Balance Issues (Real opinions).

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WildGirl

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While pets tanking benefit taoists in few situations, like I said in my previous post I'd more like to see pets do more then 1 damage on high level monsters. Taoists damage is split between sc/dc/pet. At least one of those 3 is absolete in a high lvl cave.

Talking strictly about pve.
 

Shane/Banshee

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Feel free to elaborate on the state of the balance on this class, oh wise one...Sam

How about thisgive taos a buff against mobs. Heres how and a way which wont effect pvp.
since mir began there was a stat called holy. This effect lets say only works on undead mobs. Now how to make this useful without taos having to pick dc sc or holy. Simple. Example below.

you add both the taos sc and dc together. Then divide by 2. This then becomes holy. Then add that to what ever attack the tao uses. Maths below.
dc 20 sc 16 tao. Its holy damage will be half of 36. So 18. Now we have this we can move onto the next step.when the tao mele attacks he will deal random dc and 18 holy damage.
Same for sc.these are just random numbers used, more maths would need to be done on the equations. But you get my point.

pros?
level faster pre 43/ PC
they dont effect pvp
they actually have a unique stat which they deserve.
gives taos a chance to build a mix stat kits like they were sort of designed to be.

---------- Post Merged at 08:04 PM ---------- Previous Post was at 08:04
 
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Hyd

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Feel free to elaborate on the state of the balance on this class, oh wise one...

Sam

Lessen the downtime between heal/psn/buff so Taoists can once again cover every aspect of supporting a group without constantly playing catch up.

Mir3 had elements to deal with the pets being good in PvE whilst not too OP in PvP (Mir3 euro) with the phantasm element as players had a higher invulnerability to that stat over mobs.


We all know Taos can troll melee players with pets which is why it's not as simple to just boost the DC in the database. Try Banshee's suggestion and see how it goes from there.


I'm glad my post grabbed your attention though.
 

Darkans

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Well now that I've played a few classes at a decent level I figure I'll chuck in 2 pence.

Assassin's seem fine, maybe the Flash Dash poison effect happens too frequently but I find in pvp the low hp tends to balance that out, you cannot stand toe to toe with another melee without some Sun pots which in my mind makes it even out.

Wizards damage seems really low across the board, lightning is the only spell which hits for a decent amount, hopefully this will balance out with increased casting speed. A slight damage increase to most of the spells, perhaps 5% or 10% should make all the difference. From a PVP perspective, regardless of whether I'm on my warr, sin or archer I never worry about a wizard, they make so little difference apart from the odd flinching with Ice Storm.

Warriors seem absolutely fine to me, spot on where they should be, the Hit system could perhaps be ironed out so you actually swing when your next to people.

Archer's need some kind of defensive, whether it's more effective HP or if it's possible some kind of cooldown that reduces damage taken for a set amount of time, that would also add a really good element of skill to the class. Predicting when to use that CD to make it most effective should make them far more interesting.

Taoists more than anything need their pets sorted, I was perfectly happy with them all being as fast as the skeletons are now, I don't understand why this was changed. It never made taos unkillable, they were just annoying to chase, that was their niche. Spells like Lion Roar, Flame Field & Dark Body help to counter act the pets so I do believe they should be changed.

Just my overall thoughts, not much I would change really I don't understand everyone's constant complaints, I just think the majority of the community have had it too easy on most servers since euro went down. You can't please everybody, you will always step on someones toes by changing anything regardless of what it is.
 

FacciaFocaccia

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Wizard is the most affected by the improvements on the game.

-Most of the mob does not move in line so you can't even using firewall + lightning

-You can not hide behind obstacles because the mob goes around and comes to you.

-Frostcrunch is pretty much useless because you do more damage with thunder

- some mobs moves faster than normal (ET in bug cave, gratspider, venomspider, FrostTiger, EvilApe... ecc)and considering that Wiz has to hit and run this penalizes it

- in pvp it is virtually impossible to hit a player with lightning or frostcrunch becuse you can't target him. Also with mobs sometimes is hard get the target coz there are corpse of other mobs or because the more detailed graphics makes the point where you must put your mouse smaller

There aren't improvements on it (War can switch off slaying, sin has more accuracy, tao has an extra skeleton) wiz is always the same.
If a wiz begin to tame mobs, u spend 30 mins to tame, when you have 5, after 45 minutes they start to untame...

I use the wizard from euro mir and this is the most disadvantaged of all time...
 
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Ezrolith

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Can you confirm 1.9 planned casting speed increase will effect static shot? I really think the issue with Archer leveling speed needs to be addressed cause as previously mentioned a pre 30 sin can outlevel a 41+ archer in terms of exp/hr which causes problems when soloing.

I'd also love to know from Samuel, does accuracy (crit) effect static shot as well as single target spells?
 

Follower

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Archer
- Cannot target mobs over dead bodies, other class's can deal with this using shift(melee), pets or ground target attacks but archer has a very hard time dealing with this if they do lures and have to fight in a corner. Piercing shot would fix this but I have never seen this book/skill used before, too rare to be counted for balance atm. I lose upwards of 30 seconds every lure from this as I get trapped in unable to target last few mobs.
- HP/Defence, I have no real issues with the low max hp, as most the time I will never get hit. There could be some issues with higher end boss's being able to 1 hit kill us but the new energy shield for taos should balance that as those are group boss's. The main problem in pvp is the delay when I use buffs or shoot, I'm rooted to the spot for 2-3 seconds every time I use a skill, which lets the melee classs's 1 hit me, or ranged class's get an easy slow/poison on me if I try and fight back.
- Power shot, The weakest repulse skill for all 5 class's, works 1 level lower then the other 4 class's and only pushes back 1 mob/person, high cooldown too.
- Self buffs, don't last very long even level 3, but it takes a long delay between shooting to put all 3 buffs up, in which time the buffs are starting to run out before you even get to shoot!
- Leveling speed, slowest dps class to level out of the 4, only tao levels slower (support class). No real synergy with melee class's or wizards for leveling, do ok leveling with a tao or another archer but all the high exp/hour class's dont work well with archers. My options are to carry mp pots for wizys in exchange for fast exp or level slow solo in a small group with a tao or another archer. This might change with Piercing shot, but thats a rare book like flamefield/poison cloud so cant be used for balance at this time. Also Piercing shot will have mob AI issues like lightning.
- Can be very mana efficient with level 3 attuned mind, so often have the most pots left over at the end of a group hunt if I dont give pots away. If im doing single target damage I can prittey much live off mp regain and pot drops as long as I have enough arrow's. This might be a little bit too strong.
- High single target dps while stationary. This is amazing for fighting boss's in formation where you dont have to move, but any situation you need to move your rapid fire is useless. If your moving you have lower single target damage then wiz's using lightning with same level kits.
- Clone is too weak to be usefull for anything other then teleing. It's hp/defence has no scaling and even low level mobs can kill it very quickly. This needs a big defence buff to be usefull, and the teleport needs some restrictions on which maps they can be used on. Lost ship for example, you can teleport over the crates and skip 2/3's of a map. You can teleport inside some walls, or even into water in some area's.

Warrior
- Sustained dps is too high, they can keep up with sins on higher level content. The burst DPS seems fine for pvp.
- Low defence, for a tank class they have very low ac/amc and hp seems a little high. Has no active taunt apart from aoe skills to tag the mobs in the hope they change target and hit them.

Assassin
- Scale poorly with higher content, need some sort of passive armour piercing skill high level to remain useful.
- Die too easy, I dont see a hp increase is needed, but the defence skills for sins should be revisited and changed to increase survivability. They dont do enough damage to justify as being as fragile as they are.
- MPeater is far too rare for a key skill, all sins should have access to this.

Tao
- Slow skelly down a little and speed shinsu up a little so they synergise better together. This would be a big source of frustration if I played a tao. Damage/Defence for both seems fine.
- UE seems hard to keep active due to low timer and no visual effect to see if its active or not on other players. This could do with some love, even if its only to save my ears a beating from people asking for the buff on teamspeak!
- Strongest class for group pvp and pve by far, with is perfect for the support role.
- Soulfireball could use a buff for PVE, hits very low even with decent sc kit, but its damage seems fine in pvp. Alot of tao's I know wear defence kit and not sc kit in almost every situation. This is mainly because of the lack of scaling with damage. Cant comment about how it works with poison cloud as i'v still never seen that skill on this server.

Wizy
- Lightning AI bug restricts there leveling area's.
- Single target skills have less damage then the AOE counter parts. Greater fireball hits lower then hellfire, tbolt/FD hits lower then lightning. Makes no sense to me, and makes me upset when a wiz i just gave mp to spams lightning on a single mob because of uselsss single target skills! Looking at you varaka!
- Firebang, Icestorm skills are only usefull for pinging people in pvp, too mp inefficient for the damage done compared to lightning or thunder storm.
- TU and pets seem fine from what I can see, gives extra options.

Drops
- Some skill books still so rare that only 1 or 2 people ingame have them after many months! These include key skills for some class's like piercing shot for archer. No biest here move along ^^. I agree some skills like flamefield/curse should be rare, but skills like mpeater, blade avalanche, crosshalfmoon and flame disrupter shouldnt be for the rich only.
- No item sets for assassion or archer. No strong 26 weapons for them either. Only warriors benefit from the attack speed buffs from the warrior sets.
- 3 class's use DC items, 1 class uses SC and MC items. Leaked drop files show the same drop rate for dc items as mc/sc items. Extra chance for wiz/war/tao items from some mobs were also in these files, but no extra chance for archer or assassin weapons.

Just going to quote this incase it was looked over.
 

deano13

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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

Wars could never 2-3hit sin on offical USA, sins hp on there was reasonable, we also had stupid aspeed... On here we have absolute cack hp scale, standed damage, and cap at speed 8.... And you think sins are fine....

Why not Increase the damage done by fatal sword, it's not like we can spam it like wars can with TDB, it'll be nice to know when it procs it hits hard
 

Ellmo

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Wars could never 2-3hit sin on offical USA, sins hp on there was reasonable, we also had stupid aspeed... On here we have absolute cack hp scale, standed damage, and cap at speed 8.... And you think sins are fine....

Why not Increase the damage done by fatal sword, it's not like we can spam it like wars can with TDB, it'll be nice to know when it procs it hits hard

I might be wrong here but isn't Sin's attack speed at the cap with Haste? They definitely don't need to hit any quicker. That'd be insane.
 

xXxX

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Wars could never 2-3hit sin on offical USA, sins hp on there was reasonable, we also had stupid aspeed... On here we have absolute cack hp scale, standed damage, and cap at speed 8.... And you think sins are fine....

Why not Increase the damage done by fatal sword, it's not like we can spam it like wars can with TDB, it'll be nice to know when it procs it hits hard

standard damage? sins absolutely rape especially if flash dash poison lands which by the way lands WAY more than tdb psn does, and secondly a speed+8 on here is equivelent to the speed caps people are used to. Even so if sins had more a speed it would be stupid as they already stunlock(flinchlock) players with doubleslash lol.

Also the fact sins get acc str8 away where as they usually have to gem kit for it, and your agility has been buffed (1/3 warrior hits miss) , what more do u want?

Maybe if anything yes they need something to help survive in pve situations but do fine in pvp.
 

Shane/Banshee

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standard damage? sins absolutely rape especially if flash dash poison lands which by the way lands WAY more than tdb psn does, and secondly a speed+8 on here is equivelent to the speed caps people are used to. Even so if sins had more a speed it would be stupid as they already stunlock(flinchlock) players with doubleslash lol.

Also the fact sins get acc str8 away where as they usually have to gem kit for it, and your agility has been buffed (1/3 warrior hits miss) , what more do u want?

Maybe if anything yes they need something to help survive in pve situations but do fine in pvp.

Would be better if your post were accurate

Flash dash is the same proc rate as tdb. Tdb should be lower as sins have to cast fd
you have to cast flash dash to achive any worth while damage.
warriors do not and continue to dps, where we have to stop and deal 10 damage per hit until it lands
fd and tdb poison are the same. And the same damage. Although the warrior's tdb extra damage takes effect that hit, unlike the sins which is next hit.
agility 30 max I can achieve vs a warrior with acc 20 easy to achive misses 1 shot every 3. Or 2 every 6. 3 every 9.
This is not equal the 50% hp increase 20 more ac the warrior has. Oh and they ignore defence with 50% of there damage.With agil 30 I have dc 36. A warrior will have 10dc more from a wep and at least 5 more from necky.

so using agil kit is a massive nerf. Not only do I have to land fd. I then have to beat the warrior's ac 40? with my dc 36, I then have to beat 800 hp on an equal level opponent, I then have to hit the warrior 8 times before they pot or run away.

I do feel the sin im comparison to a warrior the other mele dps class is kinda pointless. Sure we can level on trash mobs with no defence. But when your 44 + your game objectives change you need kit lol.
 
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davey_boyy

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Would be better if your post were accurate

Flash dash is the same proc rate as tdb. Tdb should be lower as sins have to cast fd
you have to cast flash dash to achive any worth while damage.
warriors do not and continue to dps, where we have to stop and deal 10 damage per hit until it lands
fd and tdb poison are the same. And the same damage. Although the warrior's tdb extra damage takes effect that hit, unlike the sins which is next hit.
agility 30 max I can achieve vs a warrior with acc 20 easy to achive misses 1 shot every 3. Or 2 every 6. 3 every 9.
This is not equal the 50% hp increase 20 more ac the warrior has. Oh and they ignore defence with 50% of there damage.With agil 30 I have dc 36. A warrior will have 10dc more from a wep and at least 5 more from necky.

so using agil kit is a massive nerf. Not only do I have to land fd. I then have to beat the warrior's ac 40? with my dc 36, I then have to beat 800 hp on an equal level opponent, I then have to hit the warrior 8 times before they pot or run away.

I do feel the sin im comparison to a warrior the other mele dps class is kinda pointless. Sure we can level on trash mobs with no defence. But when your 44 + your game objectives change you need kit lol.

Sins are not meant to toe to toe a war, LOL and neither shud they be stronger than a war in pvp they are a PVE class they excel at running past mobs getting thru doors etc and consistant good damage not high burst damage. I think you and firephoenix picked the wrong class cos u seem to want to tank loads and be a semi war tank class but also be a Sin lol.

Nothing wrong with sins they seem to do just fine maybe a 10% hp increase but nothing more, this thread makes me laugh people wanting buffs to Sins and archers HAHAAHHA!! and not wiz/taos are way way behind the other 3 classes...
 
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Shane/Banshee

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Forgive me I thought the idea of balance is that a class can take on another class and have a fair chance to win. Could you explain balance for me.

I did suggest a tao buff.

---------- Post Merged at 08:38 AM ---------- Previous Post was at 08:12 AM ----------

Also constant dps dont make me luagh
tdb toggled basically
no down time casting any other damage buffs like our fd
getting through doors is no issue on a warrior dash ftw.


Although they made the sin class for chronicles they havent actually dobe the correct tests on high end mobs
 

davey_boyy

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Just face it Wars are, were and are always going to be the dominant class on chronicles, wars have always been the best tank pvp and boss class since Mir began euro mir wars were so incredibly strong and they didn't even have constant TDBs!! which btw toggle slaying off change was the one most unbalanced OP Thing you could have done to PVP on here. even if u had a 45 wiz with lvl 3 FF and mega mc kit a good fast war cud easily still kill them in 1/2 hits easy especially with a para, iv allways thought Wars were OP in mir they just tank too much theirs not enough damage dealt to give them a scare their hp is just too high compared to all other classes.
 
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Shane/Banshee

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Just face it Wars are, were and are always going to be the dominant class on chronicles, wars have always been the best tank pvp and boss class since Mir began euro mir wars were so incredibly strong and they didn't even have constant TDBs!! which btw toggle slaying off change was the one most unbalanced OP Thing you could have done to PVP on here. even if u had a 45 wiz with lvl 3 FF and mega mc kit a good fast war cud easily still kill them in 1/2 hits easy especially with a para, iv allways thought Wars were OP in mir they just tank too much theirs not enough damage dealt to give them a scare their hp is just too high compared to all other classes.

Couldnt agree more. Ive always been a warrior. They have been op since tdb came in

when I had luck 7 dsword on euro I could 2 hit a wiz upto level 43 everytime

if sam and the team are going to follow suit then I guess this server is not what id imagined
 
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reecew

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Just face it Wars are, were and are always going to be the dominant class on chronicles, wars have always been the best tank pvp and boss class since Mir began euro mir wars were so incredibly strong and they didn't even have constant TDBs!! which btw toggle slaying off change was the one most unbalanced OP Thing you could have done to PVP on here. even if u had a 45 wiz with lvl 3 FF and mega mc kit a good fast war cud easily still kill them in 1/2 hits easy especially with a para, iv allways thought Wars were OP in mir they just tank too much theirs not enough damage dealt to give them a scare their hp is just too high compared to all other classes.

agree'd they should never be able to toggle slaying if they don't want it don't learn it so unbalanced hey can nearly 2 hit 3 class's
 

Ellmo

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standard damage? sins absolutely rape especially if flash dash poison lands which by the way lands WAY more than tdb psn does, and secondly a speed+8 on here is equivelent to the speed caps people are used to. Even so if sins had more a speed it would be stupid as they already stunlock(flinchlock) players with doubleslash lol.

Also the fact sins get acc str8 away where as they usually have to gem kit for it, and your agility has been buffed (1/3 warrior hits miss) , what more do u want?

Maybe if anything yes they need something to help survive in pve situations but do fine in pvp.

+1
 

Bhavesh

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Couldnt agree more. Ive always been a warrior. They have been op since tdb came in

when I had luck 7 dsword on euro I could 2 hit a wiz upto level 43 everytime

if sam and the team are going to follow suit then I guess this server is not what id imagined

you seem to be assuming warriors will be hitting max dmg every hit and also that they will always have max ac
most warriors dont have luck+7 they barely have luck+2 lol and most of those TDB hits that land do 20-30 dmg each hit.

you also pulled 20 ACC magically out of your arse... warriors have 17 acc base if we stack more acc we loose either AC or DC.
 

Shane/Banshee

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Level 40 warrior with a fate blade worst hit is 28+28 not bad considering the 2nd part ignores defence. If tdb poison lands the damage is then changed to 42 and 28. Thats 70 damage for the worst hit possible with yellow poison. Add red you will then be doing over 110 damage combined. Not bad for a worst hit


The acc vs agility was just an example. But Most use
acc.around 18 or 20 with 1 sharp using fate blades. Most warriors that understand mir use sharps.
 
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