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Crossing

Rising Star

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Thursday, 27. October 2016, 00:35

Suggestions for Rebalancing

Just a few simple suggestions for what could be done to re-balance the game somewhat (both in pvp and pve, hopefully) and to maybe even out the population a bit between the different classes. I'm sure a lot of these things have been brought up a tons of times already, so don't roast me if I am repeating something that has already been said in another thread.

Elemental System
Attack skills
Personally, I like the idea behind the Elemental System. I think it has potential, but could use some refinement. As it stands, it serves to make offensive skills, that used to deal a good amount of dmg, just not worth using in neither pvp nor pve. Such skills include Royal Knight's Triple Bash and Assasin's Deadline to name a few. With most of the players having lvl 2 Elemental Defense and many bosses having lvl 2 or higher, these skills become effectively useless due to the huge damage decrease they suffer. While they can still deal a decent amount of dmg against lower lvl mobs or mobs that don't have an Elemental Defense at all, a reg hit with lvl 2 Ele Atk will still be more effective. :thumbdown:


The easy solution would ofc be to give all offensive skills an elemental affinity, or at least have it take on the affinity of whatever u got in your wep. And while there are skills that have a set element, like Ex-Sin's Mind Break, those skills are still generally weaker than a reg hit since they are all still lvl 1 elements. I'd suggest to either balance it out by changing the elements on atk skills to lvl 2 or by removing the lvl 2 elements alltogether from players. Another option would be to design offensive skills to bypass the elemental defense and always deal dmg based on a non-element defense (this would cause a problem with the skills that have an element already assigned, but that could easily be removed).


Debuff and Buffs
Currently, the element debuffs works in the way that they switch the target's elemental properties to lvl 1 of a specific element or removes it completely. I am fine with the debuffs changing the properties, I'm not so sure about the change of lvl. I mentioned the possibility of removing lvl 2 elements from players above, and that would somewhat counter the issue I have with this. The other option ofc would be to have debuff skills only alter the proprties of the target and not lower the lvl.


When it comes to buffs, there are a number of buffs that automatically changes the elemental properties of the user or the one they buff (Cleric's Charm/Encourage/Mana Shield 2, Ranger's Power Up etc.). Again, I don't have a problem with this per se, but currently this is working more as a hindrance than as a blessing since it also turns said element to lvl 1. Just like with debuffs, either make the buff only alter the properties or remove lvl 2 of the elemental system. Or just make it so that a lvl 2 Elemental defense will take priority over any lvl 1 that might be added by a skill (so for example, if I had lvl 2 Wind Defense and was buffed with Cleric Charm, I would still retain that lvl 2 Wind Defense, instead of being forced into lvl 1 Light).


Random Element Scrolls
Ah yes, I will admit that I hate these things with a passion and that this might just be a personal grudge, but I would really like to be able to cure these things with Owl Cures, like I can any skill-induced elemental change to my atk or def. I have no problem with the concept of these scrolls, I just don't like that they are non-curable, unlike say a Keron Scroll or Ex-Ranger's Confusion Capsule. PLEASE make these things curable! ;(


Cooldowns
No more 100% Cooldown, and I am fine with that. However, there are some classes (mainly thinking about mage classes here) that have some ridiculus cooldown times. I am not saying that every skill needs to be spammable (god knows that DCS would never change hands then) but a lot of skills have a cooldown time that makes them hardly useful at all in a fight. Such skills include Archwitch's Storm Cloud, Wizard's Ice Ball and all the lvl 177 buff skills, the latter of which have a set cooldown time of 30 min that cannot be altered and last for 7 seconds. An update with lower cooldowns for anything that has a base CD of 10 minutes or higher would be nice (I'm sure someone will have issue with this due to something that I have missed out on!). :)


Natural Resistances
This is just a random idea that I had, but what if certain classes had natural resistances against certain debuffs or skills, either by default or as a passive skill? For example, Wizards who are basically battlemages could have a 10% (or whatever) natural resistance against Silence and Nightshadows, who hail from a nation clouded in darkness, could have a natural resistance against Blindness? It would give players more reason to branch out among the different classes. Something similar to this is already done with the rogue classes, whose Mind Training passive skill gives them a certain resistance against Magical Attacks.


Bleed skills
At the moment, bleed skills have a set damage over time effect. For example, Witch's Burning Flame at its max lvl will always deal 9,000 HP dmg total. Against a mob, or against a player that has 100k+ HP, this is next to useless. My suggestion to fix this and make bleeds useful is to have the bleeds deal a %-based amount of dmg over time to whatever the target's max HP is. For example, say Burning Flame at max lvl would deal 20% HP dmg over time, so against a player with 10k HP, it would deal a total of 2k divided over 10 seconds but against a player with 100k, it would deal a total of 20k divided over 10 seconds. It wouldn't make the skill be instant doom for someone who doesn't have 100k HP, but it would still be a useful tool for the classes that has it. :thumbsup:


Ranged And Melee Evasion
This has nothing to do with rebalancing, but I'd like to see it improve all the same. Currently, a player's physical evasion is divided between their Ranged Evasion and their Melee Evasion, but only one of these stats show up in the player's Character Info Page. It shows as "Physical Evasion", and is by default the player's Melee Physical Evasion. The only way to have the menu show your Ranged Evasion is by equiping a ranged weapon, which not all classes even have access to. I'd like to be able to see both my Physical Evasion stats, regardless of what I have equiped. The same goes for the player's Physical Hit Rate, which is divided similarly, but I don't have as much issue with that since it will show your HR with the weapon you have equiped anyway. With Evasion however, I'd like to be able to see both. :D


Anyway, these are just a few suggestions I could come up with at the top of my head. I'm sure many of you guys reading this will have issues with some of the suggestions I've made for reasons I may or may not be aware of when I write this. Let me know what u think and let's have a civilized discussion about this! :thumbup:

This post has been edited 1 times, last edit by "Crossing" (27. October 2016, 00:44)

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Optimus

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Thursday, 27. October 2016, 02:58

Rebalance

How about a stable server. One that you can put on hour long pots and get full use before you get dc and log back in and run all the way back to where you was killing all while your pbi, pssp & etc are going to waste. Sorry I just think this is more important being able to play and get full use of pots you Payed for... As for skills they know what could make the game better and yet we all have them lvl 1 elemental att skills. Balance ummm i play warmaster and you really dont want me to go there.
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Alike

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Thursday, 27. October 2016, 03:15

Balance ummm i play warmaster and you really dont want me to go there.

Please do, as that is the purpose of a "Suggestions for Rebalancing" thread. :)


+1 on showing Melee/Ranged stats, "buffs" not giving lvl 1 ele def, cd fixes (Mage and maybe even 177 skills), and bringing neglected skills back into play...
-1 on being able to cure ele scrolls as nobody would buy them -- maybe a shorter duration/pricing to compensate for that?
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Thursday, 27. October 2016, 04:52

I don't agree with curing random elemental scrolls with anything, but I would like to see them and ele debuff skills change your element from 1 to 2 instead which would make the buffs that give you 1 ele def give you 2 ele def and that would fix like 3 or 4 problems at once

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Surestrike

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Thursday, 27. October 2016, 06:13

maybe sonic flood should be able to debuf an elemental scroll since is seems to be able to do that with every other buff :P

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Abacus

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Thursday, 27. October 2016, 06:58

I appreciate the OP for this post and the thought that went into it. Of course, not everyone will agree on what changes are the best and posts similar to this are prevalent, but it is certain that (and most will agree) changes are needed.

+1 on most of what Crossy said, especially the ranged/eva stats and the idea of inherent class resistances (these exist, somewhat, but are lacking)

I really appreciate the idea of changing how the elemental skills work for characters. It is quite annoying to work so hard to gain enough levels and SP for a skill to find that a it is actually a hindrance. There are quite a few examples to chose from, but the basic idea is this; if I have a Level 2 Elemental Attack jewel in my weapon, why would I 'buff' myself with Level 1 Elemental Attack? It should only have an effect if the character's Elemental Attack is 0 or 1, otherwise it should compound in some way (and give a higher bonus at higher skill levels). Same for defense. Character's buffs should not be debuffs! This whole system is a great idea, but needs a lot of work.

Lately, I have been mostly a PvE player, so I cannot really expound on changes in the PvP area, though I am sure they are desired by many. The only PvP suggestion I have is for a map devoted to PvP; a reworking of the Proving Ground, perhaps. The arena is tiny and my Witch's boobs can barely fit there.

I will check back and hope to see constructive things, but I know better,

Abacus

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PureLove

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Thursday, 27. October 2016, 07:04

nice / good job

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Crossing

Rising Star

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Thursday, 27. October 2016, 11:54

Lately, I have been mostly a PvE player, so I cannot really expound on changes in the PvP area, though I am sure they are desired by many. The only PvP suggestion I have is for a map devoted to PvP; a reworking of the Proving Ground, perhaps. The arena is tiny and my Witch's boobs can barely fit there.
Well, we do have a pvp map that is fully functional in Alber. The problem that Alber has, at least on the US server (dunno how it is on other servers) is that it is practically empty of players. A majority of players don't want to go there because they can't hide behind their Pet Buffs on Channel 4 where Alber is located, and even those like myself who prefer PvP without any pets don't go there because the gains from Alber is practically mute. There are no exceptional Exp or SP gains and the gear is still inferior to the lvl 170 gears. This is another thing that I would like to see some reworking on, but even at the stage it currently is I would be willing to play in Alber if I could just find anyone there to pvp with. :rolleyes:

@Alike - Yeah, maybe that is a better suggestion for the Random Element Scrolls. As I said, I just hate them with a passion burning with the intesity of 20 Angry Salamander Ulkans, so I am probably a bit biased in my opinion on them. :pinch:


EDIT: I at least would like for the Random Element scrolls to disappear when I die. They have served their purpose then, why do they have to keep haunting me when I respawn? :thumbdown:


On the subject of Inherent Resistances, another thing that a class could have an inherent resistance against would be a specific Element, similar to how in *Non-Gamigo Game*, Nords have a natural resistance against Frost Damage and Dark Elfs have a natural resistance against Fire. It could be something as simple as a passive skill saying "Damage reduction against Fire Element" or something like that. Maybe this is a bad idea, I'm just putting it out there. Oh, and pls don't bann me for this Gamigo, I was just trying to make an example ;(

This post has been edited 1 times, last edit by "Crossing" (27. October 2016, 14:11)

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