Here my personal feedback out of my last days expirience.
i hope we can get a balance between all classes with different strengths and weaknesses, to get a healthy gameplay as team.
have a nice day
Global game balance:
Gold Inflationthe actual gold rate is fine for Eternal Battlefield, but outside it cause inflation.
something need to be done about it.
maybe lowering the selling-price for uniques could help in the future.
Global character balance:
Maximum Ignore Defense capped at 80%the cap is good meant, but not really feelable.
aswell this punishs player which invested much to max those stats.
- suggestion: lower the % critical dmg overall
Maximum Ignore Elemental Resistances capped at 80%the cap is good meant, but not really feelable, it will need to be lowered a bit more, without touching global elem dmg.
- suggestion: no idea what can fix this problem without anger "Ignore elem player".
Increase attribute conversions.- i got no feedback and expirience on this.
1/3 more damage from strength, 2x more damage from agility, 1/4 more damage from intelligence, and 1/3 more health pool from stamina (test period; it may be overtuned).This change is hard to judge and some classes benefit more, some less and some not even from it.
HP feels too overtuned.the only char which need "slightly" been HP boosted is Archer.
suggestion: return that HP boost, give Archer a slightly HP increase and lower the global Dmg on all classes.
DMG over all feels overtunedto show the differnce of some classes under current conditions:Mage classes (Summoner / Mage / Elem) - sorc excluded bcs i dont have datas
Reference Shinewood Monster: no dmg change - full buffed between 50k and 72k
Archer Classes (Archer / Hunter / Orbiter) - Ranger excluded bcs i dont have datas
Reference Shinewood Monster: dmg boost - full buffed between 85k and 99k
Stunmax Stun time reduced to 9 seconds (correct me if im wrong)
- helps alot already, but under current conditions of attack speed and dodge/block debuffs, ppl still can perma stun you.
maybe a little adjustment could make it perfect.
Adjustments for cooldowns for the following skills:Energy Barrier
- feels slightly better (out of no-Knight perspective)
Godlike Discipline- feels slightly better (out of no-Knight perspective)
Narcolepsy - feels slightly better, but still spamable (skill duration 20 sec, can be casted again 2 sec later)
- suggestion: increase the cooldown at least 5 sec at max cooldown
Victim's Repose- as i realised, that change is good
Sprint- changed to 5 seconds if im right. he can still escape like a rocket. this change was needed long ago.
Movementspeed on Orbiter / Swash- nice change
Numeric adjustments at many skill values.Additional effects on skills:Swing shot60Dodge / 45 Skill Block
- it boost 2 classes (Zerk and Knight)
- suggestion remove Skill Block debuff from Swing Shot and add dim res debuff (30) on a Aftershock or another skill which benefits Knight as teamplayer.
Inexorable Strike.30 Block / Skill Block - fine change
Improved accuracy of summons skills.Elementalist Bombas- works awesome (maybe too good) / useable in CF Forest of Scream / need 20 sec to explode / scale is small /can summon multible Bombas
Summoner Larva- still not useable in CF Forest of Scream / still need 30sec to (explode) / scales too big (hard to target smaller races)
suggestion: reduce the scale of Larva / change the explosion time to 20sec
Adjustment of health pool of various summon skills.Those Summons are at the current conditions dead in seconds.
So far not really useable.
Additional suggestionSorc Buff "Deadman Awaken"
Elem buff "Absolute Territory"- those 2 debuffs/Dots are not working when you are stunned.
maybe Justac could be the first since Webzen, who fix it
