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Sananda

PVP balance changes and some inconsistencies

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Sananda

Hello GM, in my opinion there were some errors in the new balance.

Objective was to reduce most class debuffs and some indirectly increased.

Example: KS.

 

6_80.png Lightning Sword
  • (PVE/PVP) Duration reduced from 10s to 6s;
  • (PVP) Cooldown reduced from 24s to 18s;
  • (PVP) Cooldown increased from 24s to 30s.

 

Duration reduced from 10s to 6s. (OK)

CD reduced from 24s to 18s. (???)

(-10% feather)  =

24s-10% = 21.6s

18s-10% = 16.2s

 

Before you had 10s to Stum and 21s to charge it = 11s to use the skill again. (every 21 seconds you use the skill again)

Now you have 6s to Stum and 16s  to charge it = 10s to use the skill again. (every 16 seconds you use the skill again)

 

Practically all classes received a reduction in their debuff, except this one, it increased the stum time "indirectly".

In comparison, for example, with PS which lost almost 50% of its freezing time.

 

4_20.png Ground Pike Reworked

 

  • (PVE/PVP) Freeze duration reduced from 12s to 7s;

 

KS's Skill stum does not have the possibility of using the cleansing pot.

Different from the other Stum skill you can use. (Figher,archer,atalanta,shamann,etc.)

KS's Stum Skill is one of the ones that makes dynamic pvp the most impossible.

 

You need to think that there are many KS in pvp in the same clan, the stum can be overlapping and infinite, it was already like that, but now it will be worse because you have less time to recharge it.

 

 

Edited by Sananda
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- D E A T H S T R O K E -

It's a typo, 30 seconds pvp and 18 seconds pve on the skill table.

 

Level Stun Duration Stun Chance Strike Area Damage Boost Area Interval    Cooldown (sec) (PvE)      Cooldown (sec) (PvP)        Duration (sec) MP Usage SP Usage Upgrade Fee (gp)
1 0.3 3.2 62 97% 80 0.19 18 30 3 92 100 45,000
2 0.6 3.4 64 104% 80 0.18 18 30 3 95 104 54,000
3 0.9 3.6 66 111% 80 0.17 18 30 3 98 108 63,000
4 1.2 3.8 68 118% 80 0.16 18 30 4 101 112 72,000
5 1.5 4.0 70 125% 80 0.15 18 30 4 104 116 81,000
6 1.8 4.2 72 132% 80 0.14 18 30 4 107 120 90,000
7 2.1 4.4 74 139% 80 0.13 18 30 5 110 124 99,000
8 2.4 4.6 76 146% 80 0.12 18 30 5 113 128 108,000
9 2.7 4.8 78 153% 80 0.11 18 30 5 116 132 117,000
10 3.0 5.0 80 160% 80 0.1 18 30 6
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Sananda

Brawler is also a mistake? I hope so.

This can be applied to the brawler cage as well It lasts 14s but now you can do it much faster.

 

There are many brawlers in pvp and all of them can now remake the cage in less time.

This is not a nerf.

 

Raise Octagon Reworked
  • (PVE/PVP) 25% damage vs normal added;
  • (PVE/PVP) Cooldown reduced from 40s to 32s;
  • (PVP) Duration reduced from 20s to 14s.
Edited by Support
Quote in other language got removed
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Overlady
23 minutes ago, - D E A T H S T R O K E - said:

It's a typo, 30 seconds pvp and 18 seconds pve on the skill table.

 

Level Stun Duration Stun Chance Strike Area Damage Boost Area Interval    Cooldown (sec) (PvE)      Cooldown (sec) (PvP)        Duration (sec) MP Usage SP Usage Upgrade Fee (gp)
1 0.3 3.2 62 97% 80 0.19 18 30 3 92 100 45,000
2 0.6 3.4 64 104% 80 0.18 18 30 3 95 104 54,000
3 0.9 3.6 66 111% 80 0.17 18 30 3 98 108 63,000
4 1.2 3.8 68 118% 80 0.16 18 30 4 101 112 72,000
5 1.5 4.0 70 125% 80 0.15 18 30 4 104 116 81,000
6 1.8 4.2 72 132% 80 0.14 18 30 4 107 120 90,000
7 2.1 4.4 74 139% 80 0.13 18 30 5 110 124 99,000
8 2.4 4.6 76 146% 80 0.12 18 30 5 113 128 108,000
9 2.7 4.8 78 153% 80 0.11 18 30 5 116 132 117,000
10 3.0 5.0 80 160% 80 0.1 18 30 6

Yes, it was a typo in the PVP/PVE tag

 

16 minutes ago, Sananda said:

 

 

 

Brawler is also a mistake? I hope so.

This can be applied to the brawler cage as well It lasts 14s but now you can do it much faster.

 

There are many brawlers in pvp and all of them can now remake the cage in less time.

This is not a nerf.

 

Raise Octagon Reworked
  • (PVE/PVP) 25% damage vs normal added;
  • (PVE/PVP) Cooldown reduced from 40s to 32s;
  • (PVP) Duration reduced from 20s to 14s.

Yes, Octagon got a nerf, the older cooldown used to be *2 of the duration and now it is ~*2.3, it is also riskier to brawler cast it due the slow cast time + increased cooldown in Force Belt.

Anyway, feel free to give more feedback, we may consider returning the 40s cooldown for PvP 🙂 

 

Best,

Overlady

Edited by Overlady
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HollyShot

In pvp, the only good point of this balance imo was the reduction of debuffs. Atalanta is the only class that actually improved in amazon range. 

The nerf in enchant weapon and divine force will be an indirect nerf for all other classes, and that will benefit the classes that can deal hit kill anyway (pike/bs). 

My main class (archer) didnt got any balance at all, solar arrow still useless has the same dmg of phoenix shot with a longer cast (should rework or just remove it), that nerf in evade when the class use shield is stupid too (i had hopes to revoke that).

Assassin nerf imo looks like a direct nerf for 1 player, but all other "normal" assassins will suffer. Brawler will still be broken i think. Holy mind duration should get a bigger nerf imo, this skill is abused as hell by mules.

Anyway just hope for the next balance patch. 
 

Edited by HollyShot
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Mayreen
5 minutes ago, HollyShot said:

Assassin nerf imo looks like a direct nerf for 1 player, but all other "normal" assassins will suffer

Exactly.... 🙄 and not everyone is 17x full relics full everything like that player so the rest will suffer it..
 

Edited by Mayreen

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Sananda
15 minutes ago, Overlady said:

Yes, it was a typo in the PVP/PVE tag

 

Yes, Octagon got a nerf, the older cooldown used to be *2 of the duration and now it is ~*2.3, it is also riskier to brawler cast it due the slow cast time + increased cooldown in Force Belt.

Anyway, feel free to give more feedback 🙂 

 

Best,

Overlady

 

Everything is alright.

 I still don't consider it a good nerf cage brawler, as she can use it much faster. It's practically 15s with a cage and 15s for a new cage.

But that's my opinion, let's see how it works in PVP.

 

Regarding the reduction in pike ice, I thought it was a little exaggerated, practically 50%.

I did the tests in pvp and in practice it lasts 4s.

 

 

I really liked how Amazon works, it was really brilliant.

 

3_90.png
Solar Arrow

You could rethink a good functioning for Solar Arrow in pvp.

It is the archer's last skill with insignificant damage and not very useful function.

Archer has not been a brilliant class in pvp.

I usually play with all the classes, and this is one of the weakest classes even though it is one of the most popular and traditional.

I think these skills should receive a new construction just like Amazon.

Edited by Sananda
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Majestic King
19 minutes ago, Overlady said:

Yes, it was a typo in the PVP/PVE tag

 

Yes, Octagon got a nerf, the older cooldown used to be *2 of the duration and now it is ~*2.3, it is also riskier to brawler cast it due the slow cast time + increased cooldown in Force Belt.

Anyway, feel free to give more feedback 🙂 

 

Best,

Overlady

6_70.png Divine Piercing Reworked
  • (PVE/PVP) Cooldown reduced from 12s to 10s;
  • (PVE/PVP) Hit number reduced from 7 to 5;
  • (PVE) Damage boost increased from 123% to 153%.


The knight stun was nerfed, right?, this change was good, it was less appealing.

but it is necessary to review the issue of devine piercing, there is no point in nerfing 2 hits if there is no increase in damage or atk rating.
the skill is blind, and only hits the last hits, now with 5 hits, misses more, and the same damage continues, it should have distributed the damage from the 2 hits you removed,
across the 5 hits you kept.


Please review this for PvP the divine piercing skill was horrible, and now with the intention of improving it, it has gotten worse.
despite reducing hits and reducing the cooldown, it now no longer hits anything, and the damage has been reduced even worse.


Of course, i'm referring to PvP.

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colzcane

Impulsion is great for MS now.. but kind of sacrificed the hit amount from 25 to 20 and  Spark area is reduced and as for mechanic bomb area increased but dmg is kind of weird..

 

Haha XD in short it's given a bit of damage and in return the area was reduced.. XD I don't really understand how I feel about this hahaha

Edited by colzcane

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Mjizzy_7

 

11 minutes ago, Majestic King said:
6_70.png Divine Piercing Reworked
  • (PVE/PVP) Cooldown reduced from 12s to 10s;
  • (PVE/PVP) Hit number reduced from 7 to 5;
  • (PVE) Damage boost increased from 123% to 153%.


The knight stun was nerfed, right?, this change was good, it was less appealing.

but it is necessary to review the issue of devine piercing, there is no point in nerfing 2 hits if there is no increase in damage or atk rating.
the skill is blind, and only hits the last hits, now with 5 hits, misses more, and the same damage continues, it should have distributed the damage from the 2 hits you removed,
across the 5 hits you kept.


Please review this for PvP the divine piercing skill was horrible, and now with the intention of improving it, it has gotten worse.
despite reducing hits and reducing the cooldown, it now no longer hits anything, and the damage has been reduced even worse.


Of course, i'm referring to PvP.

 Yeah. If take out 2 hits the dmg of the skill has to be improved otherwise its just a nerf. More cooldown but more dmg thats how it should be 🤓

Edited by Mjizzy_7
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SupremeDeity

@Overlady

 

can you explain about the “damage scale redone”. I’m very confused and not exactly sure if it is a buff or a nerf. No number or anything. 

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Overlady
1 minute ago, SupremeDeity said:

@Overlady

 

can you explain about the “damage scale redone”. I’m very confused and not exactly sure if it is a buff or a nerf. No number or anything. 

Value scaling from level 0~10 got changed.

 

5 minutes ago, Mjizzy_7 said:

 

 Yeah. If take out 2 hits the dmg of the skill has to be improved otherwise its just a nerf 

DPS-wise it still a buff, you got charge more frequently = more damage boost from aura. But it is still under review.

 

Best, Overlady.

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Majestic King
3 minutes ago, Mjizzy_7 said:

 

 Yeah. If take out 2 hits the dmg of the skill has to be improved otherwise its just a nerf. More cooldown but more dmg thats how it should be 🤓


exactly, nerfing an ability that was already bad doesn't make sense.

@Overlady

review the ability of knight divine piercing again, please.

4 minutes ago, Overlady said:

Value scaling from level 0~10 got changed.

 

DPS-wise it still a buff, you got charge more frequently = more damage boost from aura. But it is still under review.

 

Best, Overlady.


mjizzy is referring to the divine piercing.

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Mamacitah
8 minutes ago, Overlady said:

Value scaling from level 0~10 got changed.

 

DPS-wise it still a buff, you got charge more frequently = more damage boost from aura. But it is still under review.

 

Best, Overlady.

he meant dp

Edited by Mamacitah
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Diell

@OverladyI liked how the KS's aoe was distributed, leaving less dependent on the LS.
Regarding just SOD, the skill is still very unfeasible, perhaps they consider that for PVE the skill cannot be canceled with stun, as it would be a huge loss for KS in round 6 to be unable to use the strongest combo skill, as the Chimeras cancel this LS Skill.
Regarding Piercing Tier 2, I think that the increase in damage is less important than the width, as the skill is still not very interesting, to give up points in other aspects and put it into Piercing just for the ineffective linear damage factor, rather than skill already had good Damage but no one uses it because Brandish will always be the best option, unless Piercing had a good width.

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Mjizzy_7
Just now, Diell said:

@OverladyI liked how the KS's aoe was distributed, leaving less dependent on the LS.
Regarding just SOD, the skill is still very unfeasible, perhaps they consider that for PVE the skill cannot be canceled with stun, as it would be a huge loss for KS in round 6 to be unable to use the strongest combo skill, as the Chimeras cancel this LS Skill.
Regarding Piercing Tier 2, I think that the increase in damage is less important than the width, as the skill is still not very interesting, to give up points in other aspects and put it into Piercing just for the ineffective linear damage factor, rather than skill already had good Damage but no one uses it because Brandish will always be the best option, unless Piercing had a good width.

For Sod ks now is official dead bro

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SupremeDeity

Feel like this balance more like a nerf all classes than buff 💀

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Diell
17 minutes ago, Mjizzy_7 said:

For Sod ks now is official dead bro

unfortunately it's better to do SOD with an archer than with a KS these days.
I believe it would be okay to reduce the execution time of the LS, but if your other AOE skills were usual, it's not all about damage, raises and resolves, that wasn't the way to go for the class.
Area and angle are more important than damage, especially in a class like KS that has 200kg to move and hit.
Brandish needs to be an Area skill no Target.
Piercing needs to be of considerable width.
Now Physical Training no longer makes sense, since it was only used to use LS, Physical Training could be like the BS battle breath skill and add Absolute stm rule, as quantity now makes no difference.

Edited by Diell
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SupremeDeity
30 minutes ago, Overlady said:

Value scaling from level 0~10 got changed.

 

DPS-wise it still a buff, you got charge more frequently = more damage boost from aura. But it is still under review.

 

Best, Overlady.

I don’t see it reflected anywhere. The damage on ice meteor look the same. Is there like number on what changed? 

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Mjizzy_7
11 minutes ago, SupremeDeity said:

Feel like this balance more like a nerf all classes than buff 💀

In fact yes

there had to be done something since the new items made alot of charas unbalanced.

The pvp will be different now since the t5 of prs nerfed and the buff u gain from mgs.

The balance had to be done because the 146 weapons gave us a big Boost compared to the 138 weapons. But i think there is still some rework to do in some classes 

Edited by Mjizzy_7
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- D E A T H S T R O K E -

@Overlady

shaman's phantom call has almost as much damage boost as mourning pray atm, i think mourning pray should get double the current dmg% on pve, since it has CD.

and Wartornado could get a buff on PvE dmg% as well, especially since FW got nerfed.

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Asylum

About Divine Piercing just make DMG boost same at lv 9 and lv 10, then put 5 hits at lv 9 and 7 hits at lv 10, so we can choose

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alternate99

Hi all anyone know if burn and poison of assassins stacked? Since both skills are now no cool down. Im new on the class

Edited by alternate99

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moobie1988

Divine Piercing has always been a signature move of KS, regardless if its a su!c!d3 skill like some people think. Reducing its hit count is just a total downgrade. You could have just made an entirely new skill instead of reducing it.

 

@Overlady

7 minutes ago, Asylum said:

About Divine Piercing just make DMG boost same at lv 9 and lv 10, then put 5 hits at lv 9 and 7 hits at lv 10, so we can choose

 Or this

 

 Lvl 10 7 hits but reduced damage 

Edited by moobie1988
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