Author Topic: Community balance project  (Read 3904 times)

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Community balance project
« on: April 29, 2025, 09:48:24 PM »
Hello, if you would like to contribute to the improvement of skill balance across the whole game, please post your ideas as the template you're seeing below.

Skill/mechanics/class name:
Problem:
Numeric adjustment or possible solution:


Example.
Skill/mechanics/class name: Seismic Shock, Berserker.
Problem: Seismic Shock skill block removal is too low.
Numeric adjustment or possible solution: Rescale it to remove at least 60 skill block at stage 15.

Example 2.
Skill/mechanics/class name: Summoner.
Problem: Summoners are too strong, they have great damage and at the same time they are super tanks and have no weakness against any class.
Numeric adjustment or possible solution: Reduce their block/dodge chance to be more susceptible against critical classes.

I'll read every post. Players are allowed to comment about ideas of other people, but please keep is free of trolling, we are trying to build a better place for everybody.
Design  / Content / Balance

Nymeria

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Re: Community balance project
« Reply #1 on: April 30, 2025, 02:30:17 PM »
Hello,

Here are my thoughts on the balancing project:

Mechanic: Global -  Ignore elemental resistance
Problem: its scaling, you can hit above 10k ign ele with no debuffs, which means it probably goes also through all the other defensives
Numeric adjustment or possible solution: Adjust the ignore elemental mechanic to make it scale on the resistance like skills. The more resistance debuff a target has, the more the ignore elemental is going to hit. No more lottery of hitting 10+k with no debuffs just because your gear has 100% ignore elemental resistance.

Mechanic: Global - Stun
Problem: it’s possible to maintain someone permastun (regardless of the critter you pick). Even if you miss 30 hits & land just one, your target will still remain stunned.
Numeric adjustment or possible solution: tweak the stun mechanic to prevent it from being a 100% success, or adjust the duration to prevent permastunning.

Mechanic: Global - “New damage stat” (Physical / Heroic / Ele / Dim damage)  (in armors)
Problem: its scaling. The stat introduction in itself is great and created new building possibilities. But it’s possible to get a total of 90 (pants + boots + gloves) and even though it doesn’t seem like it, it’s probably too much.
Numeric adjustment or possible solution: Divide it in two (15 per part) or reduce it at least to 20 by part. It might help in bigger fights including the archlord battle to not just pile-up kill the stamper in 10 to 15 seconds even if he has 90k hp.. ^^

Mechanic: Global - Heroic damage (in weapons)
Problem: its scaling. Somehow, it looks like if you have this stat in your weapon, your damage is scaling like crazy.
Numeric adjustment or possible solution: Adjust the scaling (it doesn’t need to be removed at all).


Human:

Knight:

Skill/Mechanic/Class name: Godlike / Knight
Problem: it’s possible to spam the skill with almost no re-use on 90% Cooldown. Knights can just sit on tank uniques, 1h sword & shield & play like a target dummy. Ever since they got a buff to sprint, they are able to easily escape & fight & play time so they don’t need to have this.
Numeric adjustment or possible solution: Make the delay of re-using godlike 15 seconds minimum on 90% Cooldown.

Archer:

Skill/Mechanic/Class name: Languish / Dodge / Archer
Problem: The 45% dodge (melee & range) addition was not necessary. Archer is a caster killer class and the 100% success rate 45% dodge debuff is too strong & unnecessary for him. Brings unbalance in the crit meta.
Numeric adjustment or possible solution: Rollback to what it was initially.

Skill/Mechanic/Class name: Enervate / Block / Archer
Problem: Same as languish. The 45% block addition was not necessary. Archer is a caster killer class and the 100% success rate 45% dodge debuff is too strong & unnecessary.
Numeric adjustment or possible solution: Rollback to what it was initially.

Mage:

Skill/Mechanic/Class name: Physical gain / Movement speed / Mage
Problem: Mage is now immune to stuns. Her having two movement speed passive (this one + the heroic one) was not necessary in my opinion.
Numeric adjustment or possible solution: Remove some movement speed from physical gain, maybe not all of it but probably 15% less at lvl 15. She can still be slowed but at least on damage unique she wouldn’t be able to fly away the way she does now.

Orc:

Berserker:
I am not playing this class enough to offer proper balancing changes for it. Only thing I have noticed is overall the class seems to miss a little bit of movement speed.

Hunter:
I think hunter is correct at the moment. I don’t know if the cure “nerf” was necessary though.

Sorcerer:

Skill/Mechanic/Class name: Mana Pull / Sorcerer
Problem: You can’t use it alongside a combi pot. Sorcerer has literally no defensive aside of his passives (armament, intense magic, mind control) and is probably one of the “easiest class” to kill on a teamfight.
Numeric adjustment or possible solution: Adjust the skill to make sorcerers able to use it alongside a combi pot. They will still be weak to critters but less likely to die instantly from casters.

Skill/Mechanic/Class name: Narcolepsy /Duration & Success rate / Sorcerer
Problem: The success rate is 95% & the duration 40 seconds at lvl 15. Also, the skill seems to bug your stats if you switch gear or uniqs while being under the narcolepsy effect.
Numeric adjustment or possible solution: Reduce the duration to a maximum of 20 seconds, and the success rate to a maximum of 70%.

Moonelf:

Swashbuckler:

Mechanic/Class name: Cast Damage / Swashbuckler
Problem: Swashbuckler is meant to be a supportive class (lots of debuffs). The damage is honestly quite outstanding.. If the movement speed is adjusted, Swash really doesn’t need to have this much damage. It would be great to find a way to adjust the swash dmg pvp wise, without affecting her PVE (because in PVE she’s still one of the weakest as cast). It is not my duty to kill someone in 4 hits once my debuffs land.
Numeric adjustment or possible solution: Tweak the elemental & dimensional damage scaling here & there.

Skill/Mechanic/Class name: Fortitude Soul / Movement speed / Swashbuckler
Problem: Swashbuckler is slower than almost every class, and movement speed party buff make the movement speed gap between classes too big.
Numeric adjustment or possible solution: Remove the movement speed from party buff Fortitude Soul, and add it to another skill (Smart force for example, like swash used to have movement speed on it in the past).

Skill/Mechanic/Class name: Advent legend / Movement speed / Swashbuckler
Problem: The nerf was a bit overtuned
Numeric adjustment or possible solution: add 10% movement speed to the skill

Skill/Mechanic/Class name: Lightning Rush / AoE / Swashbuckler
Problem: Lightning rush has always been part of the swash kit but other class who have cooldown debuffs have them on single target. If the other changes offered are taken in account the fact swash has a Cooldown debuff AOE could be a problem
Numeric adjustment or possible solution: Make it a single target (Disclaimer: This should not be done if swash doesn't have higher movement speed).

Ranger:
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Skill/Mechanic/Class name: Quick reload / Skill range / Ranger
Problem: The extra range added is too big. Rangers have a good amount of gap closing distance with Shadow Chaser.
Numeric adjustment or possible solution: Remove 5 to 10 range at lvl 15. Rangers are already fast enough to gap close without needing some extra range.

Elementalist:

Skill/Mechanic/Class name: Pet skills / Elementalist
Problem: They are completely useless currently.
Numeric adjustment or possible solution: Buff their HP and/or defensives. Something needs to be found to make elementalist able to rely on them more.

Skill/Mechanic/Class name: Mutation / Elementalist
Problem: The skill doesn’t display success rate at all. The duration is too big. Elementalists get no skulls from using it.
Numeric adjustment or possible solution: Even Though elementalist never took skulls by using this skill in the past (CM/Webzen), I do believe it would be fair for them to skull up from the use of it (you wouldn’t imagine a sorcerer halting without skulling up or a hunter using imposed fatigue, diminishing hex or subdue prey without skulling up either).
Make also the success rate clear on the skill (and like halt it shouldn't exceed 65%). The duration could also be lowered to a max of 10 seconds.

Skill/Mechanic/Class name: Global damage / Elementalist
Problem: Elementalist’s damages are way overturned right now. Even on tank uniques they are hitting far too much. Their movement speed got buffed, they have many tools in their kits (skill block debuff, a 100% success rate slow, bomba..), they don’t need to be able to three shot anyone without risking anything. We’re not even close to a double edged sword for them.
Numeric adjustment or possible solution: Nerf the overall elementalist damage scaling (especialy if you adjust the pets & make them useful). It also needs to be taken in account that elementalist doesn’t really shine in PVE (because the dimensional debuff doesn't seem to properly affect monsters). Something has to be done for both sides. But elementalist can’t stay like that with such a high damage output. It’s likely the least balanced class in the game right now.



Scion:

Slayer:

Skill/Mechanic/Class name: Hand of justice / Movement speed / Slayer
Problem: Movement speed party buff makes the movement speed gap between classes too big.
Numeric adjustment or possible solution: Remove it from this buff & put it on another slayer buff (a bit like the spirit of the summoner with Guardian of scion, could be in Moral courage).

Orbiter:

Skill/Mechanic/Class name: Smart Sniper / Elemental damage / Orbiter
Problem: Orbi has very good debuffs & a proper damage output if built towards elemental damages (with scion prayer stones). The elemental damage in that buff is likely not necessary.
Numeric adjustment or possible solution: Remove the elemental damages from the skill & keep just the Agility & min/max damage.

Summoner:

Mechanic/Class name: Global damage / Summoner
Problem: Summoner is benefiting from a quite big damage output as he can wear double weapons. He’s relatively weak to critters (aside of the “stun issue”) & can pretty easily be debuffed if playing on damage uniqs. But his scaling damage (mostly on heroic damage) is probably slightly overtuned.
Numeric adjustment or possible solution: Doesn’t require huge nerf (because he’s already sacrificing some damage to have some of his defensive options), but maybe lower the heroic damage scaling a bit.

Skill/Mechanic/Class name: Sacred One / Debuffing “delay” & skill “visual” / Summoner
Problem: The larva takes far too much time to set up (unlike bomba that’s like “instant”). Also the skill visual on players is the same as the bomba. It would be great if it could be the Sacred one instead.
Numeric adjustment or possible solution:  Make the skill the same as the elementalist bomba, with its own visual.
« Last Edit: May 01, 2025, 11:45:43 PM by Nymeria »
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Re: Community balance project
« Reply #2 on: April 30, 2025, 04:10:51 PM »
Hello,

Here are my thoughts on the balancing project:

Ranger:

Skill/Mechanic/Class name: Quick reload / Skill range / Ranger
Problem: The extra range added is too big. Rangers have a good amount of gap closing distance with Shadow Chaser.
Numeric adjustment or possible solution: Remove 5 to 10 range at lvl 15. Rangers are already fast enough to gap close without needing some extra range.


i need my skill range to run away from big bad wolfs :C plis GM no remuve  :'( example slayers will jump on me and i will be stunned and done for because anti stun for ranger has big cooldown
« Last Edit: April 30, 2025, 04:13:01 PM by Friend »

Aook

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Re: Community balance project
« Reply #3 on: April 30, 2025, 06:59:29 PM »
Hello,

Here are my thoughts on the balancing project:

Ranger:

Skill/Mechanic/Class name: Quick reload / Skill range / Ranger
Problem: The extra range added is too big. Rangers have a good amount of gap closing distance with Shadow Chaser.
Numeric adjustment or possible solution: Remove 5 to 10 range at lvl 15. Rangers are already fast enough to gap close without needing some extra range.


i need my skill range to run away from big bad wolfs :C plis GM no remuve  :'( example slayers will jump on me and i will be stunned and done for because anti stun for ranger has big cooldown

Just like an orbi, his movement speed is the slowest of all "archer" class, same goes for his anti stun who has a huge cd but is really a safetynet for his sorcs mates.

Every class needs a weak point to make it balanced, because if there is only strong points on a class then nobody can die or even if a class is really overpowered you would only see people using it, just like at some point there was only summoners/slayers/archers... because on selfbuff conditions those were almost unkillable, could pretty much dominate anyone and in the ancient hero dungeon they could even be the key of victory while now its more about team based content which any chars needs to blend in

Knight :
Problem : can't blend in any cast comp, because he has no debuffs that benefits the casters, but he also benefits from only swash/archer/slayer/mage debuffs, in a selfbuff condition cast knight is not even something you can even imagine because he would do the lowest damage ever seen as he debuffs only dodge and block (which does not benefits cast)
Possible solution : find a way to make it viable for cast as the server is turning all his content and fights around it now

Ignore ele resistence build :
Problem: there is no way to counter such a build
Possible solution: Make the ignore ele resi do the same as the ignore defence, go throught ele resi only and not any type of defence

Orbiter :
Problem : Out of all the archer classes it is the slowest one, full buffed it runs at 350%ms, do not forget it can be slowed and stunned while having no jumps to catch its target
Possible solution : make it similar to the summoner, but reduce the damage boost on Smart Sniper (like by half so it doesn't affect much its PVE/PVP situation that could make it underwhelmed compared to other class)
« Last Edit: April 30, 2025, 07:01:05 PM by Aook »

LeafaSenpai

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Re: Community balance project
« Reply #4 on: May 02, 2025, 11:14:20 AM »
Elementalist :
 while its true she does the most damage on PvP on pve its really bad because it feels like the debuf on the Skill Wind Shear that reduce dimentional resitance 75% doesn't scale on the mobs its even more present when you are full buffed and in the new area .
change possible : make it so dimenstional resistance debuf scales better on mobs so PvE wise she can be more viable .

you changed the skill Increase Gate so we could use 10 pets but realisticly that change did nothing because only bomba is usable at this moment and we could already summon 4 of them before the change .
the biggest problem is the pets we summons , they have good utility if the could survive . right now people doesn't need to target them and they take full damage from enemy even with the skill Descent of Luna that can heal them .
change possible : make it so we cannot attacks pets or find a way to make them survive a lot longer so we can use them .

one of the most important things right now would be to fix the death bug that is present since day 1 , many attemps to fix it but still no solution and this becomes a problem when we need to fight multiple times our stats gets bugged or we may lose the pet even with feed activated .

now talking about damage , yes elemeentalist does probably the most damage in PvP scenario maybe a little less than sumonner but still on full tanks uniques with full maxed elem i still managed to hit 4-5k damages on some poeple .
possible change : she has 3 dimentional buffs : 2 that i need to buff up and 1 passive maybe a change 1 of of this could reduce the damage output . other solution would be to check by how much the dimentional stats  scales on the heroic damage and if it affects to much maybe reduces that scale.

and at  last let's lak about Mutation , this skill since codemaster was never giving a skull while using it but maybe we could change that if the change is needed . the problem is we don't know what the succes rate of that skill is so i don't know about changing anything on it for now .


ignore elemental  resisantace build :
this build is too broken has no counter if your a class that can be perma stunned .
maybe change the values of ignore elemental resistance same has ignore defense .

lets talk about the stun system ,
right now if you're a class that can be stunned by critters or ignore elemental resistance you have little to zero chance to fight back .
even if 1 hit lands every 30 hits you would still be perma stunned and will be out of the fight because you got hit once and got stunned .


that all i have for now if you guys see anything else you can add it in your post ,
i hope we have good change so the game can still be fun for all of us !!!
see you in Game ,

Hildaliv
 

noizy

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Re: Community balance project
« Reply #5 on: May 02, 2025, 05:17:28 PM »
give more movement speed around 70% on swashbuckler , otherwise is useles , can not catch up on the fights !

Proteus

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Re: Community balance project
« Reply #6 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.

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.

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%.


« Last Edit: May 09, 2025, 12:23:41 PM by Proteus »
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Re: Community balance project
« Reply #7 on: May 03, 2025, 12:39:42 AM »
Skill/Mechanics/Class Name: Sorcerer

Problem: The Sorcerer is always the first target and therefore gets permanently stunned, haltet, restrained, or  toxichandet . Additionally, the sleep skill often fails to work or bugs out passive skills.

Possible Solution: Replace the unreliable sleep skill with a consistent anti stun buff to prevent the Sorcerer from being permanently incapacitated. To improve overall balance, consider weakening the Mana Pull skill and make it  usable with combi

Amoswar

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Re: Community balance project
« Reply #8 on: May 03, 2025, 01:47:55 AM »
Hello,

Here is my take on current balance

Overall mechanics

Skill/mechanics/class name: PARTY BUFFS
Problem: The party buffs are to strong, its impossible to find a balance when you can boost your character so much with other class.
Numeric adjustment or possible solution:
option 1 : Nerf party buff and give back power to each class itself
option 2 : Reduce the party member to 10 and by leaving the party you lose the party buffs.

Skill/mechanics/class name: IGNOR ELEMENTAL
Problem: Hit to high without a real way to prevent the damage
Numeric adjustment or possible solution: I think a nerf of around 40% of the hits would be necessary.
It''s hard to say how to nerf the damage, because it's linked directly with the new stats and HUGE elemental damage each class has.

Skill/mechanics/class name: STUN
Problem: Can be perma
Numeric adjustment or possible solution:
option 1 :  Make all stun duration for 1 second on all equipement (at least if player dont hit, they wont keep someone perma)
option 2 : Make it impossible to be stun for couple of seconds after you got stun
option 3 : Give a anti-stun skill similar to ranger/archer/orbiter to all class and it can be activated while beiing stunned.

Skill/mechanics/class name: Summuner/Elem/Orbiter/Swash (its on a slow)
Problem: they dont have a Pulling skill with large area of effect
Numeric adjustment or possible solution: Give a skill WITHOUT debuff a larger aoe of effect, to help pull mobs.


SKILL BALANCE
Humans
Skill/mechanics/class name: Knight Godlike/Barrier
Problem: can buff godlike and barrier to often
Numeric adjustment or possible solution:
option 1 : Increase the CD so it need 10 seconds between each cast at 90% CD
option 2 : Make it impossible to buff 1 with the other

Skill/mechanics/class name: Mage
Problem: To fast
Numeric adjustment or possible solution: nerf her mouvement by 15%

Skill/mechanics/class name: Archer, Helpless VS Intimidate Blow
Problem: Archer was known as the SelfBuff killer and one of strong class on lower level, with the current balance of debuff, it has lost its purpose and made it a Farm beast.
Numeric adjustment or possible solution: Make Helpless and Intimitate Blow debuff the same number
Current setting : Helpless (-30 elem) Intimidate Blow (-85% elem)
Suggestion setting : Helpless (-55% elem) Intimidate Blow (-60% elem)



Orcs
Skill/mechanics/class name: Hunter Diminishing Hex/Subdue Prey
Problem: Take away to much HP with a 100% skill success
Numeric adjustment or possible solution:
option 1 : Decrease the HP to around 40% value
option 2 : Increase Coldown on the skill, so it cannot be used on every player in a teamfight.

Zerk : Most balanced class so far

Skill/mechanics/class name: Sorc, Narcolepsy
Problem: Narcolepsy success rate and duration
Numeric adjustment or possible solution: Not to mention the bug when you switch when you are slept, i think this skill should have maximum a 50% success rate.


Elfs
Skill/mechanics/class name: Swash mouvement speed
Problem: to slow currently
Numeric adjustment or possible solution:
option 1 : Take out the MS on Fortitude Soul and put it on Advent Legend
option 2 : Put 20% more on Advent Legend

Skill/mechanics/class name: Swash, Hide in Sight
Problem: Has a cast duration so if you are debuffed, you sometimes die during the animation because it doesnt take away debuffs. It already remove all the buff of the swash, shouldnt be a risk to use the skill
Numeric adjustment or possible solution:
option 1 : Make the cast time of it to 0 so when you cast it, you dont die
option 2 : Take away debuffs you have on yourself since it already take out your own buff

Skill/mechanics/class name: Ranger range
Problem: Ranger got a boost on range while it already had a closing gap skill (shadow chaser)
Numeric adjustment or possible solution: Remove the boost of range.

Skill/mechanics/class name: Elementalist Bomba
Problem: Is a pet and need to be in close combat to explod and take effect.
Numeric adjustment or possible solution: Make the skill a debuff skill and not a pet

Skill/mechanics/class name: Elementalist damage
Problem: On selfbuff the damage of elementalist is to High
Numeric adjustment or possible solution: 
option 1 : remove dim dmg from Fine Chakram
option 2 : remove 25-30% debuff from Wind Shear (if there is a fix on Bomba, then this will be necessary)

Skill/mechanics/class name: Elementalist
Problem: Fix the revive BUG
Numeric adjustment or possible solution: I dont know how to fix it, but its annoying as the player to have to relog to revive and when it give you free revive, its ennoying to ennemys

Skill/mechanics/class name: Elementalist
Problem: Pets are useless
Numeric adjustment or possible solution:
option 1 : Increase their HP by alot, similar to Tesseris
option 2 : Make them non-targetable, but with a very low duration
option 3 : Make them take 1 damage and need a set of 100 hits to be killed (cannot be healed)


Dragonscion
Skill/mechanics/class name: Summuner
Problem: to high raw damage
Numeric adjustment or possible solution:
option 1 : Lower their skill damage for about 25-30%
option 2 : Join both Perfect sense and Mana Union debuff of physical damage into 1 buff with all defensive stats (take block from Perfect Sense into Mana Union) and increase its debuff of physical damage to make it so when used, Summuner become a tank and not a damage dealer.

Skill/mechanics/class name: Summuner, Killing Breath
Problem: its the only slow of Summuner, but its duration is bugged (i think) and last only for couple seconds
Numeric adjustment or possible solution: Fix the duration of the debuff to last like any other slows in the game (30 seconds)

Skill/mechanics/class name: Slayer, Break Armor VS Restrained Strike
Problem: Slayer hit to high and not often enough. Its only utility is on selfbuff fight or for Boss.
Numeric adjustment or possible solution: Take 10-15% from Break armor debuff and increase or even double the dodge/block debuff from Restrained Strike

Skill/mechanics/class name: Orbiter
Problem: to slow
Numeric adjustment or possible solution: increase its MS by 15%

Skill/mechanics/class name: Orbiter, Victim's repose
Problem: the coldown of the skill make no sense (540 seconds)
Numeric adjustment or possible solution: Make it like archer similar skill "Hurricane of Death", having a 10 second coldown

Skill/mechanics/class name: Orbiter, toxic hand
Problem: if you fail the skill after it has succeeded, the player is still blocked from attacking.
Numeric adjustment or possible solution:  fix it so you cant stack its effect continuously, if it fail to hit again, it should remove its effect
« Last Edit: May 05, 2025, 12:09:22 AM by Amoswar »
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D0gm4

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Re: Community balance project
« Reply #9 on: May 04, 2025, 11:44:48 AM »
Skill/mechanics/class name: HH Skills / Skill-Cooldown / All classes
Problem: some Classes benefits more from the actual CD settings than others. which makes ppl think Summoner is overpower.
Numeric adjustment or possible solution: adjust CD settings of HH Skills for test, before u adjust multible classes dmg wise. community could give feedback again.

Skill/mechanics/class name: Fortitude Soul / Party Movementspeed Buff / Swashbuckler
Problem: Some classes benefits more than others from this boost, the gap between classes is way too big, the global movementspeed is way to high.
Numeric adjustment or possible solution: remove only the party-funktion of Fortitude Soul but not the stats.

Skill/mechanics/class name: Stun / Stun-rate / All Classes
Problem: Classes can be permastunned
Numeric adjustment or possible solution: reduce the stunrate and max stun time slightly

Skill/mechanics/class name: Narcolepsy / Sleep / Sorcerer
Problem: Player can be permaslept without any chance to cancle it. it can be recasted multible times due the skill duration
Numeric adjustment or possible solution: reduce the duration of Nercolepsy slightly

Skill/mechanics/class name: Scared One / debuff / Summoner
Problem: Scared One (Larva) cant be used on all Chaotic Frontier Areas (Forest of scream) / Larva need 30sec to hit the debuff and can be easily avoided.
Numeric adjustment or possible solution:  make it available in CF / reduce the duration till it debuffs

Skill/mechanics/class name: Killing Breath / movementspeed debuff / Summoner
Problem: Duration of that debuff is just 7 seconds (descryption says 7sec cooldown)
Numeric adjustment or possible solution: increase the duration of that skill slightly and update the skill-descryption
« Last Edit: May 04, 2025, 11:47:38 AM by D0gm4 »
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shado

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Re: Community balance project
« Reply #10 on: May 05, 2025, 05:35:30 PM »
Skill/mechanics/class name: STUN
Problem: perma stun
Numeric adjustment or possible solution:
option: Give a stun  protection buff  to all class(elem,sorc,orbiter,summoner only thay left) and give more slows debuffs
option: delete stun stats from wepon boots and rings

Skill/mechanics/class name: Knight Godlike/Barrier
Problem: can buff godlike and barrier to often
Numeric adjustment or possible solution:
option  : Make it impossible to buff 1 with the other

Skill/mechanics/class name: Mage
Problem: To fast
option :take out some MS like 10/20%

Skill/mechanics/class name: sudden deluge
Numeric adjustment or possible solution:
Option: delete from mage and give this debuff to knight and change to 20% max debuff

Skill/mechanics/class name: Sorc, Narcolepsy
Problem: Narcolepsy 
Option; make more coldown

Skill/mechanics/class name: Swash mouvement speed
Problem: to slow
Numeric adjustment or possible solution:
option : increase  MS 10/20%


Skill/mechanics/class name: Elementalist Bomba
Problem: Is a pet and need to be in close combat to explod and take effect and on siges she dont attack this person what i chose all enemy are on red then
Numeric adjustment or possible solution: Make the skill a debuff skill and not a pet (meaby change Sprit Smash or change bomba to skill)


Skill/mechanics/class name: Elementalist
Problem: Fix the revive BUG
Numeric adjustment or possible solution; idk how fix it

Skill/mechanics/class name: Elementalist
Problem: debuffs  dim res on mobs not working good
Numeric adjustment or possible solution better scaling of dmg on mobs with dim dmg


Skill/mechanics/class name: Elementalist
Problem: Pets are useless
Numeric adjustment or possible solution:
option  : Make them non-targetable


Skill/mechanics/class name: Summoner Sacred one
Problem: its pet then same like bomba (elem)
Numeric adjustment or possible solution:
option 1; Make the skill a debuff skill and not a pet

Skill/mechanics/class name: Slayer, Break Armor and Tidal Wave
Problem: Slayer hit to high and not often enough,  1 hit succes per 1 min cant kill any1
Numeric adjustment or possible solution: Take 10% from Break armor debuff and change skill Tidal Wave give  about 30/40% dodge/block debuff

Skill/mechanics/class name: Orbiter
Problem: to slow
Numeric adjustment or possible solution: increase  MS by 10/20%

« Last Edit: May 10, 2025, 10:18:53 PM by shado »

xpd
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Re: Community balance project
« Reply #11 on: May 05, 2025, 07:16:41 PM »
Skill/mechanics/class name: Partybuffs
Problem: leads to boring pve gameplay
Numeric adjustment or possible solution:
option: remove pt buffs from players in shinewood and eclipse. The Adjustment has to be made with mob HP/DMG as well as the unqiues for pvp. The current state of zones is super boring cause players with full pt buffs will just swap to tank uniques and run to town in a 1v1 and its not worth for players to even start a fight.

The pve part can be solved pretty easy. Checking the avarage % dmg increase for all classes with full buffs and decrease the HP of the mobs by this %.

The pvp part can be solved with the uniques. Most of the current suggestions are about mobility and cc not about debuff balancing. So if debuffs will stay like they are atm a little adjustment of stats could bring back more joy in fights, solo pking and farming as well.



allcatraz123
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Re: Community balance project
« Reply #12 on: May 06, 2025, 01:34:01 AM »
hello, here is my take on current balance.


Skill/mechanics/class name:narcolepsy
Problem:can be perma sleep
Numeric adjustment or possible solution: increasing the coldown or reducing the success rate


Skill/mechanics/class name:elementalist
Problem:revive bug
Numeric adjustment or possible solution:alot of time we need relog for revive


Skill/mechanics/class name:elemantalist
Problem:farm with elem its useless
Numeric adjustment or possible solution: Make dim debuff work on mobs


Skill/mechanics/class name:stun
Problem:can be perma stun
Numeric adjustment or possible solution: put 1% in uniques and 2-4% on boots/weapon


Skill/mechanics/class name:100% succes on skill
Problem:alot of class dont have one skill with 100% success
Numeric adjustment or possible solution:make any skill without debuff (resi,resi elem,MS)for get 1 skill with

Skill/mechanics/class name: Summuner/Elem/Orbiter/Swash (its on a slow)
Problem: they dont have a Pulling skill with large area of effect
Numeric adjustment or possible solution: Give a skill WITHOUT debuff a larger aoe of effect, to help pull mobs.

Nymeria

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Re: Community balance project
« Reply #13 on: May 06, 2025, 12:21:18 PM »

Skill/mechanics/class name: Summuner/Elem/Orbiter/Swash (its on a slow)
Problem: they dont have a Pulling skill with large area of effect
Numeric adjustment or possible solution: Give a skill WITHOUT debuff a larger aoe of effect, to help pull mobs.

Swashbuckler has Explosion Image, it's an AOE that doesn't have slow in it. It allows you to pull large areas easily..
« Last Edit: May 06, 2025, 09:51:26 PM by Nymeria »
Rider on the storm

wang162710

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Re: Community balance project
« Reply #14 on: May 08, 2025, 03:44:36 AM »
All professions can easily kill archers, but archers cannot easily kill any profession. Don't tell me archers can run, I'm talking about 1vs1 situations! Please objectively tell me that the archer, like a piece of paper, has the highest risk and relatively high risk should receive high returns, but we haven't seen where his returns are! Very low skill success rate, anyone can test it, so killing archers with so many professions is very easy. What else can archers do? Everyone now hopes to have no team buffs, so what else can archers do? Please retract the skill release distance of warlocks and mages, and retract the jumping distance of rangers! Otherwise, the archer with their own buff can't do anything! I saw someone say that archers reduce enemy evasion and blocking, and I think it can be revoked because it doesn't make any sense for archers, but correspondingly, it can be replaced with 45% physical resistance from archers! I don't know what profession you are playing, but if you first disgust other professions and objectively think about the perverted aspects of your own profession!
The illegal immigrants from Nicaragua to Spain enjoy eating lizards and even more so, a 300kg fat pig that rapes lizards!
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