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  • "DynamicPineapple2" started this thread

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1

Monday, 30. April 2018, 21:43

A balance to the classes

Do you agree with these changes

A total of 18 Votes have been submitted.

61%

Yes (11)

39%

No (7)

Just a few recommendations that should be worked on with the classes.
Classes shouldn't have both elemental attack and defense debuff and these classes are the following:
Witch - take away the witch hell's fireball elemental attack debuff, but keep decay and blind's elemental defense debuff
Temple Knight - take away taunt's elemental defense debuff, but keep mana break's elemental attack debuff
Ex-ranger - take away capsule's elemental defense debuff, but keep dark arrow's elemental attack debuff
The reason for these changes to Witch is because the witch has too many overpowered debuffs/curses such as stone, blind, sleep, elemental def/attack debuff.
The reason for the change to Temple Knight is because why does a class that reflects 65% of damage taken and has the most hp in the game deserve both an elemental attack and defense debuff.
The reason for the change to the Ex-ranger is definitely needed, because the Ex-ranger gets 4 attack speed very easily and has invisibility with 2 good high damage skills so why does it need a fast elemental defense debuff that allows it to 1-3 hit people with 4 attack speed and has the first hit due to invisibility.

Now that I covered those overpowered classes I will do additions to classes
Regular Wizard addition: should make Chaos Nova a light element/critical damage skill that has a 10 second base cooldown time and the effect snaring the targets.
Highlander addition: Make Axe Crasher a Light elemental damage skill with deadly damage that snares the target, Make trick shot have critical damage/elemental light damage with a 10 second stun and a base cooldown of 10 seconds on the skill and take away perfect bodies 70% hp requirement.
Warmaster addition: make
Royal Knight addition: Make triple base have a base cooldown of 10 seconds with light elemental attack/critical damage, make sword wave deadly damage with elemental attack debuff.
Regular Assassin addition: Make Fatal Blow do critical/elemental light damage with a base cooldown of 10 seconds and make throw dagger do deadly/storm damage.
Regular Ranger addition: Make storm shot do deadly damage and cost 800 mana.
Specialist addition: Make lightning shock a earth elemental defense debuff and make meteor have a base cooldown of 15 seconds and make it a fire element/critical damage skill and make fire pillar have deadly damage with a base cooldown of 25 seconds. Make earth quake a fire elemental defense debuff and make Ice Pillar a deadly damage skill with a base cooldown of 10 seconds.
Elementalist addition: Make blazing fire a larger aoe with a longer lasting blind effect and make Summon Ancient Weapon have a base cooldown of 4 seconds with earth element/deadly damage and make chain lightning have light elemental damage with stun.
Nightshadow addition: Take away darkness movement speed penalty, give deadly light deadly damage with 12 second base cooldown, make cop of night into a snare skill.
Arch-Wizard addition: Make Blizzard into an aoe stone instead of an aoe cop and make it's base cooldown 60 seconds.
Arch-Witch addtion: Make dark smog have a base cooldown of 30 seconds.
Archer Addtion: Make deadline have storm elemental/deadly damage with a base cooldown of 10 seconds.

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  • "DynamicPineapple2" started this thread

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2

Monday, 30. April 2018, 21:49

Forgot to type in Make Warmaster a light elemental/critical damage skill that has 20 skill range

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Mendek

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Monday, 30. April 2018, 21:55

3) We make Skills great again!
One of the biggest and most important things that we are doing currently, is working on skills. Ours as well as those in the game Because skill balance is a really huge and difficult thing to do, this will happen in smaller steps and may be adjusted several times.

The policy for this work:
Do not downgrade or nerf things ... we hope this works. We will be decoupling some skills from their elemental buffs. We will remove some unwanted side effects. We will make sure that buffs cannot be abused as debuffs, especially on non-pvp channels. We will make skills more precious again compared to auto-hits. And we have another BIG surprise that will not be revealed yet ... because we know you would be pushing too much, and we don't know how quick we can do it


Just sit and wait.
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  • "DynamicPineapple2" started this thread

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Monday, 30. April 2018, 21:58

How long have we been sitting and waiting

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The1AndOnly

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Tuesday, 1. May 2018, 01:46

waiting zzZzzzzz..
well allmoste agree to that all tho i think witches decay should lose the dbuff and have it on another skill as decay is allready a dbuff
i agree to ex ranger tho that fire capsul is debuff only has no other effect (think of another effect for it) =)
some of the changes are a little op aswell but ohh well. =D
100% agree on ns cop needs change or cop to lose effect of defending siege (absorbing)

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MaZZaCre

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Tuesday, 1. May 2018, 03:51

Am I blind or did you forget to mention the cleric 'BUFFS' which should not change your ele to 1?
Anyway GL, been waiting for 5 years :D


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  • "DynamicPineapple2" started this thread

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Tuesday, 1. May 2018, 06:27

Ah good point, Cleric buffs should definitely not change the targets elemental defenses

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unavailable

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Tuesday, 1. May 2018, 07:11

I actually disagree with everything you wrote here. Reason being:

Both elemental attack / defense changing skills are there for a reason, so you can adapt to different situations. for example if you get a elemental defense debuff, the only thing that will save you is debuffing the oponents elemental attack. That's why classes have that.

However that is beyond the point. The entire elemental system as a whole is simply broken. No skill should override the elemental attack and defense of the oponent. It should all be based on the elemental attack and defense jewel you use in your weapon and gear.

The suggestions you listed would just make everything an even bigger mess than it already is. The entire skill and elemental system needs a rework from ground up.

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  • "DynamicPineapple2" started this thread

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Tuesday, 1. May 2018, 20:47

rewrite

Regardless of the elemental def/attack change skills some classes skills still need to be reworked or some skills added like warmaster needing at least one good ranged damage attack, archwizard and nightshadow cop reworked, reg wizard chaos nova reworked, Highlander skills like perfect body, axecrasher, and trickswing being reworked, and pretty much a complete rework of the entire elementalist class.

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MujharCarillon

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Wednesday, 2. May 2018, 10:52

The underlying code neweds to be fixed first, DynamickPineapple2. BEFORE anything else should be done.

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unavailable

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Wednesday, 2. May 2018, 11:00

Regardless of the elemental def/attack change skills some classes skills still need to be reworked or some skills added like warmaster needing at least one good ranged damage attack, archwizard and nightshadow cop reworked, reg wizard chaos nova reworked, Highlander skills like perfect body, axecrasher, and trickswing being reworked, and pretty much a complete rework of the entire elementalist class.

Warmaster is a melee class....why on earth would they get a ranged attack? makes 0 sense.
Cop reworked? whats there to rework?
Chaos nowa of wizard reworked? Its fine as it is now.

I am sorry but you make statements here that are simply put.....dense.

This post has been edited 1 times, last edit by "unavailable" (2. May 2018, 11:31)

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This post by "Resuwrecktion" (Wednesday, 2. May 2018, 11:21) has been deleted by the author himself (Tuesday, 30. October 2018, 11:15)

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Wednesday, 2. May 2018, 11:34

Regardless of the elemental def/attack change skills some classes skills still need to be reworked or some skills added like warmaster needing at least one good ranged damage attack, archwizard and nightshadow cop reworked, reg wizard chaos nova reworked, Highlander skills like perfect body, axecrasher, and trickswing being reworked, and pretty much a complete rework of the entire elementalist class.

Warmaster is a melee class....why on earth would they get a ranged attack? makes 0 sense.
Cop reworked? whats there to rework?
Chaos nowa of wizard reworked? Its fine as it is now.

I am sorry but you make statements here that are simply put.....dense.
I don't really agree with most of the things said by Dynamic either, but the cop thing needs to be changed, mainly for sieges. There's no reason absorption of the crystal at DCS should be completely reset if a person gets copped, it should get paused instead, it makes no sense for the whole thing to be reset if the person who does not do anything that is something that gets you off the crystal normally (walking away, using health potions/meds/etc). There are many other things that need to be changed to, but its 4 AM and I can't think of any of it right now so maybe tomorrow I'll make a post if I get time.


I actually disagree, the cop should stay as it is. if you would simply make it pause or make meds not interrupt the absorb at DCS it would literally be a broken siege. More broken than it is now already. And cop itself isn't even an issue if you have smart people playing at siege and know what to focus on. the only thing I would personally change for cop is the duration and that's it.
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Wednesday, 2. May 2018, 11:51

I actually disagree, the cop should stay as it is. if you would simply make it pause or make meds not interrupt the absorb at DCS it would literally be a broken siege. More broken than it is now already. And cop itself isn't even an issue if you have smart people playing at siege and know what to focus on. the only thing I would personally change for cop is the duration and that's it.
It's already bat sh** easy enough as it is right now to defend it. They stay at the top and cop whoever's absorbing, and if they die, they relog, go to the spawn right under the tomb, and the invincible buff they get from relogging / teleporting to a new map gives them more then enough time to get back to the top and just do it again. And I didn't say meds should be allowed, I'm just saying if they're not doing something that would normally get them off SUCH AS using meds or walking away, it shouldn't be stopped like cop makes it get stopped, it doesn't make any sense because there's almost no way to stop it like the reason I mentioned above.
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Wednesday, 2. May 2018, 18:31

I'd rather see them fix the Combat System as a whole than see individual changes to certain skills. If we go back a few years to just before the Elemental System was added to all classes (except Archmage, which had it from the start), the skills were functioning just fine and I assume that if the Elemental System was to be completely removed, they still would. Rather than nibble at the edges of the weed, I'd prefer it if we pulled it up by the roots (by reworking the Elemental System). If some classes are still too underwhelming after that, then we can look to implementing individual changes.

As for Cop (how do all these discussions always end up here?), I agree with Scream. The way it works is actively discouraging defending guilds from killing the attackers because it is much more effective to just Cop-spam them. Aside from that, I don't mind the way Sieges work too much, but Cop needs to be changed.

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Thursday, 3. May 2018, 01:47

As much as we want a change and balance between characters, its just not going to happen probably due to the lack of team members that run LC. But at this point any change would be awesome

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Thursday, 3. May 2018, 09:47

the element system doesnt work as it is now with stage 2. stage 1 worked allright. but yea titans doesnt need ranged attack but like focused aoe as in derection to HL. target some1 in a direction and everything in that direction gets dmg'ed. dont remmeber name of the skill.
ns cop is like sleep its imobilize u. tho it cannot be cured, therefor i agree it has to be reworked so it doesent restart timer on dcs like at crystal i agree it could pause it. works that way with that on mcs so why not? its just way overrated atm as for what it actualy does.
i think its cool people come with idea's "scream" but yea stuff needs to get done now. its been so long since anything has been done. and everything towards pvp and pve only been further broken. eversince elephant was added. i admit i like the idea of cd not being 100% becouse that 1 skill game each class was lame. but reg hit game... thats just broken.. no sense in learning skills really. allso pasive bonuses (some are just not adding enough to make a dif, same goes for skill buffs. maybe rework buffs to be adding percentage as buff instead of a fix amount as the fix amount is to low to be worth it.

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Thursday, 3. May 2018, 10:55

its been so long since anything has been done. and everything towards pvp and pve only been further broken. eversince elephant was added.
How could it have been broken further, if nothing has been done to change it? 8o
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Thursday, 3. May 2018, 13:06

This discussion isnt about pet buffs. If u think pet buffs are bad for skills, then here's a simple solution: then dont use the pets yourself.
Others do like the use of pets.
Using them is a choice,if u chose to use them and dont like the effect of skills with it,then stop using it.
And like una stated, the elemental system has to be reworked from the ground up.
It isnt something u can do overnight. There are changes being made to this game even tho they are small, theyre still changes.

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  • "DynamicPineapple2" started this thread

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Thursday, 3. May 2018, 16:03

Warmaster is actually the only class that doesn't have a ranged skill and people definitely exploit that

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