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Class Balancing by Austinbomb ROUND II


Austinbomb

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For credibility.... I pvp often and can be found in TG or AA. I also play more than 3 classes, so please have an open mind to these suggestions and comment what you think.

Classes that should remain the same: Scouts (All), Raiders (All), Clerics (All)

 

Soldiers - Add 2 second 100% success stun effect to Soul Wreck similar to irose.  GIVE THEM BACK SACRIFICE IN PVP! Add 10 seconds to Sacrifice cooldown and make the effect last for only 3 seconds. If clerics can still sleep, I don't see why soldiers can't sacrifice.

Champions (Sword) - Change the mute from soul wreck to sword force if the above change is made

Champions (Axe) - Add dodge down 40% effect to Final Strike

Knight (Crossbow) - Add 2 second 100% success stun to focus shot.

Knight (One-Handed) - see above added stun to soul wreck and added cooldown time to sacrifice

Impacts:  Changes to Soldiers will grant them the ability to actually melee opponents. The stuns would assist them in gettiing closer. Nerfing Sacrifice will make overall AA experience better and not make players cringe at clan wars. There is NO current way for knights to save other group members from damage in AA so what you see now is a bunch of raiders single targeting people with no way to stop them. Our softy friends are dying pretty quick.

 

Mages - Either need slightly lowered DPS or decrease the effectiveness of their slows/stuns. I recommend removing coldsnap.... they already have enough stuns / slows. They can literally kill melee, regardless of type, before they even get touched. Nerfing mana shield in the recent patch just made them a little squishier to our raider friends.

Impacts: Mages won't be able to stun & slow spam enemy and nuke them before they get touched.

 

Bourg - give them the mage skill coldsnap and rename it "fragmentation" This should be an individual target slow and not an aoe slow.

Artisans - Add passive skills similar to loot gems

Impacts: Most people that play this class do it to make money. When you think of an Artisan, PVP god doesn't come to mind. Give them a PVM advantage.

 

All - improve gear passive magic defense! I CANNOT STRESS THIS ENOUGH! There is no good way to currently build up magic defense in the game, and dodge proves to be ineffective against magic users. All but the muse class get melted by magic. "Tanks" can't tank magic either. It's almost impossible to try and scale it without dumping a ton of stats in int and juristically changing your build. This goes for all classes outside the muse pull. You literally have clerics auto attacking 3.8k and mages nuking melee for 6k+ with instant skills.

All - reduce dodge effectiveness anywhere from 10-20% or increase the effectiveness of acc. This would make dungeons a little more difficult and realistic. Raiders and clerics shouldn't be tanking bosses or large groups of mobs. This would also lower the number of raiders currently running rampant in AA.

Right now raiders are running rampant in AA because of the nerfs to sacrifice and mana shields lol. We need to fix this and the above suggestions will solve it. Also, mages are still kings in AA (if they arent targeted by a group of raiders) and can defeat all other classes in 1v1s with less gear.  

Edited by Austinbomb
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12 hours ago, Austinbomb said:

THESE ARE SUGGESTIONS BASED ON STATS/SKILLS FROM THE START OF THE GAME. NOT IN ADDITION TO ADJUSTMENTS MADE.

For credibility.... I pvp often and can be found in TG or AA. I also play more than 1 class, so please have an open mind to these suggestions and comment what you think.

Classes that should remain the same: Scouts (All), Raiders (All)

 

Soldiers - Add 2 second 100% success stun effect to Soul Wreck similar to irose.  GIVE THEM BACK SACRIFICE IN PVP! Add 10 seconds to Sacrifice cooldown and make the effect last for only 3 seconds.

Champions (Sword) - Change the mute from soul wreck to sword force if the above change is made

Champions (Axe) - Add dodge down 40% effect to Final Strike

Knight (Crossbow) - Add 2 second 100% success stun to focus shot.

Knight (One-Handed) - see above added stun to soul wreck and added cooldown time to sacrifice

Impacts:  Changes to Soldiers will grant them the ability to actually melee opponents. The stuns would assist them in gettiing closer. Nerfing Sacrifice will make overall AA experience better and not make players cringe at clan wars. There is NO current way for knights to save other group members from damage in AA so what you see now is a bunch of raiders single targeting people with no way to stop them. Our softy friends are dying pretty quick.

 

Muses - Add 10 seconds to mana shield cooldown and reduce absorption by 20%.  There should be 8 seconds from once the shield is broken so one cant place the mana sheild on and spam it again once broken.

Mages - Remove coldsnap.... they already have enough stuns / slows.

Clerics - If mana shield is adjusted they will be balanced

Impacts: Changes will make mages and clerics less tanky like traditional magical classes in RPGs are. Mages won't be able to stun & slow spam enemy and nuke them.

 

Bourg - give them the mage skill coldsnap and rename it "fragmentation"

Artisans - Add passive skills similar to loot gems

Impacts: Most people that play this class do it to make money. When you think of an Artisan, PVP god doesn't come to mind. Give them a PVM advantage.

 

Right now raiders are running rampant in AA because of the nerfs to sacrifice and mana shields lol. We need to fix this and the above suggestions will solve it. Also, mages are still kings in AA (if they arent targeted by a group of raiders) and can defeat all other classes in 1v1s with less gear.

Bruh, you for real wanna nerf mages more? 
And Sacrifice shoundt have been in pvp for starters.. 

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For any melee class all a mage has to do is slow > nuke > coldsnap > nuke > done. It's crazy that they have a ranged 200% slow that lasts like 8 seconds. 

 

Oh and btw... noone really has magic defense except the muse class.

Edited by Austinbomb
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9 hours ago, Austinbomb said:

For any melee class all a mage has to do is slow > nuke > coldsnap > nuke > done. It's crazy that they have a ranged 200% slow that lasts like 8 seconds. 

 

Oh and btw... noone really has magic defense except the muse class.

For starters, if you dont have magic defense that up to you, build for what you are going to do mate. 
"For any melee class" tbh, raiders can destroy mages. and you are playing a knight, you are not really supposed to get kills in akram for example. You are kinda just there to be annoying. And, if you want a 8 sec coldsnap you need the honor skillbook wich makes you give even more points into it. People really dont see how much SP you invest in different skills as a mage for it to be viable. Like the manashield that got nerfed, and yet you dont even seem to be happy about it even tho you were one of the people complaining. 
At this point you just wanna nerf mages into the ground. 

Edited by Forestwithin
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i can see most of the negative responses are from mages, but i think a community wide poll would suggest that mages were barely impacted by the so-called "nerf." Raiders are the only melee that actually have a shot at killing a comparatively geared mage, but even then the favor is on the mage for 1v1. for those that say 1v1 isn't a good way to adjust balance, look at AA and see how mages are performing. They are doing extremely well in the group pvp as well.

 

basically they made the mage slightly more killable, only if you can actually get to them lol

 

There is a class that is able to slow you by 200% for 5 seconds, instant skill damage you for over 5K, and can absorb 15k+ damage. They can be found melting people in TG or in AA. They are consistently in the top 5 slots and gain the most points. Please look into this.

 

Feels bugged to me.

Edited by Austinbomb
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