Gugoo Player
Elysium
Level 198
Ranger
|
27th May 2024 18:43:35 (Last edited 27th May 2024 19:08:48)
I've played both rogue and marksman to decent levels in both PVP and PVE and rogue is far better in both and even then less single target and AOE than warlock.
Edit: Hellish volley is the same size as normal. Precision is buffed by 2 distance at level 317 with a level 107 XD |
Ron Premium
Elysium
Level 334
Warrior
|
27th May 2024 21:48:34 Quoting Administration: Balancing Changes Round II - Extended the area of Hellish Volley. Sincerely, Zezenia Staff In fact, hellish volley on the test server remains the same size as the main servers. Marksman's piercing shot cooldown can be reduced, currently from 5 seconds to 4 seconds (so nothing 'op'). This is a powerful straight wave spell, especially when its special talent is activated. Thus, the same process as Rogue's Trap, just decreasing the spell's cooldown, without changing the gameplay of the subclass. |
Wyhual Apelao Player
Pharos
Level 1105
Mage
S2
58K
|
28th May 2024 03:36:49 Quoting Barbed Arrow: Congratulations on the shaman's magic, I believe it was the best magic that was created for him, enabling a better group hunt, I just think it could increase the damage, like the hailstorm and increasing the range like the Spread Shot suggestion |
Soraka Sage
Pharos
Level 518
Ranger
|
28th May 2024 07:32:05
Make a 3rd sub class at this point.
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Sioux Player
Elysium
Level 30
Ranger
|
28th May 2024 08:08:22
I would suggest improving the shape of the Spread Shot, which is terrible nowadays.
It should definitely be kept with a few squares, but a simple redistribution of the squares into a new shape, as seen in the image, can improve it. This aims to make the hunt more comfortable and help hit more mobs easily during solo hunts. |
Askja Premium
Elysium
Level 884
Warrior
S7
S5
49K
|
28th May 2024 09:20:44
After a few various hunts on TS, my estimation about this balance (I mean balances I+II together) is :
- an average 20% more exp on very crowded hunts (fighting 8 boxes "continuously") - an average 12% more exp on wall walk hunts - and all intermediate you can imagine between both The main problem I have with this changes is that the "Free paladin from the wall" program isn't really achieved here : - against 8 mobs, ofc box fight is the best - against 7 mobs, box fight gives only slightly better result than wall fight. The reason is every frontal cleave you may miss is not completely compensated by the 3 tiles back damage (it's 1 vs 0,75) - from 6 mobs, it seems wall fight is still better, every miss of 2 frontal cleave cost a lot (2 loss vs 0,75 profit) : paladin is back to the wall ! - from 5 mobs ofc, wall walk is far better (never miss any frontal cleave). (and please don't tell me I just have to rotate, I do ofc, but it's impossible to never miss). So both for that technical reason and also because imo exp boost is still not really enough, I would recommand to raise back damage at 66%. Why 66 ? In fact 2/3, so that 3 back damage do compensate 2 frontal miss (2 loss vs 3x2/3), and paladin can finally feel free from wall as soon as he's facing up to 6 mobs. Please also consider center 3x3 Holy Sword on player and not on creature, and reduce cd to 12s or 10s (anyway please an *even* integer, not odd as 15, for better rotation) : the idea is to replace some Sweeping by HS from times to times, right now it isn't worthwhile most of time. With those 2 tweaks (and maybe 20% more damage on Shield Slam, remember paladin are very bad against solo mob too xd) maybe we are close to final balance. That being said, alternatively, please also have a detailled look on what follow : Quoting Poke In Your Eye: Ok, now, when we have paladin with this 3x3 cleave i can write my crazy idea: Lets suppose that cleave deals ~1000 dmg per monster (for easier calculations i assume that all spell fields are equal). In the most crowded situation player can deal ~8000 dmg. We use this as a base value. For every casted spell this base value is divided between all hit monsters. As the number of monsters decreases, the damage incrases, but overall dmg is constant. With 5 monsters around player (like with classic cleave) the average dmg per monster would be around ~1600. For the last standing monster potential damage will be quite... extreme. Of course, the formula should be somehow tweaked, add some tresholds to both sides of the dmg values and so. Funny enough, it's an old idea I had but never dared to write (back in recent time, just speaking about buff paladin would ostracize you forever ). I even have a name for it back in my head : "Dynamic Cleave". And I have ready numbers to propose. Precision : we need to speak about number of *tiles* containing creatures and not about number of *creatures* (to deal with stacking mobs as we have with summons) Starting from a 5x1000=5000 current cleave, numbers could be : Hit on 1 tile : 1x1500=1500 Hit on 2 tiles : 2x1400=2800 Hit on 3 tiles : 3x1300=3900 Hit on 4 tiles : 4x1200=4800 Hit on 5 tiles : 5x1100=5500 Hit on 6 tiles : 6x1000=6000 Hit on 7 tiles : 7x900=6300 Hit on 8 tiles : 8x800=6400 This is really a very good idea which do all those things in only one move : - create an original gameplay - help with 1vs1 1vs2 (boss/elites) - slighty buff frontal cleave (10%) - medium very reasonable AoE for boxes (if we compare with back damage, it's like 46,66% added back damage) - and last but not least : completely free paladins from walls. IMO it is by far the best balance idea that was given. |
Disturbed Maverick Player
Elysium
Level 211
Warrior
|
28th May 2024 09:41:35 Quoting Askja: After a few various hunts on TS, my estimation about this balance (I mean balances I+II together) is : - an average 20% more exp on very crowded hunts (fighting 8 boxes "continuously") - an average 12% more exp on wall walk hunts - and all intermediate you can imagine between both The main problem I have with this changes is that the "Free paladin from the wall" program isn't really achieved here : - against 8 mobs, ofc box fight is the best - against 7 mobs, box fight gives only slightly better result than wall fight. The reason is every frontal cleave you may miss is not completely compensated by the 3 tiles back damage (it's 1 vs 0,75) - from 6 mobs, it seems wall fight is still better, every miss of 2 frontal cleave cost a lot (2 loss vs 0,75 profit) : paladin is back to the wall ! - from 5 mobs ofc, wall walk is far better (never miss any frontal cleave). (and please don't tell me I just have to rotate, I do ofc, but it's impossible to never miss). So both for that technical reason and also because imo exp boost is still not really enough, I would recommand to raise back damage at 66%. Why 66 ? In fact 2/3, so that 3 back damage do compensate 2 frontal miss (2 loss vs 3x2/3), and paladin can finally feel free from wall as soon as he's facing up to 6 mobs. Please also consider center 3x3 Holy Sword on player and not on creature, and reduce cd to 12s or 10s (anyway please an *even* integer, not odd as 15, for better rotation) : the idea is to replace some Sweeping by HS from times to times, right now it isn't worthwhile most of time. With those 2 tweaks (and maybe 20% more damage on Shield Slam, remember paladin are very bad against solo mob too xd) maybe we are close to final balance. That being said, alternatively, please also have a detailled look on what follow : Quoting Poke In Your Eye: Ok, now, when we have paladin with this 3x3 cleave i can write my crazy idea: Lets suppose that cleave deals ~1000 dmg per monster (for easier calculations i assume that all spell fields are equal). In the most crowded situation player can deal ~8000 dmg. We use this as a base value. For every casted spell this base value is divided between all hit monsters. As the number of monsters decreases, the damage incrases, but overall dmg is constant. With 5 monsters around player (like with classic cleave) the average dmg per monster would be around ~1600. For the last standing monster potential damage will be quite... extreme. Of course, the formula should be somehow tweaked, add some tresholds to both sides of the dmg values and so. Funny enough, it's an old idea I had but never dared to write (back in recent time, just speaking about buff paladin would ostracize you forever ). I even have a name for it back in my head : "Dynamic Cleave". And I have ready numbers to propose. Precision : we need to speak about number of *tiles* containing creatures and not about number of *creatures* (to deal with stacking mobs as we have with summons) Starting from a 5x1000=5000 current cleave, numbers could be : Hit on 1 tile : 1x1500=1500 Hit on 2 tiles : 2x1400=2800 Hit on 3 tiles : 3x1300=3900 Hit on 4 tiles : 4x1200=4800 Hit on 5 tiles : 5x1100=5500 Hit on 6 tiles : 6x1000=6000 Hit on 7 tiles : 7x900=6300 Hit on 8 tiles : 8x800=6400 This is really a very good idea which do all those things in only one move : - create an original gameplay - help with 1vs1 1vs2 (boss/elites) - slighty buff frontal cleave (10%) - medium very reasonable AoE for boxes (if we compare with back damage, it's like 46,66% added back damage) - and last but not least : completely free paladins from walls. IMO it is by far the best balance idea that was given. Simply amazing! We just need to know if the staff would accept the challenge of creating the "dynamic cleave" giving us some feedback about it. |
Hellsinner Player
Elysium
Level 147
Warrior
S3
5K
|
28th May 2024 10:18:52 (Last edited 28th May 2024 11:26:14) Quoting Sioux: I would suggest improving the shape of the Spread Shot, which is terrible nowadays. It should definitely be kept with a few squares, but a simple redistribution of the squares into a new shape, as seen in the image, can improve it. This aims to make the hunt more comfortable and help hit more mobs easily during solo hunts. It's fair enough. Btw interesting idea. However piercing shot cd may be lowered 1s to complete marksman balance. |
Ron Premium
Elysium
Level 334
Warrior
|
28th May 2024 21:15:48 Quoting Sioux: I would suggest improving the shape of the Spread Shot, which is terrible nowadays. It should definitely be kept with a few squares, but a simple redistribution of the squares into a new shape, as seen in the image, can improve it. This aims to make the hunt more comfortable and help hit more mobs easily during solo hunts. I consider it indeed useful for when the marksman is surrounded by 8 monsters or in situations where he needs to run and ends up stuck against the wall with 3 monsters right in front of him, because marksmen do not have an own spell that hits these 3 sqm ahead, unlike rogues who have their traps. |
Maximiliam Player
Avalon
Level 10
Ranger
|
29th May 2024 04:29:13
[ Rangers Changes ]
A couple of propositions I) Think about modifying health points earned by each level to 10 between mages (5) and warriors (15). II) Additionally to the first proposition raise distance weapon's attack by 20%. |