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Poor balance of RANGERS with new update (16-08-2019)

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julianbskr
17 minutes ago, corvette said:

Hi everyone!

 

Trying the new changes (and besides some bugs) I can give an opinion about my feelings with this new update.

 

My main char is an Archer.

 

After this introduction, I can list some good things I noticed:

- You can't longer hit behind walls. People abused this and I understand the nerf.

- I like the switch between +23 and +24. New +24 colour is much better (though colours are a subjetive opinion).

 

Now I will list bad things that I noticed in Shadow Sanctuary:

- You cant hit behind walls (good), but monsters still hit (and kill) you behind walls. I guess that should be proportional, right? If I can't hit you, you can't hit me.

- Range is much lower now. I guess it has been lowered about a 35-40% from what it was before. Same as before, monster's range didn't change.

 

I'll explain these 2 points with a screenshot.

 

e8Qj9GS.jpg

 

- You can see this Witch Lord attacking me constantly, though I was never able to kill it.

- A Rock appeared in the blue ellipse. I climbed stairs very fast, but Rock killed me x2 times while I was climbing while using potions like a crazy. Latency wasn't an issue here: I always have 30-40-50 ping, and I have a very decent PC. The monster range has to do with it.

- Before, the distance (range) to target (red) was the blue ellipse. Now you need to be at the green ellipse distance to hit the target.

 

 

 

 

 

As I understand the game:

- A char that tanks a lot, shouldn't deal big dmg to monsters.

- A char that is normal tanky, should deal normal damage.

- A char that is unable to tank, should deal great damage.

 

Here is my point:

They are not the characters that deal more damage, but they are considerably the characters that receive the highest damage.

They totally depend on others characters to tank because the pets are purposeless (if a Witch won't turn it into a monster, it will die literally in 2 hits).

 

You could think:

''If you want to tank more, use armor''

 

At this point of the game (high level), you can't tank mainly with items. You also need skills that make you tanky and helps you to have some success (Summon Muspell, Godly Shield) .

Being pure AS/AutoMS with top items in Shadow Sanctuary: 1 hit = 85% of your HP

Wearing armor will make you: 1 hit = 70% of your HP.

 

If Archers or Automechs wear armor, not only they will not be able to tank, they also won't hurt.

As I say before, a char that is untable to tank, should do greater damage.

 

I don't want AS or Automechs become tankers, just want them to be what they are meant for: being ranged characters, as self-sufficient as any other character.

 

What I propose?

- Make Wolves & Golems more resistant against Shadow Sanctuary monsters.

- Make Stun arrow able to break through walls. It's a skill that deals 0 dmg, and has a long dealy. Can't be abused.

-´Make monsters unable to hit you behind a wall.

- Re-establish the range as it was before.

- Give Wind Arrow a mild damage upgrade: from 100% to 110-115% damage boost, and from 50% to 65% extra damage to Normal monsters.

 

 

 

Up 1+ @Wartale

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CLA250

+ 1

 

Another note:  Archers should be at the same level as auto mechs in hunting or even better

Edited by CLA250

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Hawaii2
2 hours ago, CLA250 said:

+ 1

 

Another note:  Archers should be at the same level as auto mechs in hunting or even better

when it comes to higher damage = players started crying.

now you see the changes.

No wall, no pet, no crystal, no Prs.

Good job :D

 

+1

 

- Make Wolves & Golems more resistant against Shadow Sanctuary monsters.

- Make monsters unable to hit you behind a wall.

- Re-establish the range as it was before.

Edited by Hawaii2
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Dookie
10 hours ago, corvette said:

 

- Make Wolves & Golems more resistant against Shadow Sanctuary monsters.

- Make Stun arrow able to break through walls. It's a skill that deals 0 dmg, and has a long dealy. Can't be abused.

-´Make monsters unable to hit you behind a wall.

- Re-establish the range as it was before.

- Give Wind Arrow a mild damage upgrade: from 100% to 110-115% damage boost, and from 50% to 65% extra damage to Normal monsters.

 

 

 

+1

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diegozika
10 hours ago, corvette said:

Hi everyone!

 

Trying the new changes (and besides some bugs) I can give an opinion about my feelings with this new update.

 

My main char is an Archer.

 

After this introduction, I can list some good things I noticed:

- You can't longer hit behind walls. People abused this and I understand the nerf.

- I like the switch between +23 and +24. New +24 colour is much better (though colours are a subjetive opinion).

 

Now I will list bad things that I noticed in Shadow Sanctuary:

- You cant hit behind walls (good), but monsters still hit (and kill) you behind walls. I guess that should be proportional, right? If I can't hit you, you can't hit me.

- Range is much lower now. I guess it has been lowered about a 35-40% from what it was before. Same as before, monster's range didn't change.

 

I'll explain these 2 points with a screenshot.

 

e8Qj9GS.jpg

 

- You can see this Witch Lord attacking me constantly, though I was never able to kill it.

- A Rock appeared in the blue ellipse. I climbed stairs very fast, but Rock killed me x2 times while I was climbing while using potions like a crazy. Latency wasn't an issue here: I always have 30-40-50 ping, and I have a very decent PC. The monster range has to do with it.

- Before, the distance (range) to target (red) was the blue ellipse. Now you need to be at the green ellipse distance to hit the target.

 

 

 

 

 

As I understand the game:

- A char that tanks a lot, shouldn't deal big dmg to monsters.

- A char that is normal tanky, should deal normal damage.

- A char that is unable to tank, should deal great damage.

 

Here is my point:

They are not the characters that deal more damage, but they are considerably the characters that receive the highest damage.

They totally depend on others characters to tank because the pets are purposeless (if a Witch won't turn it into a monster, it will die literally in 2 hits).

 

You could think:

''If you want to tank more, use armor''

 

At this point of the game (high level), you can't tank mainly with items. You also need skills that make you tanky and helps you to have some success (Summon Muspell, Godly Shield) .

Being pure AS/AutoMS with top items in Shadow Sanctuary: 1 hit = 85% of your HP

Wearing armor will make you: 1 hit = 70% of your HP.

 

If Archers or Automechs wear armor, not only they will not be able to tank, they also won't hurt.

As I say before, a char that is untable to tank, should do greater damage.

 

I don't want AS or Automechs become tankers, just want them to be what they are meant for: being ranged characters, as self-sufficient as any other character.

 

What I propose?

- Make Wolves & Golems more resistant against Shadow Sanctuary monsters.

- Make Stun arrow able to break through walls. It's a skill that deals 0 dmg, and has a long dealy. Can't be abused.

-´Make monsters unable to hit you behind a wall.

- Re-establish the range as it was before.

- Give Wind Arrow a mild damage upgrade: from 100% to 110-115% damage boost, and from 50% to 65% extra damage to Normal monsters.

 

 

 

And not only for archers and auto-ms, but for Atalanta as well

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corvette
9 minutes ago, diegozika said:

And not only for archers and auto-ms, but for Atalanta as well

Yes, I agree...

Couldn't try Atalanta, that's why I didn't talk about it, but it the same problems.

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- D E A T H S T R O K E -

Increase pets damage based on char status and reduce a little SS damage on pets, so they can tank 7~8 hits, and have enough damage to be a threat to you when the witch turns it into a mob.

It could be each agi point -> +1 damage to wolverine/chimera

Each Spirit point -> +1 damage to elemental/crinsom.

Each Str/ agi point -> +1 golem damage.

Each level-> +5 damage to all pets

 

When witchs turn into a mob=> 50% damage reduction (otherwise pets will HK eveybody).

 

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Lyseria

The skill Perforation should be able to be casted trough the walls as well

 

 

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Wartale
Quote

- Range is much lower now. I guess it has been lowered about a 35-40% from what it was before. Same as before, monster's range didn't change.

 

It seems to happen when the monster is higher/lower than yourself. It's not intended to be like this, we'll fix that.

 

Other points I'll come back on later.

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