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:l
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.