melody by 10% 2 - Increase the range of the pyromancer's heat wave by 3x3 similar to mortal melody 3 - Increase the range of the paladin's cleave so that it hits the entire box 4 - I would also really like new potions like flask of magic level, flask of dodge, flask of distance and meele to be created. That's my opinion as well. Yeah, there are still necessary some changes before subclass balancing could be concluded. |
Hellsinner Player
Elysium
Level 147
Warrior
S3
5K
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15th May 2024 08:26:37 Quoting Disturbed Maverick: Quoting Fuzzy: Considering the release of dynamic-enchantment system some subclasses became too much tank also dealing a great damage instead of having only one role in game i mean dealing damage or focused on defense. So some adjustments could be made to the subclass buffs. Focusing on establishing only a good performance for each subclass, whether in having high damage, high defense or even being average between damage and defense. A first step would be to change the buffs to favor the focus of each subclass, keeping in mind this: { high damage = low defense } { medium damage = medium defense } { low damage = high defense } Suggestions : Warlocks Dark Gathering - Improve its hp steal to 20% and add 25% of magic level bonus. Remove Absorbing Aura - 24% of negation of damage - from the game. Ps.: Keep 50% the damage of Cross of Annihilation’s second wave. Pyromancers Fire Shield - Improve its mana shield to 20% and add 15% of extra damage for Inferno, Meteor Shower and Fire Rain. Remove its 12% of negation of damage. Ps.: Restore base hp steal of subclass to 100% again. Shamans Fortitude Growth - No changes. 35% max hp bonus and 10% of negation of damage. Rogues Belligerent Focus - Keep the ricochets , increase negation of damage from 4% to 8% and add Areal Arrow chance by 25%. Remove its distance skill bonus. Marksmen Offensive Imminence - Keep the ricochets also improve their distance skill bonus to 20% and add critical hit chance by 15%. Barbarians Frenzy - Improve melee skill bonus from 10% to 20% and keep 15% of mana cost reduction for spells. Remove its 5% of hp steal. Paladins Fortification - Keep 10% max hp bonus and increase negation of damage to 20%. I like ur proposal. Why do warlocks have 24% damage negation - and HP steal buff - when paladins only have 8%/10%, considering they should be the best defensive subclass? Even pyromancers, possessors of the widest combination of AoE damage spells, have more damage negation (16%) than paladins and this makes no sense. Warlocks and pyromancers are supposed to inflict the highest AoE damage together with barbarians, but on the other hand, this benefit should come at the cost of their defense: By receiving higher damage to their HP (warlocks and barbarians) or by using a great amount of mana to survive (pyromancers). Moreover, I agree that if these subclasses' defense is reduced, they should be compensated with a boost to their damage, as you wrote about. The subclass descriptions contained in the in-game Library clearly outline the definitions of damage capability, survivability, ease of use, as well as pvp ability. Indeed, some subclasses should have their defense drastically nerfed precisely because they have high damage and also possess a huge defense, which is unfair in terms of balancing with other subclasses. |
Box Premium
Elysium
Level 120
Ranger
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16th May 2024 13:50:15
We're waiting for new changes to move forward on the test server.
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