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NaCl

Possible changes in fs

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NaCl

Hello,

 

if staff would be kind to consider any of this.

Roar and inner soul would show a lot of love for FS players:

consider pve only please

letters are different possible changes, not all of them together 

 

1- impact

change it into a passive

add critical damage but work only with axes

would be too op using sw, but would help axe users and market value 

allow fs to choose between crit often or crit higher, since crit often is way better now

 

2- triple impact

increase damage and cooldown, same as brutal swing

 

3- roar

add fire damage doesn't remove stun

still to be canceled by single target roz hit, but not by its burning, hellions and flame vortex

if you stun a mob with hellions up, they auto cancel stun, worthless to cast for saving

this would allow safe cast for fire vortex as well

 

4- roz

remove first hit, just jump and proc fire damage

 

5- berserker

apply the 10% demon damage buff to party members while in a pt

 

6- charge

a) increase damage, single hit skill that doesn't add much to rotation, brutal swing way better damage wise, but slower

b) chain 100% roz fire damage/duration, faster casting to proc fire damage, just boom, burn, not the whole hit and jump thing

c) chain 50% stun duration from roar

 

7- inner soul

100% chain concentration and swiftness since its high mp value

increase mana cost to 138, both skills lv 10 (62 c + 76 s) and sp the same (71c + 71s)

fs die a lot, just stand up and fight with this

 

8- hellions

a) decrease skill casting speed

while resurrecting, casting in order: swiftness + inner soul + berserker and lastly hellions, mob start hitting you mid cast because it takes forever, die sometimes by this

b) increase fighter damage by each hellion still alive

remove the +160% in melee mastery and relocate 40% for each hellion up, even with the damage reduction from boost health, if you let your fs with half health and mob does a double hit, ded

c) allow summoning them in aggressive mode instead of standard looting + double click to aggressive

d) 50% chance to auto spawn a hellion when a hellion dies by 0 hp

hellions don't do much when tanking for fighter in maps above SS, but their damage is ok, not "wow look at them go!", but not bad, if they in back line attacking is nice dps wise

 

9- flame vortex

a) FS can cast it safely if stun from roar is not canceled by fire damage, considering roar applied stun, sometimes it doesn't

b) add the "FS hp can't go below 1" mechanic overlady talked about in another topic, would need a damage decrease tho

 

thx and enjoy 

 

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FredderickS
12 hours ago, NaCl said:

Hello,

 

if staff would be kind to consider any of this.

Roar and inner soul would show a lot of love for FS players:

consider pve only please

letters are different possible changes, not all of them together 

 

1- impact

change it into a passive

add critical damage but work only with axes

would be too op using sw, but would help axe users and market value 

allow fs to choose between crit often or crit higher, since crit often is way better now

 

2- triple impact

increase damage and cooldown, same as brutal swing

 

3- roar

add fire damage doesn't remove stun

still to be canceled by single target roz hit, but not by its burning, hellions and flame vortex

if you stun a mob with hellions up, they auto cancel stun, worthless to cast for saving

this would allow safe cast for fire vortex as well

 

4- roz

remove first hit, just jump and proc fire damage

 

5- berserker

apply the 10% demon damage buff to party members while in a pt

 

6- charge

a) increase damage, single hit skill that doesn't add much to rotation, brutal swing way better damage wise, but slower

b) chain 100% roz fire damage/duration, faster casting to proc fire damage, just boom, burn, not the whole hit and jump thing

c) chain 50% stun duration from roar

 

7- inner soul

100% chain concentration and swiftness since its high mp value

increase mana cost to 138, both skills lv 10 (62 c + 76 s) and sp the same (71c + 71s)

fs die a lot, just stand up and fight with this

 

8- hellions

a) decrease skill casting speed

while resurrecting, casting in order: swiftness + inner soul + berserker and lastly hellions, mob start hitting you mid cast because it takes forever, die sometimes by this

b) increase fighter damage by each hellion still alive

remove the +160% in melee mastery and relocate 40% for each hellion up, even with the damage reduction from boost health, if you let your fs with half health and mob does a double hit, ded

c) allow summoning them in aggressive mode instead of standard looting + double click to aggressive

d) 50% chance to auto spawn a hellion when a hellion dies by 0 hp

hellions don't do much when tanking for fighter in maps above SS, but their damage is ok, not "wow look at them go!", but not bad, if they in back line attacking is nice dps wise

 

9- flame vortex

a) FS can cast it safely if stun from roar is not canceled by fire damage, considering roar applied stun, sometimes it doesn't

b) add the "FS hp can't go below 1" mechanic overlady talked about in another topic, would need a damage decrease tho

 

thx and enjoy 

 

 

I understood the following complaint...
 

  1. Incentives for the return of the axe: This is irrelevant, the Axe is good for PVE and the Sword for PVP
     
  2. More defensive builds for the FShere if I can agree with you... Health boost is an incomplete ability, its absorption is not well planned, it must be improved to cover from 99% - 1% of your health

    Finally, I think there are better ways to deal with this problem.
    As I have already explained before, the fs class is characterized by being offensive and knows how to take advantage of its health volume... to maintain prolonged battles, in the case of the Berserker, it is said that they bathed in the blood of their enemies... that made them stronger

    Being able to fight and damage your enemies to heal yourself, that means being a fighter 💖   @Support@Overlady
     
    This is a variant of Steal applied to Mana for the magician class 
     

 

Edited by FredderickS

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TigerShark22
2 hours ago, FredderickS said:

 

I understood the following complaint...
 

  1. Incentives for the return of the axe: This is irrelevant, the Axe is good for PVE and the Sword for PVP
     
  2. More defensive builds for the FShere if I can agree with you... Health boost is an incomplete ability, its absorption is not well planned, it must be improved to cover from 99% - 1% of your health

    Finally, I think there are better ways to deal with this problem.
    As I have already explained before, the fs class is characterized by being offensive and knows how to take advantage of its health volume... to maintain prolonged battles, in the case of the Berserker, it is said that they bathed in the blood of their enemies... that made them stronger

    Being able to fight and damage your enemies to heal yourself, that means being a fighter 💖   @Support@Overlady
     
    This is a variant of Steal applied to Mana for the magician class 
  1. 1. I guess you haven't tested it yourself. Sword is by far superior, in both, PvE and PvP. That slight additional damage of axe is neglectable, yet the crit is heaven and earth difference.

 

           2. About defensive fs- I still that they should just cancel the damage reduction. It barely does anything, and its a ks thing.

              They can just add high flat hp, so there won't be an abuse by fs who go full hp. ( And ofc update it over time with new weapons etc ).

               There should be a value for both, PvE and PvP . He will be able to tank well with just hp, he just need a decent amount. At low lvls fs has like +400 hp from ps ( for example ),             which for their ratio of hp, its a lot, at 9x 10x ). At 16x it's not the case. +460 hp is nothing, and in general its to be able to take 1 more hit ( And ofc compared to AOE 75%            

                slowdown+ high evade and block- its nothing. Can also add the fact that fs's vortex is huge high risk high reward skill, when a pike can fight well without taking such risks ).

               That's why I do believe he needs a buff. Im not expecting him to do well like ks ofc, but should be a lot better than the current fs.

 

 

                Lastly - Im against hp steal. we don't want to make this game an afk game, and potting is part of the game. Yet the 1 hp left mechanic can be great ( immortal for 3 seconds).

Edited by TigerShark22
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FredderickS
4 hours ago, TigerShark22 said:
  1. 1. I guess you haven't tested it yourself. Sword is by far superior, in both, PvE and PvP. That slight additional damage of axe is neglectable, yet the crit is heaven and earth difference.

                Lastly - Im against hp steal. we don't want to make this game an afk game, and potting is part of the game. Yet the 1 hp left mechanic can be great ( immortal for 3 seconds).

 

  1. I did review it and I assume that the team also reviewed it. You players always speak from your perspective.
    They have the entire spectrum of weapons, new and those to come, a mistake was made and I criticized it harshly, but there is nothing you can do but wait for future versions of the axe.
    You should not change the ax and take 2 weeks updating all the dropped axes... This is the OFFLINE time it takes to update the Orbs... Along with the launch of the SS and ASS class, so I understand that it is not a simple task what you ask of the team
     
  2. I guess you must like immortality a lot to be the best in PVP
    But we are talking about balance, perhaps the worst person you can talk to about balance is a Main FS

 

 

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TigerShark22
6 hours ago, FredderickS said:

 

  1. I did review it and I assume that the team also reviewed it. You players always speak from your perspective.
    They have the entire spectrum of weapons, new and those to come, a mistake was made and I criticized it harshly, but there is nothing you can do but wait for future versions of the axe.
    You should not change the ax and take 2 weeks updating all the dropped axes... This is the OFFLINE time it takes to update the Orbs... Along with the launch of the SS and ASS class, so I understand that it is not a simple task what you ask of the team
     
  2. I guess you must like immortality a lot to be the best in PVP
    But we are talking about balance, perhaps the worst person you can talk to about balance is a Main FS

 

 

 

The 3 secs immortal with 1 hp, is a PvE immortal trait.

Everyone agreed it will be too OP in PvP.

 

A note that Im not a main FS, I couldn't be, because he suck at PvE too badly.

The developers did send a great balance patch of FS, with the same balancing patch of SS ( which rised his scatch's speed, I personally think they have overkilled it there, when I was main SS at the time). Yet the server cried without any actual basis, just: "feelings" , and it wasn't implented.

 

Nowdays you can tell they could give FS the flat HP, so it won't be abused when going with hybird build/ full hp. Or give them at least the PvE tanking abillity they were planning too. That 1 was great.

Edited by TigerShark22

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Reaala55

Yall really think not able to be less than 1 hp for 3 sec in pvp will be too op? Considering the balance sugestions i mention, 30 sec cooldown and the post effect of being slow and lose atk power for 6 sec after the end of the skill… come on now. He Will be not able to die, but for 3 sec and he is not imune to croud control, is easy to counter it…

but for pve you will be able to make a full vortex on dungeon everytime. This for fighter that dont have great gear will help alot. + It fits to the berserker style of the class and have sinergy with melee master and heath boots passives.

Edited by Reaala55

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erickloro
On 6/24/2024 at 2:46 AM, NaCl said:

would help axe users and market value 

Mechanicians: 🤡

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