Balance Issues (Real opinions).

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ILovePie:D

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Wizard:
We receive copious amounts of complaints about wizards and I am not sure why other than the new AI and the cast times they haven't really been touched since acem2 (where they were the dominant "OP" class), opinions would be great.

With regards to a wizard, it seems we can only 'really' level in 2 places... PT 3f (TSing) and BDD ghouls(TUing).

If you try and TS BDD, ZT etc, the mobs have WAY too much HP, and it's a complete waste of time. Perhaps lower these down, instead of making something else stronger on them? ZumaArchers in these places are way too overcrowded, and with little HP, when trying to TS anyway, we get battered.

Wiz used to be great when you could firewall over walls etc, we can't do this now, as the mobs just walk around ... Kudos for being able to code this in, but this is Mir, and again stops us leveling in this way, and can no longer do bosses ... not even KS?

We can't run and FW/Lightning mobs - as they walk up in lines of 3, rather than following you in your line.

Frostcrunch is way underpowered, hit's for low damage, the only use it has is to slow people down for warriors/sins to kill people in fights. It used to be the skill to use in PVP (bar lightning).

Wizards will always be able to level fast, as we currently still do in the above places - it just feels like we're playing a class where we can use only a quarter of our skills.

Agree on the tao, war and sin - nothing wrong with these, perhaps look into pet speed, could be quicker? I've not tried archer yet so can't comment.
 

ziiid

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Hum, OK, If not for that screenshot I wouldn't of believed you lol as its set to 1.2, I will have to double check what is happening here, but this is likely a bug.

Sam

Could it be a problem of where the damage from assassin Flash Dash poison (1.5) somehow got copied onto the yellow TDB poison which is supposed to be 1.2?
 

Samuel

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real issues in pvp are very simple.

TDB FD poison is wrong. dealing 1.5 times damage on a player absolutly mental

what this enables is a warrior with 55-60 dc (shop kit) to 2 hit everyone ingame apart from another warrior and this is without the aid of a tao poison or ue.

this is where the real issue is. it was never a problem on euro because it used to stop spells working rather then 1.5x damage (was only 1.2 there and mobs only).

imo just this fix alone will bring back alot of balance.

only other thing that really bothers me is that playing a level 46 sin i struggle in orcs jinchon or anywhere that hits me for 25% of my hp in 1 hit. im a toe to toe mele class not a wiz tao or archer that stands back and deals damage. ive never played a sin before that is this bad at end game challanges

Apologies, it seems you are correct and I found the "bug" causing it ><... Seems it was ignoring my ini setting and defaulting the 1.5... 1.5 was never intended and it was always to intent to have it set to 1.2 (as per euro).

Sam
 

Tist

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I play a 39 tao.

A lvl 5 shinsu can hardly even hit psc mobs, I appreciate they are ment to be weaker but they are next to useless to hunt with. Id rather then lose a bit of hp and gain a bit of power. I still use skele rather than shinsu so think that says it all, a lvl 19 vs a lvl 35 skill.

In group fights you can't stop to cast a spell or you will die, hopefully with the change it wil sort this.

I don't play wiz or archer but tbh they should be combined by upping single target damage of a wiz, I made a low level wiz and gave up on him because solo hunting so such a chore.
 

WildGirl

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I only want to give my opinion regarding taoist class as it is the only class I am playing in Chronicles.

Pets are a main issue at this moment reasons being:
-pet range of attack is too small
-they useless against high level monsters (meatshield as best still useless)
-the difference in damage between Shinsu and Skeleton is invisible.

I would propose to leave the damage "numbers" as they are but give pets the ability to penetrate defencive stats. For example Skeleton penetrate AC but not MAC, Shinsu for MAC but not AC and maybe Deva both.

That means taoist pets will hit SW snake 30 dmg while doing same damage on a StoneGriffin.
 

Jacko

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The issue with this one is its not something that can be fixed and is kind of the product of the design of the client... The Mir Chronicles client is much faster than any of the previous clients up until now and as a result of this the messages come in a lot faster which means many more messages come in that have to be executed before the next...

e.g. Lets say traditional mir euro handle run/hit messages as so:
run message
run message
run message
hit message
run message
run message
run message

What the Chronicles client would be in comparison is:
run message
run message
run message
run message
run message
run message
run message
run message
run message
hit message
hit message
hit message
run message
run message
run message
run message
run message

The result of this means that when you on your screen appear to be next to another object and expect to hit, your client is still handling the run messages before it can move onto the hit...

The fix would be to slow down the client and making it the same old jerky Mir...

I hope this makes sense...

Sam

Just wondering though, if your client is running faster then normal on euro files nothing would go wrong but here it does? why is that so?

On the first post of samuel



when you say skeletons high damage they still do terrible damage against monsters once monsters get any AC(any monster past minotaurs) they'd need to get more damage if they truly are damage dealer pets.

There is nothing wrong with wizards atm. If you ask me they're the most op class on the server atm just not reaching it's potential yet.
For example : wizz with 1 frosttiger and 4 blue kektals in pvp when there aren't many monsters around they just don't leave any health left and even when you run their range will get in hit's and the wizz will keep hitting you while the frost tiger shoots frostcrunches at you and you can't run for anything forcing you to tt.And at bosses your boss get's frozen alot and helps alot with a warriors tanking the boss.

people whining the monster ai is alot smarter are just wanting the whole package of opness it's not like that the monster ai prevents monsters from walking into your flamefield or thunderstorm? And what happens when BDA drops? wizard becomes a magetank which is almost impossible to kill, get a couple of these guys and they win whole guildwars for you.

Warrior is too strong in pvp and i think they need their hp lowered by around 10-15% so that other classes even can have to chance at killing them.
You try to burst the warrior down he shoulderdashes and become sinvincle making it possible for him to heal back up and then he just keeps doing this till he can pick off someone with 2 tdb's lowering his total health pool would make him more suspectible to get bursted down in guildwars .

Assassin seems to be having a little too low hp hence people stacking hp runes on their slotted gear cause of this. I recon it'd be a good idea to give the 5% more hp which isn't really anything remarkable just makes them a little less suspectible to being 1 shotted or FS+1tdb'd to the ground.

Archer has it's nice points and it's down points I do think the class is somewhat gimped and don't really understand their position as a class.
Traps on a damage class seems to be a bad idea i'd rather see traps on an assassin so they can catch people and then kill them which would be really cool. And i'd suggest for archer to have rapidfire without a cooldown , but the effect of it is lowered significantly so that level 3 rapidfire equals level 2 level 2 equals 1 and 1 equals level 0 rapidfire what 0 equals to idk you could fill this up on your own. i think if an archer is standing still and spamming skills he should be rewarded with more damage atm an archer does the same damage when he walks inbetween his attacks if he times it properly which i find somewhat broken for pvp , as a reference me when i played archer was only level 29 and managed to kite a level 40 warrior shak and forced him to tt after kiting him for more then 4 minutes hitting him for 80-90 damage each hit when running around doing a couple hits etc and this guy is a fast warrior who knows how to use tdb and shoulderdash i think this shouldn't be rewarded instead reward archers eith lots of dps when standing still.
Also what would be cool is to give archer a wolfpet like a hunterish style of playing you could just use the whitewolf skin from mir3 or something.which would let the pet tank monsters when an archer hunts solo(just give the pet a cooldown so it can't be used to tank bosses for you).
 

Shak

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Archers need some kind of magic shield for sure... theyll be getting one shotd sooner or later, but might make pve too easy with theyr uber dps + good defense
 

Tashohnie

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Uber DPS? War/Sin/Wiz can get more exp per hour than us :( Unless you mean bosses.
 
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Ellmo

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If archers get a shield, it needs to be considerably weaker than the Wiz shield. I'd personally go with a small HP buff over a shield.
 

BLaPP

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as a level 38 tao , my shinsu seems weak , it does next to no damage , same with deva , however i appreciate they arent level 3 , and deva serves its purpose of making my enemy flinch in pvp ,which enables the DPS i hunt with to flop them

however in PVE, shinsu and deva seem to really suck lol , but they arent level 3 so i cant give a solid answer lol

other than that , i think warriors are fine , seem to be tank enough and deal enough damage

2 archers with static shot with me in bdd as a tao , we was wiping out groups of 5/6/7 people with ease , just spamming SS and red poison , kinda OP considering the archers didnt even have "top end " DC

wizards , im not sure whats wrong with wizards , but they seem 2 suck ass , the damage is crap on most spells ( except lightning) , unless your one of the very few wizards who dont have shop kit .

i think balancing cant be done though until spells like CHM/deva are more commonplace
 

omenking

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I don't play an Archer but to give them more survivability you could add a skill that deflects damage for x amount of seconds with a cool down, just to give them that breathing space.

I did originally play a Tao which I got to level 39 but I rerolled to a Wizard but I think that was more being bored of the class rather than any issues I had with it as its all I've ever played since Euro.

With Wizards I can see why they're complaining but I don't think the AI is as annoying as they make out as you still get mobs that are stupid enough to follow you in a line whilst under FW and Lightning, I seem to only get a few that stray off the path to avoid FW.
The main issue with FW is when you're casting it over walls like in ST for example they do just walk out of the way of it making it pointless.

Sam is there anyway you can make everyone the same speed? Jamie/Shane did it with their project (C#Mir) and it ran absolutely great, the smoothest server I've played to date, it would put everyone on an even playing field making cheating pointless as they wouldn't need that advantage to win.
 

grimlife

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I think the Agility stat needs to play a larger part in the game for archers and sins.
Less tanky tanky! more missy missy! like they would be in real life :P

Archers need an evasion type buff/spell

i think all class's damage is about correct, juust need to level off the defense side of things
 
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Ellmo

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I think the Agility stat needs to play a larger part in the game for archers and sins.
Less tanky tanky! more missy missy!

Archers need a massive evasion type buff

No class needs a "massive" buff. That's how servers get ruined. Tiny adjustments make big differences. Massive adjustments kill user counts.
 

BLaPP

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I think the Agility stat needs to play a larger part in the game for archers and sins.
Less tanky tanky! more missy missy! like they would be in real life :P

Archers need an evasion type buff/spell

i think all class's damage is about correct, juust need to level off the defense side of things

it is quite easy to get a few agility , when i play on 41 sin i had about 28 agility , and the difference was very very good

but you do sacrifice dc unless you get nice slotted items , so perhaps agility buff for tao/sin/archer would stop the moans about warriors 3hitting them , just a thought
 

Mono

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A sin with lightbody at level 3 and 1 or 2 agility items is already hard enough to land hits on as it is whilst still being able to pump out insane damage, don't increase the strength of agility please.
 

KingOfKings

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Apologies, it seems you are correct and I found the "bug" causing it ><... Seems it was ignoring my ini setting and defaulting the 1.5... 1.5 was never intended and it was always to intent to have it set to 1.2 (as per euro).

Sam
SO warriors will see a nerf..? or will be changed in patch even tho its wrong.. imo its wrong to change the game now.
 

ziiid

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Not just war, sins also... The yellow effect meaning TDB and flash dash...

Would make FD useless, since you have to stop double slashing to use FD, if its nerfed aswell it would not be worth casting. You would do more dps without trying to use it.
 

MOJOS

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Pets

As previously stated Tao pets are underpowered a shinzu is far too slow it feels almost pointless using one apart from hiding behind it. Skeles are fine but a lower lvl wizz shouldn't be able to TU them. Deva has very poor range and all pets suffer from a terrible AI we need more options other than "rest
" and "attack".

User Interface

the UI needs a major overhaul as 16hotkeys just Isn't enough. Tao players have more than 16 spells/abilities and having to swap out skills regularly gets very frustrating(Especially with 2new spells on way). The current UI is old and outdated and in major need of refurbishment for greater control over our abilities. Most other classes spam 3-4 buttons but that's not the case for Taos, could you please take this in to consideration?