Balance Issues (Real opinions).

CremeEgg82

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I've not really played enough to offer up much.

However one thing I would suggest, if you have the time/means to try out the Korean archer I would take a look, it has far more utility than here. If you don't have an account I may be able to get hold of one or register a new one next time a friend of mine is in Korea (although the language barrier makes it a real pain in the ass, when I did play I was lucky enough to have someone around to translate for me).
 

jez

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i was told a lvl 44 wiz has 3hp more than a lvl 42 which dont seem correct if true.

if your reluctant to boost sins hp, You could give sins a double hp skill book, that lasts, er 180 seconds or something, and with a nice long cool down so they cant spam it for almost permanent double hp pool, so they need to be selective about wen they use it as in pvp or at a boss etc. just an idea..
 

deano13

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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

This.
 

Samuel

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I have asked LCD if he can provide me with the hp increase per level for sins (I believe Ruby has the official stats), if this is different to Chronicles (which I am told is most likely) then there is a good possibility this will be changed, so I have added it to the initial post.

Sam
 

Wallnut

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Forgot to add to my previous post, the MP cost of some spells (TU, Tstorm) feels like it has been increased somewhat over euro/Ace. I get that you wanted to slow wizzies lvling down, but it's a little annoying.
 

idkbro

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I would welcome the changes you suggested to archers.

Archer damage can be good with better than shop kit, but I don't think it is so high that it justifies them being made of paper. When other classes improve their gear in 1.9 and beyond archers will be getting one or two shot without improved survivability like you suggested.

The changes to Rapid Fire and Deathly Aim would also be useful and lead to archers feeling less clunky and perhaps using single target over static shot more often.
 

Chriz

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I played a wiz on euro for years, On Chronicles there are a few issues with both PVP and PVE for a wizzy..

The main PVP skill is Frost Crunch (Unless you had level 3 FF of course). On here FC does appalling damage, (even with my crappy 27mc i cant hit 30 DMG with FC, this would easily hit at least 70 on euro) The only way of landing any PVP damage is by getting a lucky lightning strike, maybe i could hit 80 if i'm lucky.
I'm also quite concerned that FF hasn't dropped at least once yet.. End game, wizzys are hopless against a good melee class if you dont have FF; your just a sitting target as a war/sin has nothing to worry about. Also curious, will FF be nerfed on here? i.e on euro with lvl 3 FF and decent mc (25-60) you could easily be hitting 250-300 can we expect this on here?

PVE wise, the new AI does affect the way a wiz can solo level/boss hunt; to the point where you pretty much depend on having pets.. would it be possible to add a grace period if you get D/C say 5 mins to keep pets alive? Also would it be possible to decrease taming time or tamed length? On euro i was never a 'pet player' as i could either go TS or go level in PB solo.. On here with the AI it makes it difficult to kill efficiently and the only place we can TS is PT (granted this is pretty good for leveling ; if you are lucky enough to have a TS partner..)

I cant really speak for the other classes; not played them enough on here.
 

Koriban

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Another note I'd like to add is, for Archers, they should be able to cast all of their castable spells (DeathlyAim, RapidFire, etc etc) all In one cast, not 4 separate ones.

Being a ranged squishy class, they don't have the luxury to cast these spells in pvp. Doing this would allow them to better spend their time kiting people.
 

xXxX

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Duration usage on items need to be slowed down, its bad enough u got 3 classes fighting for rare dc kit but when wars n sins wear rare kit it gets trashed way too quickly, i pretty much have to repair kit after every hunt lol. The only thing that currently decreases dura at a nice decent rate is armours. Why couldnt items decrease at the same rate as armours?

P.S. Sam i can confirm moths still not dropping normally
 

Laylas

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I love how your buffing archers... 2 decent archers can wipe a group of people with no issues at all using static shot, Sam you really are clueless when it comes to this skill, it is so over powered it's ridiculous, and now your giving them even more of an advantage.... Seriously...
 

Clintus2

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I played a wiz on euro for years, On Chronicles there are a few issues with both PVP and PVE for a wizzy..

The main PVP skill is Frost Crunch (Unless you had level 3 FF of course). On here FC does appalling damage, (even with my crappy 27mc i cant hit 30 DMG with FC, this would easily hit at least 70 on euro) The only way of landing any PVP damage is by getting a lucky lightning strike, maybe i could hit 80 if i'm lucky.
I'm also quite concerned that FF hasn't dropped at least once yet.. End game, wizzys are hopless against a good melee class if you dont have FF; your just a sitting target as a war/sin has nothing to worry about. Also curious, will FF be nerfed on here? i.e on euro with lvl 3 FF and decent mc (25-60) you could easily be hitting 250-300 can we expect this on here?

PVE wise, the new AI does affect the way a wiz can solo level/boss hunt; to the point where you pretty much depend on having pets.. would it be possible to add a grace period if you get D/C say 5 mins to keep pets alive? Also would it be possible to decrease taming time or tamed length? On euro i was never a 'pet player' as i could either go TS or go level in PB solo.. On here with the AI it makes it difficult to kill efficiently and the only place we can TS is PT (granted this is pretty good for leveling ; if you are lucky enough to have a TS partner..)

I cant really speak for the other classes; not played them enough on here.

What he said
 

longkushi

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Flame field shouldnt be that rare, we already have 3-4 poison clouds droped in this server but not single FF has droped, without FF wizz is ****
 

d1craig

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Deva - does it have to be a solely pvp spell/pet? what it is suppose to do according to this thread is slow people down while running... why not make it frostcrunch if thats the case? i honestly would prefer it to do a little more damage, aggro better and stick to the taos shoulder like a parrot.

Sins - i think they need some sort of invulnerability spell that lasts for like 2 seconds and has a 15-30secs cooldown. i stopped playing my sin as im not one for running away from mobs especially when im melee. or give them some sort of aggro dropper.

Wizard - they use FAR too much MP. TS must use like a pot every cast or something.

Archer - would be awesome for them to get some sort of escape ability like what koriban suggested. apart form that they have no problems what so ever. everyone knew they would (or should) be single target damagers not mass killing beasts even in a group.

Warrior - tbh i think they are pretty good. i cant even think of something to bring up about balance just need some new skills lmao and not the stuff in next patch. i dont want to think what this nerf to yellow poison will do lol they seem pretty balanced atm

firepheonix (highest sin and +7 luck lol) almost 2 hit a warrior today, i say almost because i cant be 100% sure he wasnt hit by a ranged attack or 2.

you dont need to PVP to get anywhere in this game. yes its a big part but it isnt and should never be the most important part of the game. balance is going to be ****ed as long as skills are rare no matter what level they are for... FF is going to be kick ass and kill **** far too quick and if its changed (especially as it is so rare) people will cry until the anti-christ arrives.
 
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JordanF

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Wiz - Stopped playing mine because unless I have a ts partner its kinda boring, normal mob ai needs to be reverted to give us more levelling options, pet rental npc would be nice too. Other than that this class is fine, FF could be a problem if its hitting 200+ like on ace as it would then 2 hit every sin and archer.

War - Fine, best class imo.

Tao - Fine. Pet ai and damage only problem. Just don't make curse op

Archers - Never understand archers moaning that they r underpowered they are far from it. Own in grp pvps, already deal big damage in shop kit, probably will beast with good kit. A health boost would make them dominate vs taos and wiz I think, wear more defence and hp runes don't run around full dc then complain u die easy. + They get a hp regen spell at 2.0. If anything I think a small ac or agility boost/spell would be more suitable as warriors and sins drop them in seconds

Sins - Fine

Imo uve done a great job balancing 5 classes, people will always moan and claim their class is underpowered before admitting its the player that sucks. Agree with mojos regarding the ui, taos desperately need more hotkeys for spells theres already 16+spells that I use most hunts on a tao. Slightly off topic but I think making 44+ levelling same pace as euro was a mistake, x2 exp was fine and still a low rate.
 

PRIMO

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Out of the two classes ive played, wiz and war, id say im fairly happy with both at the level they are (35 and 38).

Wiz leveling isn't so bad as ppl think, with 4armoured and a healer (at level1) i was able to mass kill thru psc fairly easily and make very good exp. Jump into a lure firewall everything and ts, just make sure your shield doesn't drop and your good to go. The reason i stopped playing was the amount of time needed to hunt to male it worthwhile. On my warrior i can log on and do a quick hunt whenever i feel.

Warrior is fine, tdb does feel a little op at times if i get yellow psn effect on first hit can kill stupidly fast. Maybe rather than reduce the multiplier just reduce the psn rate.

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Scampi

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dont see any issue here with pvp or pve. make a change elsewhere though - and this will likely change as everything is relevant.

taos
pets agro range should be better probably, otherwise they seem fine.

archer
agree they need more survival ability. suggestions of a magic shield seems fair, but this should be nowhere near as strong as a wiz's shield. you risk un balancing ranged classes by giving this to one and no change to the other (for example a light buff on fd / fc single target 'lock on' dmg).

sins
a buff to their hp pool would seem fair. but like with giving archers a shield - it throws other things out. atm it seems about right that my lightning can 2-4 hit sins, but make that need 4-7 hits and the fight wont be worthwhile. they need much better pve survivability - in pvp i dont really see the problem so disagree with a flat hp pool buff.

wizards
the class i play, so comments through experience more than observations.
fd reminds me of a wet weekend. really un impressed by this lvl 38 spell i paid good money for and looked forward to getting. 30-80 single target damage for big mp cost - i dont think it would seem op with a buff (perhaps 50-110 hits in the same kit type of increase).

fd & ice are very inefficient spells for pretty much everything, and would even say fw isnt something thats worth avoiding as much as it should be.

lvling is pretty boring. theres new caves and **** but we cant really use them (partly due to not having ff) - but as many have said, all we can really do is tu ghouls (so dull it literally makes me fall to sleep) or ts pt 3rd, which in turn makes these 2 lvling places busy.
on euro lvling in bdd was ff/tsing hwan and clearing rooms - a lot more enjoyable than sitting tuing in ghoul hoping no one lures or kills ghouls..
tsing pt feels (as it was on euro) like something that should stop at around lvl 37.
solo players n pets idk - they seem fine atm but would welcome not wasting time retaming them.
 

BrightSide

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Is it really a balance issue or more so just that some are used to their class 'the way it was Euro' . Isn't it really just about making it so each class has its perks alone and in groups? I mean, in game pvP balance is largely driven by pvP experience, skill/level advantage & speed. Rest is the numbers game & boss addicted fighters vs part time casual players. Would almost need computer simulations runs to find a true class pvP balance and pvE is just damage per melee round. Anyways my view is minor changes to make higher level books worth having (like Mampi's view above) and a lvl 4 for some high skills(33-42) at really high level (50+).
 
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jez

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Deva - does it have to be a solely pvp spell/pet? what it is suppose to do according to this thread is slow people down while running...

do you dream this **** up?
This is what fks classes up when ppl listen to nonsense like this.

comments from ppl with hidden agendas about classes they dont play should be taken with a pinch of salt.
 

ILovePie:D

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What about sorting out melee pvp and cast times and only then consider wether classes need adjustments or not?