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Suggestions / Re: Community balance project
« on: May 02, 2025, 08:09:55 PM »
Sorc
Skill/mechanics/class name: Narcolepsy-Sorc
Problem: High success rate and duration, currently bugs passives if uniques are changed while being slept.
Numeric adjustment or possible solution: Reduce duration and success rate by 30%. Try to figure out why passives are being bugged.
Hunter
Skill/mechanics/class name: Hunter Diminishing Hex/Subdue Prey
Problem: Taking away to much HP/MP with a 100% skill success
Numeric adjustment or possible solution: Decrease the HP/MP debuff to 25-30% on rank 15.
Knight
Skill/mechanics/class name: Godlike and Energy barriers/Knight
Problem: Currently can be almost spammable.
Numeric adjustment or possible solution: Increase cooldown on both barriers so there is at least 7 seconds until they can be reused on 90% cooldown.
Skill/mechanics/class name: Swing shot and Defence breaker/Knight
Problem: Currently can debuff way too high dodge and block.
Numeric adjustment or possible solution: Decrease each skill by 15% to 20%.
Skill/mechanics/class name: Sprint / Knight
Problem: 500% move speed even for few seconds is way too high and impossible for classes with 320-350 movement speed to reach them.
Numeric adjustment or possible solution: Decrease it to 400% instead once sprint is casted.
Slayer
Skill/mechanics/class name: Break Armor/Slayer
Problem: Minus 30% crit resistance debuff way too high. Slayer can hit most classes 7-10k without Break Armor.
Numeric adjustment or possible solution: Adjust to 10-15% on Rank 15.
Skill/mechanics/class name: Legendary slayer/Slayer
Problem: Cooldown of the skill pretty low
Numeric adjustment or possible solution: Add at least 7-10 seconds to reuse on 90% cooldown.
Swash
Skill/mechanics/class name: Movement speed/Swash
Problem: Currently the slowest perhaps class
Numeric adjustment or possible solution: I think 15-20% movement speed should be reasonable.
Summoner:
Mechanic/Class name: Global damage / Summoner
Problem: Damage because of the use of two weapons is way too high.
Numeric adjustment or possible solution: Scale damage to 20-30% less overall.
Elementalist:
Mechanic/Class name: Global damage / Elementalist
Problem: Dimension damage simply broken.
Numeric adjustment or possible solution: Scale damage to 20-30% less overall.
Archer:
Mechanic/Class name: Languish & Enervate combo skills / Archer
Problem: The 45% dodge and block debuffs way too high and unnecessary.
Numeric adjustment or possible solution: Reduce to 15% on maxed stage.
Mechanic/Class name: HP / Archer
Problem: Currently archer has the lowest hp from most classes.
Numeric adjustment or possible solution: Add 25-35% hp stat on maxed stage on the Mana gain passive.
Mechanism: Ignore elemental damage
Problem: Currently simply broken to receive more than 10.000 to 15.000 damage on pure tanking uniques from knights or swashes.
Numeric adjustment or possible solution: Apply similar numeric values as on critical damage instead or decrease by 40-50%.
Mechanism: High overall damage / Heroic debuffs affecting most classes
Problem: The changes made to Heroic skills and debuffs seems unnecessary and lead to extreme levels of damage or unbalance of some skills.
Suggested Solution: Revert all Heroic skills and debuffs to their original state, as they were initially designed, without any additional modifications. (Exclude the frenzy effects or chaos) . You could also modify the stats of the Elite weapons to original state (60-100 Physical damage, ele & dim damage back to 30-50)
Skill/mechanics/class name: Narcolepsy-Sorc
Problem: High success rate and duration, currently bugs passives if uniques are changed while being slept.
Numeric adjustment or possible solution: Reduce duration and success rate by 30%. Try to figure out why passives are being bugged.
Hunter
Skill/mechanics/class name: Hunter Diminishing Hex/Subdue Prey
Problem: Taking away to much HP/MP with a 100% skill success
Numeric adjustment or possible solution: Decrease the HP/MP debuff to 25-30% on rank 15.
Knight
Skill/mechanics/class name: Godlike and Energy barriers/Knight
Problem: Currently can be almost spammable.
Numeric adjustment or possible solution: Increase cooldown on both barriers so there is at least 7 seconds until they can be reused on 90% cooldown.
Skill/mechanics/class name: Swing shot and Defence breaker/Knight
Problem: Currently can debuff way too high dodge and block.
Numeric adjustment or possible solution: Decrease each skill by 15% to 20%.
Skill/mechanics/class name: Sprint / Knight
Problem: 500% move speed even for few seconds is way too high and impossible for classes with 320-350 movement speed to reach them.
Numeric adjustment or possible solution: Decrease it to 400% instead once sprint is casted.
Slayer
Skill/mechanics/class name: Break Armor/Slayer
Problem: Minus 30% crit resistance debuff way too high. Slayer can hit most classes 7-10k without Break Armor.
Numeric adjustment or possible solution: Adjust to 10-15% on Rank 15.
Skill/mechanics/class name: Legendary slayer/Slayer
Problem: Cooldown of the skill pretty low
Numeric adjustment or possible solution: Add at least 7-10 seconds to reuse on 90% cooldown.
Swash
Skill/mechanics/class name: Movement speed/Swash
Problem: Currently the slowest perhaps class
Numeric adjustment or possible solution: I think 15-20% movement speed should be reasonable.
Summoner:
Mechanic/Class name: Global damage / Summoner
Problem: Damage because of the use of two weapons is way too high.
Numeric adjustment or possible solution: Scale damage to 20-30% less overall.
Elementalist:
Mechanic/Class name: Global damage / Elementalist
Problem: Dimension damage simply broken.
Numeric adjustment or possible solution: Scale damage to 20-30% less overall.
Archer:
Mechanic/Class name: Languish & Enervate combo skills / Archer
Problem: The 45% dodge and block debuffs way too high and unnecessary.
Numeric adjustment or possible solution: Reduce to 15% on maxed stage.
Mechanic/Class name: HP / Archer
Problem: Currently archer has the lowest hp from most classes.
Numeric adjustment or possible solution: Add 25-35% hp stat on maxed stage on the Mana gain passive.
Mechanism: Ignore elemental damage
Problem: Currently simply broken to receive more than 10.000 to 15.000 damage on pure tanking uniques from knights or swashes.
Numeric adjustment or possible solution: Apply similar numeric values as on critical damage instead or decrease by 40-50%.
Mechanism: High overall damage / Heroic debuffs affecting most classes
Problem: The changes made to Heroic skills and debuffs seems unnecessary and lead to extreme levels of damage or unbalance of some skills.
Suggested Solution: Revert all Heroic skills and debuffs to their original state, as they were initially designed, without any additional modifications. (Exclude the frenzy effects or chaos) . You could also modify the stats of the Elite weapons to original state (60-100 Physical damage, ele & dim damage back to 30-50)