Zircon Balance Changes Megathread

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Koriban

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This thread will be the only source of balance suggestions taken from now on regarding the server, and any balance updates planned in the future will be made with this thread in mind.

I will be editing the main post every day or so with the best posts. You are more likely to be taken seriously if you are constructive, logical, and give clear reasoning to your intended change. Bonus points for submitting a video example. Posts that end up being added or discarded will be noted as such. If you disagree with a discard of a suggestion, accept it and move on.

Rules for this thread:

1. This thread is for Balance suggestions only. Anything regarding gameplay, mechanical and update suggestions will be removed - use the other thread for that.
2. Be civil and constructive. You will lose your posting permission rights if you troll or intend to instigate an argument. You will also be removed if you attempt to use guild drama as a justification of your change.
3. Give structure and reasoning to your posts, they do not have to be essays, just make it clear and easy to read.
4. Include your In-Game Name, level and class with every post. You are welcome to edit this info into your LOMCN signature to avoid having to repost every single time.

Failure to follow these rules will either have your post deleted, or your posting rights removed completely. This thread in particular will require an intense level of constructive detail in your posts for your suggestion to be taken seriously, and I am well aware things may get heated in an agreement or disagreement of opinions.

I will be monitoring this thread the most for any bias as I'm well aware of the selfish and greedy mentality people can have when playing this game, even if unknowingly.

Thanks, and happy posting.

Response to other suggestions:
With regards to the Tao Resurrection discussions i don't think any cooldown or detriment should be put on the tao for other players bad play. If there should be a cooldown put on anyone it should be the player that dies, so that they cannot be resurrected for X amount of seconds.

Tao PVP in general:
After the nerf of hitting off screen for ranged attacks and poison tao pvp seems like pvping on a wiz but only being able to use single target skills.

With the player health pools now the pet in pvp is pretty much useless as the explosion is not enough to even deter a melee attacking you.

It would be nice if there was a way to focus your pet on a target and maybe put the range hit back on in pvp as the damage that it did is now not as potent due to level increases/gear/hp pools etc.


Art3mis - 77 Tao 66 Sin
 
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Iglu

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Resurrection CD should be reverted (20s to 4s CD) and instead replaced with a interruptable cast time of 5-6s. Adds more skill to Tao PvP, otherwise Taos run around and cast instant res making your kills on any other kills but a Tao somewhat pointless.

I suggested the res CD in the first place but I was wrong in thinking it would make pvp more fun and balanced, A cast time is what I think is needed.

Other then that I think the PvP is running smoothly atm.

Molten 76 Warrior / 76 Assassin.
 
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Fusion

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Fusion Assassin Level 71

Assault seems a little over powered as players can cast it from 4 -5 step away from other players and it still para them and push them.

The Restrictions to Summon Puppet, i can understand in last floors on caves but in open maps like banyo and Lost Land should have no restrictions.

Beckon should not have Para
 

<SOSO>

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Geralt Warrior Level 77

Assault is useless atm because it's negated by puri pots. Every half-decent player will always have puri pots @ him all the time. It's the hardest skill to level (mine is still lvl 1), keep in mind that I didn't take the time to level it because of the reason I've just mentioned.
By the time the animation finishes the target (tao/wizz) will already be un-para'd and will move faster than u could hit him/her. Or if it's a sin, he will hit u (+ regen) before u could hit him.

Wraith Grip however doesn't get cancelled by puri pots and lasts a fair amount of time.
 

irene

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Putona Sin 76

I believe this is the most difficult topic to express, natively people tend to protect themselves from exposing themselves, it is more common to point the finger at someone else than at themselves. Based on my experience over 13 years of Mir3, I will be impartial in everything and I will try to explain the failure in class balancing I see at the moment starting with the class I was playing, I stopped playing because I am having a lot of problems with DCs, it frustrates me a lot. My Ping is very high because I live in Brazil, I know of this difficulty, but this did not bother me, I was used to not performing well in PvP due to Ping, but several DCs in the Krs in a row stressed me to a point with no return at the moment maybe I'll change the internet, but that's not the case.

Returning to the subject follows my observations.

Sins

Life Steal: Due to recent additions of Critical Damage PvE was limited to 999 HP that can be stolen by each hit (otherwise we would have Sins recovering 2 - 3k HP per Hit). Added 999 of Life Steal + Dark Conversion (20 HP per second) + Comfort 20, this class has become immortal in PvE, I believe that only the Boss of LL (Tiger) manages to kill a Sin, Boss Tiger of Frost Village, no longer manages to kill more Sin even the boss spinning infinitely Sin can only survive with Life Steal.

Action: reduce Sin's life steal for max 500 PvE - 250 PvP, do not agree a class do 1.5k / 2k damage in another class and recover 450 - 600 HP per Hit (excluding: Dark Conversion / Comfort / HP Pots)


Skills in RT floors: I can do with my 61-338DC to do 900 (Critical) damage in Dance of Sallow + 1k - 1.7k (Critical) using one of these 3 lotus (White / Red / Sweetbrier), adding this combo we have:

900 DoS + 1k White Lotus will have 1.9k of damage, adding 1k - 1.2K (Critical) of Flash of Light has a total of 2.9k - 3.1k in less than 2.5 seconds, regardless of whether the target may be over effect of Red Posion, which would increase my damage by 20%. Are we voting on ONE SHOT mechanics?

Action: Reduce the damage of all lotuses by 20% in PvP, shorten the time to 9 seconds between Lotus for the combo to activate (this would not allow the use of DoS to perform a combo constate, since DoS has 10 CD's seconds).
,
Wraith grip: a powerful skill plus ridiculous! If I use her at a War level 75 (with an average of 4k HP) she immediately uses Shoulder dash to escape, a Wizz uses Geo (only on RT floors), Sin uses the Summon Puppet (also on RT floors). It's not possible that a skill that has one of the biggest CD's in the 1 min game is sometimes so useless in PvP.

Action: I see 2 options to adjust the best way, one would be the option to decrease to 20 - 25 seconds the CD, or leave 1 min CD but PREVENT that any kind of skill can be used to escape geo, dash or puppet.

Sin Wep: Technically it is a warning, ALL and any new wep added in the game should have its template based on an existing wep of sin itself, otherwise Lotus bugs and has no animation, this is dangerous and super OP.

War

Skill in RT Floors: It is known that all or most Wars use macro to activate FS / DR / BS, this greatly facilitates the gameplay making it easier and less repetitive. But when this is used along with beckon a war becomes deadly to the extreme. 2 important factors are that they were changed made this class more OP than it should be, if I'm not wrong WAR had an ASpeed ​​CAP that was removed here allowing him to get 15, joining with the low beckon CD (4 seconds) a war only needs every 4 seconds to use beckon depending on the HP of the opponent and instakill since the macro will be activated and one of the 3 skills (or even the 3) will hit the target.

Action: increase the beckon CD for 20 seconds, increase the FS / DR / BS CD from 7 to 10 seconds each. Put an option that can prevent the macro in PvP, if I hit the same skill button 2 times without a target it is canceled (I lose the fire) being unable to use again for a period of time this skill.

Assaut: This skill has a single problem, which is the distance between the war and the target, it is possible to activate and hit even a huge distance between the two.

Action: Decrease the distance required for the skill to be effective.

Defiance: This skill should never provide for min the max AC / MR.

Action: Provide a fixed value according to skill level.

Wiz

DPS Skills: I do not see an exit other than a probable death if you find a wizz at the same level as you on a map that does not use RT. The cast time of the tempest + meteor is too low for when analyzing the potential of the two simultaneous skills, it is possible to use a tempest and a meteor against you (melee) and you will probably die before you get close to it.

Action: increase by 0.5 - 1 seconds cast time to meteor shower / increase cast time from tempest to 1
second

Geo: As I suggest that the war beckon go up to 20 seconds, and Sin DoS has 10 Seconds CD, I suggest 8 seconds of CD for Geo.

Tao

Summon Demoniac: I believe that everyone so angry with PET getting lost in PvP because he starts attacking PvE.

Action
: Make the PET of the tao somehow fix your attack on the target that the tao wants.

Transparency: getting invisible is very useful, but what if it is not possible to recover your HP, and once in trans, you can not walk?

Action: let it use mass healing during trans in itself, but let it be seen by players of the same level or higher as well as Sin stealth.

Resurrection: The CD has been increased from 4 to 20, but almost all players currently have more than 3k HP, depending on the classse and how balanced their opponent's levels / items will not die in the next 20 seconds, so the tao has time to resurrect his dead allies without problems.


Action: I see 2 options when being resurrected you gain a debuff that does not allow you to be resurrected for the next 1 min, or add a cast time to the resurrection that can be broken in case the so suffer damage during the cast.


I apologize in advance for any grammatical error, blame the google translator =]
 

Annddyy

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Response to other suggestions:
With regards to the Tao Resurrection discussions i don't think any cooldown or detriment should be put on the tao for other players bad play. If there should be a cooldown put on anyone it should be the player that dies, so that they cannot be resurrected for X amount of seconds.

Tao PVP in general:
After the nerf of hitting off screen for ranged attacks and poison tao pvp seems like pvping on a wiz but only being able to use single target skills.

With the player health pools now the pet in pvp is pretty much useless as the explosion is not enough to even deter a melee attacking you.

It would be nice if there was a way to focus your pet on a target and maybe put the range hit back on in pvp as the damage that it did is now not as potent due to level increases/gear/hp pools etc.


Tao PVE:
Please reconsider the elemental resistances of mobs in DA, leveling in there on a tao is not fun due to some mobs being resistant to holy or dark or phantom. Even with the x2 resistance the damage you do with GES/GTE is pretty low. I can actually kill faster on a 65 Assassin than a 77 Tao with 320+ SC and high luck.

My suggestion to solve the above is to make all resistances on mobs the same for holy, phantom and dark or instead of the x2 resistance make it x2 weakness. Obviously this would need testing as i have no idea whether one would be vastly better than the other.


Art3mis - 77 Tao 66 Sin
 

LightBringer

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Taoist: 58 / Warrior: 52/ Wizard: 49/ Sin: 49

i know my level's aren't high as most posting!

With regards to balance it hones in on PvP (mainly)
I am not sure if it's possible but here's my suggestion;

Resilience stat added (helps reduce PvP damage) - WoW did this at some point i believe, for awhile.
Resilience points do a % Damage reduction per point (1point = 1%) (capped at 30%)

Skills do a capped amount of damage for each skill level - for instance
Demonic Explosion can only hit a max of 1000,2000,3000,4000,5000. (even if you had +300 phantom - you can still only hit your capped damage in pvp)
White Lotus 250, 500, 750, 1000, 1250
(just spit balling numbers for examples)

Crit Chance is capped at 25% for PvP (or removed completely for PvP)
You can't random/town teleport while you are brown (so you can suffer humiliation of dying if you started a fight)

The only thing I would say that couldn't really be balanced this way is melee attacks (just standard attacks) but resilience still applies to them.

It may be completely bad idea, but the premise behind it is that you adding more degree of skill into PvPing, rather than just having the highest stats to pop people.

---------- Post Merged on 03-05-2018 at 11:20 AM ---------- Previous Post was on 02-05-2018 at 03:49 PM ----------

Edit to my post (New)

Template Weapons; I think there should be some drawback to these, as no other weapon can compare to them, and to release new weapons the power curve of the game will start to get ridiculous quick.

I think these changes should apply retroactively as well as going forward;
Stat caps from the original template

No stat should be able to go over +15 (excluding crit pve damage) prior to refine - some people have rolled +30dc before refining it.
No Special repairs on the weapons (their dura is stupidly high anyway and having them slowly 'waste away' would be an interesting concept)
On making the weapon, they become soul bound to you, makes a much higher risk in making them.
They can't be refined (the stats what you get, are the final stats).

You can combine some/all of the ideas and I feel that it would make the template weapons not feel like we've hit the end of the game in terms of weapons. As at the moment, no one wants weapons except for the template weapons (unless you can afford a full spirit set)
 
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Nix

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Allow JoH proc on miss and block / frost bite dmg absorb duration

i find that JoH is a fun skill to play with while spec with defensive stat ( Agil + EI & AE50 + AC/MR hermit) during my attempt to farm DA on a wiz.
JoH dmg is highly dependent on AE stat which is limited to 50 hermit point and heavily invested weapon/accessories for additional AE,
allowing JoH proc on miss and block hits will compensate a little bit of the DPS lost for investing in defensive stat on a wiz, while the JoH damage is still being limited by the required AE and the 20% MC coefficient.

this seems to be purely for PVE purpose, and it had minimal pvp advantage due to JoH dmg being cap during pvp.

plus it seems to be fun and compatible with frostbite to block & counter play sytle.
 

Nix

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Frost Bite - allow movement during frostbite duration & 2nd tap to pre-maturely end the frostbite duration

By allowing movement during the duration - frostbite can serve as a utility skill for a wiz to lure in a non-geo map,unfavorable ranged pack blink stacked monster map, and kill them as per usual with renounced tempest.

This also allow Frost Bite to be as a last resort card when u are over extend urself by sudden respawn.. sudden ambush pk etc etc unfavorable situation to retreat in a better position and recover hp at the cost of not able to do any attacks.

yeah - now wiz can now be a suicide bomber to run in ur enemies and then detonate at ur own choosing.

tbh i was once told that wiz are not suppose to get hit - so i don really understand the purpose of this frostbite skill that encourage wiz to stand, and take dmg intentionally for epic damage. woulda been better if warr had this skill instead.
 
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Fusion

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Frost Bite - allow movement during frostbite duration & 2nd tap to pre-maturely end the frostbite duration

By allowing movement during the duration - frostbite can serve as a utility skill for a wiz to lure in a non-geo map,unfavorable ranged pack blink stacked monster map, and kill them as per usual with renounced tempest.

This also allow Frost Bite to be as a last resort card when u are over extend urself by sudden respawn.. sudden ambush pk etc etc unfavorable situation to retreat in a better position and recover hp at the cost of not able to do any attacks.

yeah - now wiz can now be a suicide bomber to run in ur enemies and then detonate at ur own choosing.

tbh i was once told that wiz are not suppose to get hit - so i don really understand the purpose of this frostbite skill that encourage wiz to stand, and take dmg intentionally for epic damage. woulda been better if warr had this skill instead.


i cant understand this skill as well.

we dont use shield use dis element in order to 1 hit mobs. if we dont 1 hit them we dead. skill is kinda ****.
 

CremeEgg82

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i cant understand this skill as well.

we dont use shield use dis element in order to 1 hit mobs. if we dont 1 hit them we dead. skill is kinda ****.
I've not got it so not tried it myself, but it is completely different here than the official version of the skill.

Official version better suits the class imo. Ice Barrier is an absorb shield, anything that hits you has a chance to get frozen/slowed.

58.gif

Although the next skill in the Ice tree is one I would really look forward to. I'll stick it on discord.
 

TTomas

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TTomas, Warrior lvl 70



I would like to post few of my ideas:

3) Last but not least my thoughts about Warrior skill: Swift Blade, is pretty useless for leveling, farming mobs etc. I will explain why: first its cooldown 10 sec, second it hits only in front and third its damage is horrible like for skill on 49 lvl with 10 sec cd. This skill could work around the player and for example hits mobs 2-3 times harder, cooldown could stay the same.
 
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Nix

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* Delete due to wrong section *
 
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Koriban

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Lair drop list need revising - am getting a Lv25 Fierce Dragon Ring there

Please post this in the appropriate section. This is for balance (pvp) I've had to move about 3 of your posts so far and it is tiring work :grumpy:

#NotPaidEnough

Thanks x
 
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