Balance Issues (Real opinions).

knives

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For me i think the all classes are fine.
the few factors of this thread is.

people don't have good enought rares yet to do realy good damage like on a sin.

and tao/wizz dont have the skills they need for dealing damage.(when people start geting these u will get new threads saying wizards and Taos are OP.)

The only thing i see that is prob wrong is Posion 1 poison can take my hp 3 maybe 4 times depending on there Sc.
 

Ezrolith

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You are not playing an archer correctly if this is your view.

If you believe Archer's have an efficient PvE strategy, please feel free to PM me (I can't figure out how to PM you). Would much appreciate this, until this is just a typical trollish comment...
 

crepesvillage

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I think since mir introduced sin and arc, classes do need to be re-identify.

To balance each class, we should identify them first. I know it is a systematical change if this comes real but the 2 added classes totally changed the game. Ok, here is my idea:

1.war a tank class with low damage. 1v1 pvp no any other class can kill them until no pots but they can not kill any other clasees easily either. They need both high ac and mac. In pvp, war should be doing the chasing not the killing. Their role should be keep the range damage class like arc and wiz to have lower dps cos arc and wiz have to keep running not dps the group. In pve, tank the boss and keep others survival is their role. war should have a buff like 20% damage increase when hitting mobs not players so that they can still lvl themselves as other class.

With this point of view, TDB should be removed and their amor should be massively increased and possilbe introduce a skill like Taunt to argo the boss. But they should be able to tank a lot of mobs and kill them by using half moons or other aoe skill.

2. sin A melee damge class with low defence. They could easily kill any class other than war also could be killed easily. they should be able to 1 or 2 shot other damage class and also 1 or 2 shot by other dps class. They should have a big adv to range class by use hiding skill but if they cant kill them in first round, they will be killed. It would be same like Rogue in WOW. Without war, they can be 1 or 2 shot by a boss. Boss is Boss, no any single class should be able to down a real boss.

3. Tao A pure support class. They should have many buffs. They are fine to me in this version. Prob need to increase their pet damage only to mobs not players as they should not kill any players easily. But they can kill any class by a really long fight(running out pots). By giving them a buff like increase 20% damage to mobs would be good.

4. Wiz Powerful magical damage class. Strong aoe skill like TS or FF but need to reduce those damge to players. They should not be too powerful on a 1v1 pvp. But if they tame 5 mobs they should be very powerful in pvp but far not worth to tame if they wana pve. They should be always at top lvl as they lvl very fast by using their aoe skills.

More damage to TS or FF and add possible stun to mobs not players should be good.

5. arc single mob dps class High damage low hp low defence. They will be targeted at all time in a pvp group fight. Increase their damage but keep their damage speed low. Remove the aoe skill or nerf them hardly to let it become a crowed control skill. Make them can see invisible sin at all time to avoid 1 shot by sins but let their acc lower to players so that melee would be hardly to be hit.

I know it is a big change to the game. But, if there is not a systematical change with each class, it does need to change them at all as balance issue will be always big. They need to be identified first.

I have many ideas. No time to put them all here, just a quick type.
 

Falk

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Would anyone whos not a wizard stop commenting saying "They are brilliant if u have a problem you are playing them wrong"

Thats like me a guy whos never played a tao on this server saying "Pets are fine they hit hard and a taos green poison can tick my health down twice over before it runs out"...taos obviously have gripes so ill let them vent those because i have no clue about the bad side of taos.... likewise anyone who is a dumbass archer or melee stick to your own ****ing class.

Wizards:
PVE wise well what can we say the fact that PT 3rd is a very fast way to level masks the real problems of wizards as a hunting class.
If you have a leveling partner? its game on... if you dont? be prepared to spend hours getting pets and hours retaming them because theres **** all way to level solo competently unless you're 43+ and go to BDD TU'ing.
The mob AI has taken a whole dimension of how wizards used to level out of the game.... so unless i wanna log on spend half hour getting pets and then stay on for 2 hours while those pets be of some use then i may aswell not log on unless theres a guild leveling hunt or i have a TS partner?...

PVP:
Lightning being changed has helped alot, although with the pitiful MC i have in mass fights i mainly find myself trying to land a weak FC in hope of a purple poison.
 

blah1233

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I have been playing a Sin on this server, only problem that I have seen is with bosses and Sins. (note this could be fixed when more gear is available) but at the moment because it is necessary for sins to be in melee range of anything they attack they could benefit from something that helps them be able to actually do this. Thinking for sins to be even able to attack orc bosses and higher. This becomes even more true if the bosses are more challenging in patch 2.0. This could come from a temporary skill that works for 20 secs with a 40 sec cool down (would sync well with geo manipulate) that allows sins go in and out of combat. A sin set (like smash set for sins) that adds some sort of survivability. Agility isn't a viable option as it will never ever get high enough to stop boss damage and merely helps you use less pots while leveling and running places.

My chief concern for the sin class is if they become useless if they cant even attack bosses (this isn't the same problem for range classes because they fundamentally do not have to take hits in the same way from ranged). I believe the fix for this would have to be well thought out because the rest of the class is working well and it could easily become over balanced.

This is why people like you need to learn. Group up, learn what you can attack and can't attack because it's a mix up of what ranged/melee can or can't do, learn the cave.
 

ziiid

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This is why people like you need to learn. Group up, learn what you can attack and can't attack because it's a mix up of what ranged/melee can or can't do, learn the cave.

"Learn the Cave" makes no sense if the class in question can not attack anything in any of the new caves (assuming they are going to be harder than the current ones). I know all the caves quite well and as such sin is the only class that has to stand around and do nothing during certain encounters (this includes when you are in a group).
 

xXxX

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Great comments so far, I am going to update the main post with potential ideas that I have abstracted from the thread so far.

As for comment on moths and dungs, they drop like normal mobs already, no need to harvest.

Sam

They still dont currently drop unless u mean they do from next patch lol?

---------- Post Merged at 03:37 PM ---------- Previous Post was at 03:37 PM ----------

Great comments so far, I am going to update the main post with potential ideas that I have abstracted from the thread so far.

As for comment on moths and dungs, they drop like normal mobs already, no need to harvest.

Sam

They still dont currently drop unless u mean they do from next patch lol?
 

Koriban

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So far, your current suggestions list seems good for each class and I think avoiding changing any spells is a good idea for now, considering we don't have all our spells yet. You will most likely need to do more balancing later on.

I'd like to recommend instead of changing yellow poisons multiplier rate (which will hurt warriors/sins pve rate), to instead make it so that Player vs Player only, it does NOT stack with red poison. This is 99% of the reason the squishier classes are complaining, When you're red and yellowed you're literally doomed to whatever hits you next, the only reason a warrior survives is due to healthpool. If it was just either Red or yellow multiplier not both, at their current multiplier (20%, 1.5x) this would be much more fair for all classes, most importantly the lower health pool classes.

This change alone may be better than simply buffing a classes health pool. However, I still stick by my archer spell suggestion to give them a "leapbackwards" type spell that every archer should have at level say, 30. At least this way, if they get caught with that spell down, they're punished for it, where as simply buffing their healthpool is rewarding them for possibly playing poorly.

PvE should remain the same though. Stacking red+yellow means tao's are more useful when hunting with sins/warrs/archers against bosses and whilst levelling etc.

---

I have zero complaints with PvE from a group/guild perspective at the moment besides resurrection. I'm hoping with the new 2.0 patch, people who prefer to Solo will have more to do and not be so bored as currently you are a group-orientated server.
 
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jez

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Tao

Deva always did more than just "flinch" it needs to damage too, even on euro it did this.
Ability to lvl deva would be nice. (make it a slow lvl by all means)
Deva should not stray far from the owner, 2 or 3 spaces like a parrot stuck to your shoulder. not fk off everywhere like skel or shin.

Shin needs more damage and a movement speed increase, where you get we need a "tank" pet from, god only knows,its a higher lvl spell than skell!
2 Shin or 2 skell or 1 of each, or make that combo available at a higher lvl.

Pet radar increase, nothing more annoying than the pets watching.
Pets should not be TU'able by a lower lvl player... to have some twat run by, TU, lol and fk off not even to fight is annoying.

its very easy to jump on the nerf bandwaggon like some do, ill just stick to whats lacking on a tao.
Stop listening to just pvp aspects, its a small percentage of what a tao does,(most players do infact). as it stands tao is broken with the culmination of cast speed and pets.
 

Shane/Banshee

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as koriban said but i would extend it to the fact yellow poison should not deal extra damage on players, and should be reverted back to how euro used it and that was to stop people from using skills.

keeps everyone happy regards to pve
removes the fact sin archers taos and wiz without shield wont get 2 shot. ( they will endgame with end game kit and spells rage dc 15 rings mir sword) but were a good 2 years away from those stats
 

superscampi

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Tao

Deva always did more than just "flinch" it needs to damage too, even on euro it did this.
Ability to lvl deva would be nice. (make it a slow lvl by all means)
Deva should not stray far from the owner, 2 or 3 spaces like a parrot stuck to your shoulder. not fk off everywhere like skel or shin.

Shin needs more damage and a movement speed increase, where you get we need a "tank" pet from, god only knows,its a higher lvl spell than skell!
2 Shin or 2 skell or 1 of each, or make that combo available at a higher lvl.

Pet radar increase, nothing more annoying than the pets watching.
Pets should not be TU'able by a lower lvl player... to have some twat run by, TU, lol and fk off not even to fight is annoying.

its very easy to jump on the nerf bandwaggon like some do, ill just stick to whats lacking on a tao.
Stop listening to just pvp aspects, its a small percentage of what a tao does,(most players do infact). as it stands tao is broken with the culmination of cast speed and pets.

Deva is fine.
 

Tashohnie

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Ok I've had a little think, I think our damage is good and you can't base a class on the damage of shop kit.

I think as Xele has said somewhere and Agi buff would be nice, something meaningful that lasts for a duration... That way in team fights the archers would have to focus the archers with deathly aim. Also an HP boost, Koriban can 2 hit me no joke... If he had a mace/dss I'd be a 1 hit if I was poisoned imo.
 

Samuel

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Tao

Deva always did more than just "flinch" it needs to damage too, even on euro it did this.
Ability to lvl deva would be nice. (make it a slow lvl by all means)
Deva should not stray far from the owner, 2 or 3 spaces like a parrot stuck to your shoulder. not fk off everywhere like skel or shin.

Shin needs more damage and a movement speed increase, where you get we need a "tank" pet from, god only knows,its a higher lvl spell than skell!
2 Shin or 2 skell or 1 of each, or make that combo available at a higher lvl.

Pet radar increase, nothing more annoying than the pets watching.
Pets should not be TU'able by a lower lvl player... to have some twat run by, TU, lol and fk off not even to fight is annoying.

its very easy to jump on the nerf bandwaggon like some do, ill just stick to whats lacking on a tao.
Stop listening to just pvp aspects, its a small percentage of what a tao does,(most players do infact). as it stands tao is broken with the culmination of cast speed and pets.

I am not sure what you mean by non TU by a lower level?

If you mean lower level than your skele? Then your going to have a hard job as skeles are pretty low level...

If you mean a wizard shouldn't be able to TU a skele because you (as the skeles owner) is a higher level than the caster... Then god knows where you got this from? As I always remember leveling TU on taos (who were much higher than me)... I will consult with the phili sources, but I am pretty certain this was never a thing.

Sam
 

NewHope

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Surprised no one has mentioned the stupidly OP Lantern/TigerNecklace stats.
With these necklaces most magic attacking bosses are stupidly easy.
Not to mention its a must have in pvp due to everyone else wearing them.

Maybe they should be reviewed also :)
 

Ezrolith

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I am not sure what you mean by non TU by a lower level?

If you mean lower level than your skele? Then your going to have a hard job as skeles are pretty low level...

If you mean a wizard shouldn't be able to TU a skele because you (as the skeles owner) is a higher level than the caster... Then god knows where you got this from? As I always remember leveling TU on taos (who were much higher than me)... I will consult with the phili sources, but I am pretty certain this was never a thing.

Sam


Yeah it's always been possible to TU skels/shinsu as long as the wiz is higher than mob level, never based on the pet owner level. Think this is what Taos now want. Nah...
 

deano13

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Great comments so far, I am going to update the main post with potential ideas that I have abstracted from the thread so far.

As for comment on moths and dungs, they drop like normal mobs already, no need to harvest.

Sam

so how about all the positive feedback on sin? Just getting ignored....
 

Samuel

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so how about all the positive feedback on sin? Just getting ignored....

Well the initial thread contains items that I would take under consideration... So far the current feedback for sin has been:
- Keep it the same.
- Increase agil (has already happened once on light body, and from our tests doesn't need to happen again).

Not sure what your getting at?

Sam
 

FaithKING69

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Well the initial thread contains items that I would take under consideration... So far the current feedback for sin has been:
- Keep it the same.
- Increase agil (has already happened once on light body, and from our tests doesn't need to happen again).

Not sure what your getting at?

Sam

For me biggest issue are sin skils. Im 41 assassin without single 33+ skill... Feel terible when some 38 lvl going past huge lure mobs on moonlight and im fked up.

Have no idea where tht books drop. Hunted boses alot - drop all time for other clases nothing for sins.
I think im only 1 sin without 33+ skils with my lvl.

Books shud be in shop. Its fking anoing when i cant use proper my char cos dnt have all skils im alowed to use...
 

jez

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I am not sure what you mean by non TU by a lower level?

If you mean lower level than your skele? Then your going to have a hard job as skeles are pretty low level...

If you mean a wizard shouldn't be able to TU a skele because you (as the skeles owner) is a higher level than the caster... Then god knows where you got this from? As I always remember leveling TU on taos (who were much higher than me)... I will consult with the phili sources, but I am pretty certain this was never a thing.

Sam
i was referring to a lower lvl player, same as you cant shoulderdash a lower lvl etc.
Your correct in that it was never a thing also, just an idea, coz its an annoyance :) but not an essential.

i liked this bit btw..
Then god knows where you got this from?
Touché. ^^

thx for reading :)
 

Shane/Banshee

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Well the initial thread contains items that I would take under consideration... So far the current feedback for sin has been:
- Keep it the same.
- Increase agil (has already happened once on light body, and from our tests doesn't need to happen again).

Not sure what your getting at?

Sam

Maybe sins hp? The idea of a mele class having half the hp of the standard mele class which has very similar dps on end game mobs due to 50% of there hits ignoring defence, this is not balance?

If we had double the dps to make up for half the hp I would understand.

im not saying sins need the same hp. But having so little really effects what we can do in comparison to the other dps mele class
 
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