Issues Overlooked

Vyse

Golden Oldie
Golden Oldie
Apr 29, 2004
902
256
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Manchester/Stockport
So I have been playing on this server for quite a while and there is defiantly some major balance issues on the PVP side of things and a few on the pve, So I have decided to make this post to throw about some idea's and get the ball rolling on changes that would impact every class and bring a bit of life to the other classes that people are losing interest in playing.

I want no arguing and only post if it's going to be useful feedback or suggestions that will help improve the overall game-play on the server and please for the love of god don't compare this to official it isn't official and even if it was it's not like official was ever all that balanced. Remember These are all suggestions not demands.


Spells that might warrant a change or that could be changed to be interested. I know that some of the following changes might contain a lot of work but if it helps improve the server I am sure you are up to the task. There are 2 new effects I would like you to consider adding to the game. Stop Life steal debuff and Mana Steal debuff.


The Assassins - Currently the Strongest Melee class Excels at bosses and is quite good at PVP/PK against lower levels unless DOS is allowed then they can compete pretty well against same/high level players.

Massacre - Currently this spell can wipe out an entire lure with a single chain when used with red poison. So I do agree a limitation is needed as such I would use a cap based of DC similar to how frost bite works and MAYBE allow it to crit as well as work with flash of light so it can proc more often.

Wraith Grip - Usable on players of the same level with a 25% chance to work and lower levels with a 100% chance to work.

Elemental Puppet - Needs effect for Flame and Lightning Stone, Suggestion New type of burn that disables lifesteal for a few seconds or Mana Steal/burn.

Dance Of Swallow - Usable anywhere with but only 20% chance to stun on any level.

Dark Conversion - Doesn't do what it says, states that it coverts a % but doesn't its a set number of 10MP for 20HP which is quite low and doesn't allow for scaling over the course of future content.

Flash Of Light - The spell doesn't do what it says on the description it states all enemy's within 2 tiles only hits in front and I wouldn't call its damage massive. Please reword the spell.

Abyss - Usable on same levels with a 25% chance to hit.




The Warriors - Currently the Weakest class in the game at the moment anything they can do Assassins can do better even after the buff they are next to useless at PVP/PK. This class needs a major overhaul to bring it up to par with everyone else.

Potion Mastery - Improve the amount a tiny bit than what it currently is set to please.

Advanced Potion Mastery - Improve the amount a tiny bit than what it currently is set to please.

Reflect Damage - Enable for PVP/PK.

Endurance - Set cool-down on recast lower it will give warriors something to bring to the table in future boss fights if say the boss uses a poison effect.

Might - Change it to give an increase based off % rather than a set number as that way the spell stays relevant in future content.

Beckon - Needs to be usable anywhere with 25% on higher and 100% on lower.

Interchange - Needs to be usable anywhere with 25% on higher and 100% on lower.

Flaming Sword - Give it a proc chance for Burn to stop comfort 20 for a few seconds.

Dragon Rise - Give it a proc chance to Mana burn the target.

Blade Storm - Give it a proc chance to Stop Life steal from working for a few seconds.




The Taoists - One of if not the best classes for PVP at the moment and are extremely useful in boss fights there major downfall is how most of there buffs do not scale well. They are also quite good PVE but kill at a slower rate than a Wizard or Assassin.

Purification - Removes 1 buff per rank. This would make people want to get rank 4/5 purification

Empowered Purification - Removes 1 random buff. Rank 4/5 makes it remove 1 additional buff. Or just remove this spell from the game this is the issue everyone has with puri.

Magic Resistance - Change its MR buff to a % of the targets MR

Resilience - Change its AC buff to a % of the targets AC

Trap Octagon - Make it work like wraith grip does for pvp and leave it the same for pve.

Taoist Combat Kick - Make this stun on same level or lower with 25% chance and repulse 100% on lower. Someone suggested making it an Instant Cast I kinda agree with that as it would be a perfect counter to DOS for Taoists.

Elemental Superiority - Change its MC/SC buff to a % of the targets Spellcasting.

Celestial Light - Make the recast time on this spell a little bit longer currently makes taoist better tanks in pvp than warriors.

Blood Lust - Change its DC buff to a % of the targets DC.

Shinsu - Needs more defensive Stats than it currently has. I would suggest make shinsu holy magic attack with more MR than AC.

Demonic Creature - Needs more defensive Stats than it currently has. I would suggest making Demon Dark melee attack with more AC than MR.

Strength Of Faith - Make this provide a defence buff to Taoists pets also.




The Wizards- Second strongest class in pvp/pk at moment and really strong pve class.

All Single Target Spells - Increase there damage by PVP 10%

All AOE Spells - Decrease there power by 10% PVP.

Fire Spells - Give them a 1% for every 15 fire element chance to burn the target and halt regen probably a longer duration than hellfire given the lower proc rate. also

Ice Spells - Give them a 2% chance for every 15 Ice Element to freeze the target slowing them for X amount of time.

Wind Spells - Give them a 2% chance for every 15 Wind element to push the target.

Thunder Spells - Give them a 1% chance for every 15 lightning to halt lifesteal for X amount of time.

Turn Undead - Usable on some of the higher level maps.

Geo Maniplulation - Usable on all maps.


As you can see I have gave everyone either the ability to disengage, Stun, Slow, or Root in pvp/pk instead of just one class doing it. This is how it works in a lot of MMORPG's nowadays and it works that way for a reason because it brings tactics into game play for large scale fights.

If this was all implemented it would make fights a lot more fair than they currently are as well as adding some RNG and allowing lower levels to have a chance against higher levels. Some of the spells currently don't scale well and with more difficult content due in future it would make sense to change them to a format that lets them evolve with the server.
 
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Koriban

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Cheers for the post, I'll give it a read over... some things I think Shane is more qualified to reply to, than I, but appreciate feedback nonetheless.
 

Vyse

Golden Oldie
Golden Oldie
Apr 29, 2004
902
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Manchester/Stockport
Thanks, To be honest I am suggesting quite a big overhaul of spells my guess is that shane and jamie might hate it.

Possible Idea for future group dungeon Instead of giving monsters uber comfort buffs put a - comfort modifier on the map. This will change game-play in a few ways.

A. Using Potions both hp and mana.
B. The Group area stays a group area for a long time unlike the wall which is currently being solo'ed.
C. Makes PVP/Pk slightly different on these maps.


Purification Potions - Put a 3 second cool-down on them and Make a Greater Purification Potion that drops from bosses.

Greater Purification Potion - 1 second cool-down Cures any poison effect you have and prevents poison for 20 seconds. (This would somewhat counter the brokenness of stun and silence). Boss Drops only.


Lottery system but instead of gold you get Crystals from winning it.


Weapon Template Upgrade - Turn the now Useless Weapon Templates x50 into Greater Weapon Templates that allow you to do a custom refinement using 10 of each cube and 1 greater weapon template and 500m gold.

For example.

You place in the materials it then asks you to tick what 6 stats you want to roll onto it so lets say, DC %, Mana %, DC, Mana, Critical Chance, Critical PVE. It then rolls at least 1 roll in each of those and the rest roll completely random.

Bare in mind 1 roll of DC is between 1-25 and I think that DC % can roll 1-5%.

Obviously it would need to have a similar stat base to that of current weapons from doom claw but it would be an interesting way to keep the weapon templates useful.

ALSO for the love of god add an Orb to cube button on the npc such a pain turning them into trinkets then to cubes.

---------- Post Merged on 02-09-2018 at 01:25 AM ---------- Previous Post was on 01-09-2018 at 05:23 PM ----------

Tested the Para and Silence vs all classes now and basically here is what I found in the 5 matches using a wizard level77 vs all over classes 79, the wizard had the weapon maxed against players without.

Wizard Vs Wizard - It was pretty much one sided the entire fight and won 5/5 fights.

Wizard Vs Taoist - When fighting against the taoist who was twice with them using purification and 3 times with out since pvp with a weapon of that refinement is more than likely someone who would be of a similar level to the taoist making puri hit less. I found that I lost 3/5 times against them but they did say they were spamming purification potions the entire fight.

Wizard Vs Warrior - One sided they didn't even make it into melee with me as for first 20 second I ran around after they use endurance laying down tempests then Once it was off I stun locked them to death 5/5 times.

Wizard Vs Assassin - Like with warrior it was pretty much one sided the only exception to this was if DOS was used which we tried twice and both times it was enough of an advantage to drop me. However unlike a 79 who would have extra advanced Physical I was lacking this and I think that effected the outcome of that test a little bit. 3/5


So here is my honest conclusion from the testing: In 1v1 I think this will pretty much dominate anyone and in larger groups it will be even more broken to the point where 3 wizards or a taoist in place of a wizard would be able to take out a group of 15 players of the same level which should never happen.

The Ability to Para has always been quite game breaking both for pvp and pve but was always limited to melee classes because a good castor can keep there distance by allowing castors access to both it is going to break both pve and pvp in the long run and before it becomes an issue you should just remove it and offer refunds to the few players who have already started to refine it onto there weapons.

The longer you leave these in the game the more of a fuss it will cause when you have to take action because people are kicking off about them.

I think para should be limited to the special rings that are stupidly hard to obtain and the trade off is no stats on said rings just the effect.


Personally I think the special refinement system was a little bit rushed and certain things options on the menu are more or less costly than they should have been.

For example PVE 5% has a cap of 200 but your talking up to 40 special refinement option 2's for that and it only effects PVE and only on a Critical hit. This should have been either 10% or Special Refinement Option 1.

Agility on the other hand I could see that being a Special refinement option 2. It effects both pve and pvp greatly and your get +3 of it per refinement same as lifesteal and attack speed.


Anyway You guys ask us to test things and offer feedback so i have done so hopefully even if only 5-10% of these suggestions are looked at and implemented I have done something to improve the standard of the game.

Also Shane, Jamie, Koriban your thoughts on some of these idea's would be appreciated as it will show overs that you are listening and reading suggestions and willing to work on implementing player suggestions or take away idea's that you like for a later date for use somewhere else.
 
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Vyse

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Apr 29, 2004
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Manchester/Stockport
I'm fine with him not using anything or giving any reason why. Just some feedback is nice in general as it lets others know he is paying attention. As Koriban has stated in the past he would like to redo all the spells on the server but its a lot of work.

As for my own server been there done that back in the day ran it for a few months but with work and what not couldn't keep it up. So I understand fully balancing real life with a Mir server is extremely difficult. But if players don't speak up on forums and discord for the server how is Jamie to know that there are issues or things that could be improved or added for more enjoyment to the game.

As a roleplayer who plays D&D and who has ran games for it, I see it like this you get out of a game what you put into it. The same holds true for servers like this the more changes and improvements that are introduced in the server now the better it will become in future.

And one day the server could be so perfectly tuned that pvp and pve is balanced and he can just reset the server and everyone can start again from scratch playing with a perfectly balanced server with all the bugs ironed out and have a great time just chilling with friends playing mir.
 

looby1971

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Aug 19, 2016
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Hope the gms do take a look at what u have suggested with all the time and effort u have put into checking each class its awsome feed back
 

Lelouch

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The battles in Zircon are too long and lengthy. Why is this? As soon as you enter the screen of Opposition side, lets assume you try to finish them instantly, they will run back and have one-two distract you a bit, while their wizard will run back start placing tempest on the floor, before you know it the guys who were distracting you managed to escape you with ease and are behind their wall of tempest. If you try to push ahead you'll face their tempest and the opposing side. And the tempest battle begin!


The problem of this scenario is first team don't have abilities to finish someone fast enough every game I have ever played contained a special damage skill with high cooldown. It should be like this:

- If you leave your team mates behind, by accident or by stragery there should be a good chance they should be dead since first team will use their special abilities to wipe a couple of their members. This will force team two, instead of running back and getting ready for a fight (tempest, buffs etc) they will be forced to fight then and there. This allows meles to get involved and while wizards are targeting their opponent in a timely fashion.

To resolve 80% of group fights and 'wizard are overpowered', 'meles are ****' argument is introducing new skills (blizzard, meteor, FlameField, curse for taoist but remove purification or nerf it)
 

FNG

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I totally agree with this post.

I cant understand why a range class should be able to add para!!! ??? that is OP as **** with tempest