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PVP balance changes and some inconsistencies

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Diell
4 minutes ago, alternate99 said:

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

The two work simultaneously, the target can be burned and poisoned at the same time.
If by stackable you mean that, then yes.
If it causes burn or poison it will last until the end of the duration, using another skill on top of it doesn't reset the count, I don't know if another player using it resets it, but I don't think so.

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alternate99
4 minutes ago, Diell said:

The two work simultaneously, the target can be burned and poisoned at the same time.
If by stackable you mean that, then yes.
If it causes burn or poison it will last until the end of the duration, using another skill on top of it doesn't reset the count, I don't know if another player using it resets it, but I don't think so.

Thanks for the information i will check on it myself when i can play soon.

50 minutes ago, Diell said:

The two work simultaneously, the target can be burned and poisoned at the same time.
If by stackable you mean that, then yes.
If it causes burn or poison it will last until the end of the duration, using another skill on top of it doesn't reset the count, I don't know if another player using it resets it, but I don't think so.

Hi i just tested. Poison didn't stack. Since skill has no cooldown, the DPS will reset every time a new cast casted and the chance of success succeeds.

 

To be clear, on the first cast of pollute and succeed, it does poison for 5 seconds ( level 1 pollute ) then here comes another cast and when succeed, the remaining DPS of the 1st castes pollute will reset that it seems like a new one from the 2nd cast of the pollute skill. 

 

Its very hard to check on shadowbomb since the figure output from the dps is too fast. I assume it works same in pollute. 

 

Can help verify please @Overlady

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Overlady
2 hours ago, Diell said:

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.

There is no way to make a piercing/projectile compete with a 360 AoE on SoD. Every piercing/projectile skill of any class does much more damage than their 360 counterparts, the same applies to the archer (perforation) and pikeman (expansion). Piercing damage is really good, it is much faster than Brandish, and you have a specific damage boost. It is up to you which one to use in each situation. Sword blast is now a safe almost-1x1 skill to use, it is very interesting now if used wisely.

Yeah, I'm aware that Physical Training is not a must-have anymore, but you can still save time by not using SP potions that can increase your DPS, make you less likely to pot on PvP, or use your points in another skill, is that a negative change? 

 

About Divine Piercing (I know it is DP, but I said DPS for damage per second), I think it is a step in the right direction, we may just need to adjust the values. Divine Piercing is a skill cloned from Shadow Master, but it seems too risky overall for Knight kit, as it fits the Pikeman better than him. That is why we took the direction to make it faster and more frequent.

 

1 hour ago, - D E A T H S T R O K E - said:

@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.

I can't remember the duration of the Phantom Call animation, but I think it is much slower. I will add Mourning Prayer to my list so I can review it again in the next balance patch.

Magicians already received an indirect buff with the Enchant Weapon change in this patch.

 

52 minutes ago, alternate99 said:

Thanks for the information i will check on it myself when i can play soon.

Hi i just tested. Poison didn't stack. Since skill has no cooldown, the DPS will reset every time a new cast casted and the chance of success succeeds.

 

To be clear, on the first cast of pollute and succeed, it does poison for 5 seconds ( level 1 pollute ) then here comes another cast and when succeed, the remaining DPS of the 1st castes pollute will reset that it seems like a new one from the 2nd cast of the pollute skill. 

 

Its very hard to check on shadowbomb since the figure output from the dps is too fast. I assume it works same in pollute. 

 

Can help verify please @Overlady

Poison can work simultaneously with burn damage, but remember that poison will be overwritten by a more recent poison, and the same goes for burning.

 

2 hours ago, Mjizzy_7 said:

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 

There is no significant boost on 146 weapons. You may feel this way because the 142 weapons are all one-handed. It follows the right progression, even if the 142 weapons weren't one-handed, they would have the same stats.

 

Best,

Overlady

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alternate99
4 minutes ago, Overlady said:

There is no way to make a piercing/projectile compete with a 360 AoE on SoD. Every piercing/projectile skill of any class does much more damage than their 360 counterparts, the same applies to the archer (perforation) and pikeman (expansion). Piercing damage is really good, it is much faster than Brandish, and you have a specific damage boost. It is up to you which one to use in each situation. Sword blast is now a safe almost-1x1 skill to use, it is very interesting now if used wisely.

Yeah, I'm aware that Physical Training is not a must-have anymore, but you can still save time by not using SP potions that can increase your DPS, make you less likely to pot on PvP, or use your points in another skill, is that a negative change? 

 

About Divine Piercing (I know it is DP, but I said DPS for damage per second), I think it is a step in the right direction, we may just need to adjust the values. Divine Piercing is a skill cloned from Shadow Master, but it seems too risky overall for Knight kit, as it fits the Pikeman better than him. That is why we took the direction to make it faster and more frequent.

 

I can't remember the duration of the Phantom Call animation, but I think it is much slower. I will add Mourning Prayer to my list so I can review it again in the next balance patch.

Magicians already received an indirect buff with the Enchant Weapon change in this patch.

 

Poison can work simultaneously with burn damage, but remember that poison will be overwritten by a more recent poison, and the same goes for burning.

 

There is no significant boost on 146 weapons. You may feel this way because the 142 weapons are all one-handed. It follows the right progression, even if the 142 weapons weren't one-handed, they would have the same stats.

 

Best,

Overlady

Thanks for confirmations 

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BigFoot
3 hours 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.

Sorry but you are wrong. New devine piercing hit with holy aura charge is a nerf.

Old : DP 7 hit, 12s cd + Holy aura 20 hit bonus charge => 1.75 bonus charge per minute.

New: DP 5 hit, 10s cd + Holy aura 18 hit bonus charge => 1.67 bonus charge per minute.

Edited by BigFoot

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Overlady
33 minutes ago, BigFoot said:

Sorry but you are wrong. New devine piercing hit with holy aura charge is a nerf.

Old : DP 7 hit, 12s cd + Holy aura 20 hit bonus charge => 1.75 bonus charge per minute.

New: DP 5 hit, 10s cd + Holy aura 18 hit bonus charge => 1.67 bonus charge per minute.

You're ignoring the animation range of the 5 hits. We are currently balancing the entire game based on animation. That's why you may see huge damage boosts on some skills and it is not actually broken.

 

4 hours ago, Sananda said:

 

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.

Archers only have one-hit skills, which means less damage passing through the absorb calculation. Any boost beyond what we already have would result in a barrage of one-hit kills from far, far away.

 

Best,

Overlady

Edited by Overlady
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Majestic King
4 minutes ago, Overlady said:

You're ignoring the animation range of the 5 hits. We are currently balancing the entire game based on animation. That's why you may see huge damage boosts on some skills and it is not actually broken.

 

Archers only have one-hit skills, which means less damage passing through the absorb calculation. Any boost beyond what we already have would result in a barrage of one-hit kills from far, far away.

 

Best,

Overlady


@Overlady

you should to have distributed the damage of the 2 hits removed of divine piercing, to the 5 hits remaining.
that way would be fair and would be a improvement.

but, is this, hope that review these changes and no destroy with the class knight in pvp.

observation: is only an opnion.
 

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Diell
24 minutes ago, Overlady said:

You're ignoring the animation range of the 5 hits. We are currently balancing the entire game based on animation. That's why you may see huge damage boosts on some skills and it is not actually broken.

 

Archers only have one-hit skills, which means less damage passing through the absorb calculation. Any boost beyond what we already have would result in a barrage of one-hit kills from far, far away.

 

Best,

Overlady

I believe that Brandish could have 2 hits, to make Ks more competitive in disputes, and also because Ks' animations are very slow compared to other classes, and there are many buffs to activate.
Both Brandish and sword of Justice are skills with slow and heavy animations.
I cited Perfuration as an example, because based on tests I did, the increase in the width of this archer skill had a significant impact, now it hits a number of significant targets in AoE, with very fast movement thanks to Phoenix speed, and being able to organize attack angles quickly with range, fast movement and also very fast attack animation, amplifying critical damage.
While compared to KS, his movement is very slow to reach the target since brandish is target area, we get stuck between mobs many times, and any speed bump is fatal for ks, as he is already naturally slow.
So, having more effective aoe skills would be a way to overcome this gap in the class, so having 2 hits on Bradish for me would help a lot.

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Sananda
2 hours ago, Overlady said:

There is no way to make a piercing/projectile compete with a 360 AoE on SoD. Every piercing/projectile skill of any class does much more damage than their 360 counterparts, the same applies to the archer (perforation) and pikeman (expansion). Piercing damage is really good, it is much faster than Brandish, and you have a specific damage boost. It is up to you which one to use in each situation. Sword blast is now a safe almost-1x1 skill to use, it is very interesting now if used wisely.

Yeah, I'm aware that Physical Training is not a must-have anymore, but you can still save time by not using SP potions that can increase your DPS, make you less likely to pot on PvP, or use your points in another skill, is that a negative change? 

 

About Divine Piercing (I know it is DP, but I said DPS for damage per second), I think it is a step in the right direction, we may just need to adjust the values. Divine Piercing is a skill cloned from Shadow Master, but it seems too risky overall for Knight kit, as it fits the Pikeman better than him. That is why we took the direction to make it faster and more frequent.

 

I can't remember the duration of the Phantom Call animation, but I think it is much slower. I will add Mourning Prayer to my list so I can review it again in the next balance patch.

Magicians already received an indirect buff with the Enchant Weapon change in this patch.

 

Poison can work simultaneously with burn damage, but remember that poison will be overwritten by a more recent poison, and the same goes for burning.

 

There is no significant boost on 146 weapons. You may feel this way because the 142 weapons are all one-handed. It follows the right progression, even if the 142 weapons weren't one-handed, they would have the same stats.

 

Best,

Overlady

 

Piercing Divine:

You could put the 7 quick hits decreasing the dmg% and increasing the attack rate.

Last hit could be 2/3 hits similar to SM's last hit.

Or the last hit with a 50% DMG bonus.

 

 

@Overlady

 

Consider a new role for Solar Arrow in pvp.

Edited by Sananda

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RaiseAgain

Its just me or the admins here really hate mgs class  ? 

Every balance ..all his skills reducde ... 

Mage is pve class overall  ..this his main job , and they keep nerf all his pve dmg 

Lol. 

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Hawaii2
1 minute ago, RaiseAgain said:

Its just me or the admins here really hate mgs class  ? 

Every balance ..all his skills reducde ... 

Mage is pve class overall  ..this his main job , and they keep nerf all his pve dmg 

Lol. 

yea +1 i don't know why they keep nerf mage.

Its like when you upgrade all your items to 146-148 but dmg lower due to nerf on skill.

End up same like 142 staff dmg previously >.<

 

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vhnh167
1 hour ago, MrGreen said:

welcome to nerftale 😁

 

Well, when every class is nerfed, nobody is nerfed.

 

6 hours ago, Overlady said:

There is no way to make a piercing/projectile compete with a 360 AoE on SoD. Every piercing/projectile skill of any class does much more damage than their 360 counterparts, the same applies to the archer (perforation) and pikeman (expansion). Piercing damage is really good, it is much faster than Brandish, and you have a specific damage boost. It is up to you which one to use in each situation. Sword blast is now a safe almost-1x1 skill to use, it is very interesting now if used wisely.

Yeah, I'm aware that Physical Training is not a must-have anymore, but you can still save time by not using SP potions that can increase your DPS, make you less likely to pot on PvP, or use your points in another skill, is that a negative change? 

I do appreciate having more points for other skills, especially with the rework on Sword Blast and Piercing. One question, you said sword blast is now a 1x1 skill, as in a contender for 1x1 with GC and DC?

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RaiseAgain
5 hours ago, Hawaii2 said:

yea +1 i don't know why they keep nerf mage.

Its like when you upgrade all your items to 146-148 but dmg lower due to nerf on skill.

End up same like 142 staff dmg previously >.<

 

@Overlady  can explain please mage pve keep getting nerf more and more ? 

And you guys upgrade x2 skills that no1 can use if they not 168+ lvl  since there is not enough skill points for mage lol .. 

 

Stone pike got deley ....  if dia max to lvl 10 that mean 1 of the buff will be low lvl ... 

 

Now if we want those 2 new skills you upgrade to lvl 10 [ which they are 1x1 skill )  mage become 1x1 char lol   and this is not his role in this game . 

The only skill aoe he got left is flame ... and get what ?? You keep nerf it to 130% lol .. 1-2 years ago its was above 200% .. 

 

I dont mention meteor cus its got deley too . 

 

Bye bye mage class  till all mages are 168 🤮🤮

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Mayreen
10 minutes ago, RaiseAgain said:

Bye bye mage class  till all mages are 168 🤮🤮

Same for Assassin, but as not many people plays Assassin as main, nobody cares 🤷🏻‍♀️

 

RIP

Edited by Mayreen
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vhnh167
8 minutes ago, RaiseAgain said:

@Overlady  can explain please mage pve keep getting nerf more and more ? 

And you guys upgrade x2 skills that no1 can use if they not 168+ lvl  since there is not enough skill points for mage lol .. 

 

Stone pike got deley ....  if dia max to lvl 10 that mean 1 of the buff will be low lvl ... 

 

Now if we want those 2 new skills you upgrade to lvl 10 [ which they are 1x1 skill )  mage become 1x1 char lol   and this is not his role in this game . 

The only skill aoe he got left is flame ... and get what ?? You keep nerf it to 130% lol .. 1-2 years ago its was above 200% .. 

 

I dont mention meteor cus its got deley too . 

 

Bye bye mage class  till all mages are 168 🤮🤮

Fire Ball now does 323% damage with a better range than Flame Wave and a decent area. Flame Wave does a total of 360% damage but it's much slower so I guess DPS of Fire Ball is better. Not sure if there's enough skill points for that though... 

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RaiseAgain
2 minutes ago, vhnh167 said:

Fire Ball now does 323% damage with a better range than Flame Wave and a decent area. Flame Wave does a total of 360% damage but it's much slower so I guess DPS of Fire Ball is better. Not sure if there's enough skill points for that though... 

Like i said you need to be 168  to even try mage class now ...   rip wartale .... gona back to raid shadow legend 🙂

3 minutes ago, Mayreen said:

Same for Assassin, but as not many people plays Assassin as main, nobody cares 🤷🏻‍♀️

 

RIP

Those admins  want us to keep spend for change class  ...  they bring it to the point its useless to even care about it . 

See you in new game guys 🙂

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vhnh167
9 hours ago, Overlady said:

There is no way to make a piercing/projectile compete with a 360 AoE on SoD. Every piercing/projectile skill of any class does much more damage than their 360 counterparts, the same applies to the archer (perforation) and pikeman (expansion). Piercing damage is really good, it is much faster than Brandish, and you have a specific damage boost. It is up to you which one to use in each situation. Sword blast is now a safe almost-1x1 skill to use, it is very interesting now if used wisely.

Yeah, I'm aware that Physical Training is not a must-have anymore, but you can still save time by not using SP potions that can increase your DPS, make you less likely to pot on PvP, or use your points in another skill, is that a negative change? 

I just tested the reworked skills of Knight. None of them are really usable in PvE really:
- Sword Blast does better, consistent damage than GC for most monsters (except for undead) but it doesn't crit.

- Piercing is very strong but the width of the pierce is too bad, it can't hit the monster close to the contact point. It's completely useless for experience maps and still very hard to use (requires precise luring) even in more modern concept maps (EB, SS, SL). 

 

After resetting multiple times, I went back to the same build: Brandish for area damage and GC for 1x1. I think the trade-off has to be more lucrative for players to choose one over the other. Piercing needs to be a little stronger so it's actually worth the time to lure, Sword Blast will be great if the width is just a little better (right now it can't even hit two monsters standing next to each other). What's the point of having a width of 25?

 

 

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Mayreen
16 minutes ago, RaiseAgain said:

Those admins  want us to keep spend for change class  ...  they bring it to the point its useless to even care about it . 

Thing is they seems to forget that not everyone is rich to class-change everytime they ruin a class 🤷🏻‍♀️ Hope they revert this masive nerfing 🙄 

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colzcane

anyway to make Impulsion 25 sparks again? for daily quests XD 

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IronMaiden69

no wonder why only few assasin main on this game. MVP in mining herbing only xD

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miiros
1 hour ago, RaiseAgain said:

@Overlady 

Can you explain, please, pve wizard, keep getting nerfed more and more?

And you guys upgrade skills x2 which no1 can use if he doesn't have more than 168 levels,   since there are not enough skill points for the mage haha.

Stone pike got it deley....if the max day is at level 10, that means 1 of the buff will be low level...

Now if we want these 2 new skills to upgrade you to level 10 [which are 1x1 skills), the wizard becomes a 1x1 character haha and that is not his role in this game.

The only ability he has left is flame... and to achieve what?? You keep the nerf to 130% haha.. 1-2 years ago it was above 200%..

I don't mention meteor because there's also Deley.

Bye wizard class until all wizards are 168 🤮 🤮

The issue is not exactly that in my view, the issue is that the macros are abusing the MG class too much, that's why they are nerf after nerf on the MG, in my opinion it is UNFAIR, what they could do is remove the MACRO from the GAME once and for all and put an end to this MESS, it's not fair that the best PVE class becomes USELESS in PVE due to the abuse of MACRO!

 

@Conto de guerra @Sobreposição @Senpai

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TigerShark22
15 hours 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.

What the fellow players here mean is that DP is supposed to feel like a "nuke" type skill.

The problem is that it's AR is low+ the animation is long.

1h DP cant deal enough damage to be dangerous, and 2h DP has still low damage without the extra 2 hits. Its less risky to the player and can be used now, but the damage is still too low, for the risk a knight takes.

 

PvP is not about DPS, its about bursting an enemy. At PvE what you did was right, the skill itself deals slightly less damage, but faster animation, and you can deal extra damage with other skills. At PvP DP was and still is horrible ( that's why in general- no one uses it / players use it rarely ).

 

***Can review to increase it's damage, while nerfing the CD more in PvP alone.

 

Also- LS got a big nerf in PvP. KS used to be a mule stun.

Players now came crying about that it got a buff, but after they discovered it was actually a nerf it was left alone, when he already had a problem. Now his whole role was taken out as a mule stun ( which in my opinion shouldn't actually be a role, no fun if you can't kill at all).

 

**The main problem of KS:

1h - He can be killed, yet cant kill even low hp classes ( yet  nice lucky stats ). It's not a strategy, it just stalls. Can review increasing GS damage slightly for 1h in PvP, so it will feel like a tank ( Or increase it's attack speed/ or damage for the balance+fun. yet ks overall is supposed to tank, and I guess ks users would want it to feel like a tank. With the tulla relic balance+ 146 gears KS is back to the feeling of 122 sword vs 138 gears balance wise ).

 

 

2h- Still low damage compared to most classes, even with the 146 sword. The problem here that he can be killed easily, while having a slow attack speed.

He can't actually fight with 2h mode.

 

*** Can review upgrading GS 1h to 20~22% damage reduction, and GS 2h to 23~24%. ( Actual numbers may differ ).

 

 

*** FS problem: still the same as I personally mentioned in many topics. 0 protection 2h, 1h relatively weak, but at least can do something.

He shares the problem of ks ( less lucky stats, more attack speed than him).

***Can review increasing his damage when using axes, or giving him a flat hp boost if he's using axes. ( 1h and 2h, ofc the 2h boost needs to be bigger).

 

** BS- Still OP compared to every melee. You got to either buff melees, or nerf BS, or a combination of both ( both is ideal in my opinion, slight nerf to BS, slight buff to ks/fs as mentioned, to place them in the same tier as mech ).

 

Reason:

mech is decent with his brute force+ lucky stats balance in PvP, I would place him above fs+ks, yet lower than BS. Will note that his damage with grand smash with 146 claw, at it's peak used to match the damage of 2h axe destroyer of fs. his 2h peak would even be higher than that. While he would have the average damage of AC of FS with 146 axe, with his 146 claw, while having a lot better lucky stats, and abs, giving up slight hp ( Same brute force, mech has less speed than fs, but huge difference in lucky stats towards mech, which makes him a lot stronger ).

 

 

 

** Overall conclusion from the patch:

**Great patch, I loved that the points I mentioned about the abuse of debuffs was taken. I also loved the reworks for PvE, especially the pike's one.

 

 

**I loved the new VL~ damage buff balance.

 

The problem that many ignored is that ranged chars at PvP with full buffs would get much more powerful with buffs,

To the level they can destroy a close ranged chars easily. With their high relatively high brute force, overwhelming them with either speed/lucky stats/ all of the above in a full buff fights ( ata/as full buff in PvP was a main example, who just ran everyone over ). Which shouldn't be the case, because rangers as mentioned, are supposed to be supportive from behind ( whatever it is debuffs/ damage/ combination of both ).

 

***Elaboration about my statement:

 Archer specifically gained a ridiculous advantage,  the only class who gained so much power with her high multiplier+ high flat damage given from the difference of 138~146 weapon.

And ata  already were abusing the fact that buffs made them even stronger relatively, so much stronger ( every single BC player knew that, they ran everyone over with amazon rage, and ata's amazon rage has even gotten a buff now).

 

About atas, I have a correction. They used to be weak without amazon rage, and fine with amazon rage, till a certain buff patch that made them strong without amazon rage, and OP with it.

Even outside BC, at a dueling balance which favors FS, I think GM L saw a 165 ata who destroyed a 165 fs over, even without amazon rage, and completely ran him over with it, to the lvl they could afford to not use it because it's OP, to the lvl its not fun ( This was an example, but it was exactly like this most times, at FS vs ata same lvl+gears).

At duels when an ata used amazon rage- every class can die while potting, maybe except ks/bs due to their mechanics countering ata.

 

Inside BC-they would run players over, even without it, and with it - they would treat any none ks/bs like a fly ( which was due to high damage reduction+ hp of BS, and damage reduction+ abs with shield+ (deff+block) with shield of ks, while ks couldn't actually fight back cause 1h couldnt kill, and 2h -he would become a fly too).

 

Magic classes are still fine with it, they got a buff to replace their nerf/ SS was 1 of the OP classes to begin with ( thats why the number of SSs was increased so much ).

Ofc not brawler lvl of OPness.

 

*** End of elaboration.

 

Absolutely a refreshing change.

 

 

 

 

 

 

Great idea patch overall, ty for listening to us @L @Overlady @Senpai.

 

 

15 hours ago, Mjizzy_7 said:

For Sod ks now is official dead bro

Disagree.

It's slightly better now, and a relatively a lot better at R6.

Just gotta adjust to a new gameplay, which requires you to be more active.

Edited by TigerShark22
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Mjizzy_7
51 minutes ago, TigerShark22 said:

What the fellow players here mean is that DP is supposed to feel like a "nuke" type skill.

The problem is that it's AR is low+ the animation is long.

1h DP cant deal enough damage to be dangerous, and 2h DP has still low damage without the extra 2 hits. Its less risky to the player and can be used now, but the damage is still too low, for the risk a knight takes.

 

PvP is not about DPS, its about bursting an enemy. At PvE what you did was right, the skill itself deals slightly less damage, but faster animation, and you can deal extra damage with other skills. At PvP DP was and still is horrible ( that's why in general- no one uses it / players use it rarely ).

 

***Can review to increase it's damage, while nerfing the CD more in PvP alone.

 

Also- LS got a big nerf in PvP. KS used to be a mule stun.

Players now came crying about that it got a buff, but after they discovered it was actually a nerf it was left alone, when he already had a problem. Now his whole role was taken out as a mule stun ( which in my opinion shouldn't actually be a role, no fun if you can't kill at all).

 

**The main problem of KS:

1h - He can be killed, yet cant kill even low hp classes ( yet  nice lucky stats ). It's not a strategy, it just stalls. Can review increasing GS damage slightly for 1h in PvP, so it will feel like a tank ( Or increase it's attack speed/ or damage for the balance+fun. yet ks overall is supposed to tank, and I guess ks users would want it to feel like a tank. With the tulla relic balance+ 146 gears KS is back to the feeling of 122 sword vs 138 gears balance wise ).

 

 

2h- Still low damage compared to most classes, even with the 146 sword. The problem here that he can be killed easily, while having a slow attack speed.

He can't actually fight with 2h mode.

 

*** Can review upgrading GS 1h to 20~22% damage reduction, and GS 2h to 23~24%. ( Actual numbers may differ ).

 

 

*** FS problem: still the same as I personally mentioned in many topics. 0 protection 2h, 1h relatively weak, but at least can do something.

He shares the problem of ks ( less lucky stats, more attack speed than him).

***Can review increasing his damage when using axes, or giving him a flat hp boost if he's using axes. ( 1h and 2h, ofc the 2h boost needs to be bigger).

 

** BS- Still OP compared to every melee. You got to either buff melees, or nerf BS, or a combination of both ( both is ideal in my opinion, slight nerf to BS, slight buff to ks/fs as mentioned, to place them in the same tier as mech ).

 

Reason:

mech is decent with his brute force+ lucky stats balance in PvP, I would place him above fs+ks, yet lower than BS. Will note that his damage with grand smash with 146 claw, at it's peak used to match the damage of 2h axe destroyer of fs. his 2h peak would even be higher than that. While he would have the average damage of AC of FS with 146 axe, with his 146 claw, while having a lot better lucky stats, and abs, giving up slight hp ( Same brute force, mech has less speed than fs, but huge difference in lucky stats towards mech, which makes him a lot stronger ).

 

 

 

** Overall conclusion from the patch:

**Great patch, I loved that the points I mentioned about the abuse of debuffs was taken. I also loved the reworks for PvE, especially the pike's one.

 

 

**I loved the new VL~ damage buff balance.

 

The problem that many ignored is that ranged chars at PvP with full buffs would get much more powerful with buffs,

To the level they can destroy a close ranged chars easily. With their high relatively high brute force, overwhelming them with either speed/lucky stats/ all of the above in a full buff fights ( ata/as full buff in PvP was a main example, who just ran everyone over ). Which shouldn't be the case, because rangers as mentioned, are supposed to be supportive from behind ( whatever it is debuffs/ damage/ combination of both ).

 

***Elaboration about my statement:

 Archer specifically gained a ridiculous advantage,  the only class who gained so much power with her high multiplier+ high flat damage given from the difference of 138~146 weapon.

And ata  already were abusing the fact that buffs made them even stronger relatively, so much stronger ( every single BC player knew that, they ran everyone over with amazon rage, and ata's amazon rage has even gotten a buff now).

 

About atas, I have a correction. They used to be weak without amazon rage, and fine with amazon rage, till a certain buff patch that made them strong without amazon rage, and OP with it.

Even outside BC, at a dueling balance which favors FS, I think GM L saw a 165 ata who destroyed a 165 fs over, even without amazon rage, and completely ran him over with it, to the lvl they could afford to not use it because it's OP, to the lvl its not fun ( This was an example, but it was exactly like this most times, at FS vs ata same lvl+gears).

At duels when an ata used amazon rage- every class can die while potting, maybe except ks/bs due to their mechanics countering ata.

 

Inside BC-they would run players over, even without it, and with it - they would treat any none ks/bs like a fly ( which was due to high damage reduction+ hp of BS, and damage reduction+ abs with shield+ (deff+block) with shield of ks, while ks couldn't actually fight back cause 1h couldnt kill, and 2h -he would become a fly too).

 

Magic classes are still fine with it, they got a buff to replace their nerf/ SS was 1 of the OP classes to begin with ( thats why the number of SSs was increased so much ).

Ofc not brawler lvl of OPness.

 

*** End of elaboration.

 

Absolutely a refreshing change.

 

 

 

 

 

 

Great idea patch overall, ty for listening to us @L @Overlady @Senpai.

 

 

Disagree.

It's slightly better now, and a relatively a lot better at R6.

Just gotta adjust to a new gameplay, which requires you to be more active.

So put Ks Fs Ss Ata In sod and see if ks will be able 1 time get over round 3 🙂

 

and tell me after if you disagree that Ks is not  finished for soding 

Edited by Mjizzy_7

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TigerShark22
24 minutes ago, Mjizzy_7 said:

So put Ks Fs Ss Ata In sod and see if ks will be able 1 time get over round 3 🙂

 

and tell me after if you disagree that Ks is not  finished for soding 

KS and FS suck for R3 no doubt. The other 2 are great there.

they are decent at R6, ata is relatively weak, yet she’s still fine.


FS is average at R8, ks is good ( ata is weak there). 

 

SS ofc is great at every round. 

Edited by TigerShark22

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Mjizzy_7
8 minutes ago, TigerShark22 said:

KS and FS suck for R3 no doubt. The other 2 are great there.

they are decent at R6, ata is relatively weak, yet she’s still fine.


FS is average at R8, ks is good ( ata is weak there). 

 

SS ofc is great at every round. 

So ks is not good for sod bro ^^

Doesnt help if he is good in round 6 if he doesnt reach it 😄

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