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Archerxz
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Pharos
Level 941
Ranger
6th June 2024 17:32:51

Please set the class buffs to 10 minutes to longer, it's horrible to be rebuffing every 2 minutes!!!!!!
Akolix
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Elysium
Level 231
Warrior
6th June 2024 18:44:19

Quoting King Archerxz:
Please set the class buffs to 10 minutes to longer, it's horrible to be rebuffing every 2 minutes!!!!!!

Agreed! :D
Kiad
Player

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Pharos
Level 11
Ranger
6th June 2024 19:18:34

Quoting Akolix:
Quoting King Archerxz:
Please set the class buffs to 10 minutes to longer, it's horrible to be rebuffing every 2 minutes!!!!!!

Agreed! :D


This OR make it increase based on your level. (e.g. every level you get 1 second on your buff)
Monterey
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Elysium
Level 30
Mage
6th June 2024 20:00:53

Quoting King Archerxz:
Please set the class buffs to 10 minutes to longer, it's horrible to be rebuffing every 2 minutes!!!!!!


Very nice proposal ! ! !

Dark Gathering - Warlocks - already has 20 minutes of duration.

Subclass buffs could be at least 15 minutes.
Captain Fuzzy Piddle
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Pharos
Level 214
Mage
6th June 2024 21:06:18

Quoting King Archerxz:
Please set the class buffs to 10 minutes to longer, it's horrible to be rebuffing every 2 minutes!!!!!!

yupppp
Mc Pipokinha
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Pharos
Level 200
Ranger
6th June 2024 21:33:55

Quoting King Archerxz:
Please set the class buffs to 10 minutes to longer, it's horrible to be rebuffing every 2 minutes!!!!!!


+1 >.<
King Healer
Player

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Pharos
Level 1100
Mage
6th June 2024 22:02:10

Quoting King Archerxz:
Please set the class buffs to 10 minutes to longer, it's horrible to be rebuffing every 2 minutes!!!!!!


+1 for all vocations.

For me, I wouldn't even put time, press buff once, press dnv debuff.
Methanol
Player

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Zera
Level 12
Mage
7th June 2024 11:34:58

• Improve buff time for all subclasses

• Paladin § Cleave, increase rear damage

• Marksman § Piercing Shot, decrease cooldown time

• Rogue § Ruthless Execution, discard the need of low hp to hit target
Askja
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Elysium
Level 842
Warrior
8th June 2024 08:22:57 (Last edited 8th June 2024 08:42:35)

I would like to propose the following formula for a new calculation of damage of Sweeping Swipe, to remove that annoying 500 soft cap and the bad feeling of no progression it causes.

(Disclaimer : it is *not* a balance tweak between warriors, but it would be a pity not to take advantage of all that current work to settle it)


D : damage of Sweeping Swipe
M : magic level
S : melee skill
L : level

Formula : D=5+0,01x(30+0.5M)x(L+2min(L,2S))

Explanation :
- the +5 is only here to give a few damage to very beginners
- min(L,2S) is the minimum of both numbers. Needed to avoid too high damage at low levels through skill.
- at low level, the formula reduces roughly to 5+L (as long as L<=2S)(with M=6 you have exactly 5+(33% of 3L)
- at high level (obviouly L>2S) and M=20, the formula reduces to 5+0,4L+1,6S
- the result is D raising "fast" (with level) at beginning, and slow (mainly with skills) at high level, without being capped

Examples (D is rounded below):
- L=1 M=1 S=10 : D=5
- L=15 M=4 S=20 : D=19
- L=50 M=8 S=60 : D=56
- L=100 M=10 S=80 : D=110
- L=300 M=14 S=100 : D=264 (penalization by low skill)
- L=300 M=16 S=130 : D=316
- L=500 M=18 S=150 : D=429
- L=740 M=20 S=190 : D=605 (my char numbers, instead of bad capped 480ish)
- L=1000 M=22 S=220 : D=775 (as you can see, no risk of D becoming too high)
Askja
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Elysium
Level 842
Warrior
8th June 2024 08:42:18 (Last edited 8th June 2024 08:49:23)

Disclaimer : that post has to be read with previous one in mind :D (about Sweeping Swipe)

Imho there is downside in "balance" for paladins as it is thought right now : Cleave and Rof will have exactly same design (with different numbers), which doesn't help to distinguish between classes.

Here is a proposal to deal with, and *completely free both classes* from walls :

- tweak Sweeping Swipe as explained above.
- make RoF hit 90% of current one on ALL 3x3 squares (8x90=720, almost same total damage as 5x100+3x75=725)(slight nerf on frontal damage, but totally compensated at high level by new Sweeping)
- make dynamic cleave for paladins, see here, 2nd part of post

RpG coherence :
- Barbarians simply throw themselves in the middle of big pack of (not too hard) mobs and brutally hit them in a rage.
- Paladins use their holy mind to distribute damage in a smart way. :P

Another big advantage : if balance is still not correct, we just need to adjust numbers, but no more design work on spell/gameplay is needed.
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