Author Topic: Community balance project  (Read 5351 times)

Amoswar

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Re: Community balance project
« Reply #15 on: May 08, 2025, 06:39:21 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!

While archer selfbuff migt have lost some power since helpless got nerf, it didnt lose overall their kill potential. Archer is almost unkillable fullybuffed.
Balancing it for selfbuff is a mistake, since it has to much power when fullbuff.

Archer might be easy to kill if you stack debuff or let yourself be debuffed, but it's in no way a weak class. It can kill most class on 1v1, except if players go on full tank/food then thats another story

I think it need some power back on helpless to get players offguard when they are on damage uniques. Currently, you just have to wait to see if HH debuff hit, then swap to tank and wait it out to deal with archer.
Ranger is the only counter to the unslowable part of archer.

You cant put more debuff to archer, it has debuff on almost every skills.
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Bosscrit
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Re: Community balance project
« Reply #16 on: May 09, 2025, 05:53:30 PM »
I agree with GM MOD's example. The Zerk's Seismic Shock skill needs to be adjusted to compete with other classes.

Skill/Mechanic/Class Name: Seismic Shock, Berserker.

Problem: Seismic Shock's skill block and resistance removal are too low.

Numerical adjustment or possible solution: Rescale to remove at least 60% of skill blocks and 45% of resistance at level 15.

Furthermore,
Skill/Mechanic/Class Name: Wild Barrage & Sacrifical Blow, Berserker.

Problem: The Zerk has no ele or dim damage skills other than its debuffs. Give the Wild Barrage & Sacrifical Blow skills ele damage.

or rework the Combat Skills and give the skills ele / dim dmg Dragon Divide, Big Wheel, Hook, Strike of Death etc.

+ add 10-15 % move speed on HH pasiv.


dabshiree

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Re: Community balance project
« Reply #17 on: May 11, 2025, 07:45:36 AM »
Hello, here are my thoughts on what came about of a balance project that in my opinion, was never even needed.

For starters, revamp all damage back to how it was, regular damage, dim damage, ele damage.  Keep the new damage stat as that +30 is NOT in my opinion what is creating these insane damage outputs from classes wether it is an archer doing entirely too much ele damage, a summoner just doing absolutely too much damage in every aspect, or an ele doing entirely too much dim damage. Keep the new stats you added to the game ofcourse, the new bonus drop the new damage etc. But the damage scaling need to go back to how it was. It was a great idea to balance characters and for the most part you guys did a great job but for example at times it does not look like you did a great job because on top of these additions, every single damage stat we were used to for years is now x5 for example but the defensives didnt change. This would solve the main two classes that are entirely too op and when i say op i mean without any debuffs, if you just attack someone with a summoner or and elementalist the amount of raw damage they do due to the upgrade of all the damage stats is just not balanced. Others classes its also noticeable but these 2 in specific. Neither in my opinion need a nerf at this point, revert the damage and then lets see if it levels itself out. With ofcourse the changes you implemented to some classes. Other than that, give hunter back its full cure cooldown time. It was intense, exciting, and fun to be able to stamp on a castle with not just a knight but also hunter. Now what i see from coming back almost no class can stamp now, too much damage output and for example hunters cure doesnt last long enough which is something at least on this server that some of us built our characters around. Possibly wanting to tank in this aspect on a castle, and now cant. And if anyone has a problem with bringing the cure cooldown back to what it was, take away that silly movement speed that was given to hunter.. it doesnt need it. Cure does the work for hunter, thats what the character is built around yes you can get slowed or de-buffed but if you can hold on its temporary. Making them faster to a point of catching some of the fastest characters in the game is not necessary hunter was and will never be a killer it is a tank / support class. -Driller
- Driller

Amoswar

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Re: Community balance project
« Reply #18 on: May 11, 2025, 06:53:34 PM »
Hello, here are my thoughts on what came about of a balance project that in my opinion, was never even needed.

For starters, revamp all damage back to how it was, regular damage, dim damage, ele damage.  Keep the new damage stat as that +30 is NOT in my opinion what is creating these insane damage outputs from classes wether it is an archer doing entirely too much ele damage, a summoner just doing absolutely too much damage in every aspect, or an ele doing entirely too much dim damage. Keep the new stats you added to the game ofcourse, the new bonus drop the new damage etc. But the damage scaling need to go back to how it was. It was a great idea to balance characters and for the most part you guys did a great job but for example at times it does not look like you did a great job because on top of these additions, every single damage stat we were used to for years is now x5 for example but the defensives didnt change. This would solve the main two classes that are entirely too op and when i say op i mean without any debuffs, if you just attack someone with a summoner or and elementalist the amount of raw damage they do due to the upgrade of all the damage stats is just not balanced. Others classes its also noticeable but these 2 in specific. Neither in my opinion need a nerf at this point, revert the damage and then lets see if it levels itself out. With ofcourse the changes you implemented to some classes. Other than that, give hunter back its full cure cooldown time. It was intense, exciting, and fun to be able to stamp on a castle with not just a knight but also hunter. Now what i see from coming back almost no class can stamp now, too much damage output and for example hunters cure doesnt last long enough which is something at least on this server that some of us built our characters around. Possibly wanting to tank in this aspect on a castle, and now cant. And if anyone has a problem with bringing the cure cooldown back to what it was, take away that silly movement speed that was given to hunter.. it doesnt need it. Cure does the work for hunter, thats what the character is built around yes you can get slowed or de-buffed but if you can hold on its temporary. Making them faster to a point of catching some of the fastest characters in the game is not necessary hunter was and will never be a killer it is a tank / support class. -Driller

I cant say about the damage idea, would need to be tested to see if people can still kill one another.

For Hunter : Cure last 180 second, its enough to stamp for a castle, but it is not anymore for Archlord.
The mouvement speed boost was not needed, it could lose 15% to still compete with other archer class.

Currently, its impossible to tank for a castle, any 10 players hitting on you with or without debuff will bring you down since you cannot move,
something need to be done for the damage. But i cant really see what clearly. Hope they find a solution
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wang162710

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Re: Community balance project
« Reply #19 on: May 15, 2025, 02:54:07 AM »
Face the reality! What have you done to the game? Many of my friends are watching now. If the balance is not good enough this time, we will all leave. This is not a threat, but a sincere thought from my friends and I! If you want the game to last long, it is not to open up such meaningless areas, but to allow old players to continue to improve themselves. Old players go to new maps and can improve themselves, so that they will have the motivation to continue playing, so that new players can also enter the shinewood area to improve themselves! Improving the quality of life in the game is very important. You have been doing some meaningless things! Wake up! The new areas now are simply garbage!
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Bosscrit
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Re: Community balance project
« Reply #20 on: May 15, 2025, 07:45:39 AM »
 @Wang Maybe you should stop speaking for your friends and your friends should rather make suggestions here. Justac gives you the chance to participate in the project and everyone should take advantage of it. Waiting and seeing what happens is not the right way.

peace

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Re: Community balance project
« Reply #21 on: May 15, 2025, 09:12:31 PM »
Botcrit <3

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Re: Community balance project
« Reply #22 on: May 15, 2025, 10:40:17 PM »
@Wang Maybe you should stop speaking for your friends and your friends should rather make suggestions here. Justac gives you the chance to participate in the project and everyone should take advantage of it. Waiting and seeing what happens is not the right way.

peace

Wise words, Bosscrit. Indeed, that is your chance to show us your point of view on such a delicate subject as a class balance.
Design  / Content / Balance

wang162710

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Re: Community balance project
« Reply #23 on: May 16, 2025, 04:02:36 AM »
First of all, I personally think that the warlock is now a very strong debuff, so please balance him. The easiest way is to restore his attack and skill distance to the previous distance! Also, the success rate and duration of his sleep skill are too high! Some balance should be done, because he also has a silence skill that is very powerful! At least let him have some risks in 1v1 to make it interesting! The current version of the cooldown can be stacked very high, so the mana value of some professions needs to be reduced! Because they don’t need to consider the problem of mana because they have 4 mana stones inlaid on their clothes! The archer has no debuff skill that reduces physical resistance. I wonder if it should be added to him. As I said before, he has a skill that reduces the blocking rate of others. I think it is useless. If it is replaced with physical resistance reduction, it will be very interesting!
Next, we should increase the movement speed of the elven swordsman. In any case, it should be slightly increased! Because he is too slow!
About Ranger If the ranger can jump very fast, he should jump a relatively smaller distance. If he jumps far, he should jump slower!
I hope the operation team will consider my suggestions. This is my true feeling in the game.
Everyone has the right to speak their mind because we love this game!
Please don't easily deny other people's opinions on the game. Please put yourself in their shoes before answering!
« Last Edit: May 16, 2025, 04:10:28 AM by wang162710 »
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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Amoswar

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Re: Community balance project
« Reply #24 on: May 16, 2025, 09:40:36 AM »
First of all, I personally think that the warlock is now a very strong debuff, so please balance him. The easiest way is to restore his attack and skill distance to the previous distance! Also, the success rate and duration of his sleep skill are too high! Some balance should be done, because he also has a silence skill that is very powerful! At least let him have some risks in 1v1 to make it interesting! The current version of the cooldown can be stacked very high, so the mana value of some professions needs to be reduced! Because they don’t need to consider the problem of mana because they have 4 mana stones inlaid on their clothes! The archer has no debuff skill that reduces physical resistance. I wonder if it should be added to him. As I said before, he has a skill that reduces the blocking rate of others. I think it is useless. If it is replaced with physical resistance reduction, it will be very interesting!
Next, we should increase the movement speed of the elven swordsman. In any case, it should be slightly increased! Because he is too slow!
About Ranger If the ranger can jump very fast, he should jump a relatively smaller distance. If he jumps far, he should jump slower!
I hope the operation team will consider my suggestions. This is my true feeling in the game.
Everyone has the right to speak their mind because we love this game!
Please don't easily deny other people's opinions on the game. Please put yourself in their shoes before answering!

Skill/mechanics/class name: Sorcerer
Problem: skill distance and success rate of halt/sleep
Numeric adjustment or possible solution:
Skill distance = revert it to previous range
Halt sleep = Increase coldown of Sleep/Halt

Skill/mechanics/class name: Archer
Problem: debuff dodge/block are useless
Numeric adjustment or possible solution: add debuff resist instead of block/dodge debuff

Skill/mechanics/class name: Swash
Problem: to slow
Numeric adjustment or possible solution: increase its mouvement speed

Skill/mechanics/class name: Ranger, shadow chaser
Problem: can jump from to far
Numeric adjustment or possible solution:
If he can jump from that far, he should have higher coldown
If he jump fast (low coldown), the range of the skill should be reduced


Hope i did the traduction justice, it should help GM to follow request.
Have a good day
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CHN-Ohoo

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Re: Community balance project
« Reply #25 on: May 16, 2025, 06:43:21 PM »
The stun system is the only chance for melee fighters. You guys(NYMERIA,AOOK,LEAFASENPAI,PROTEUS,D0GM4) claim to 'nerf stuns,' but let's be real—this is just a sneaky way to nerf Ohoo. Let's face it, this game is ROG-dominated

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Re: Community balance project
« Reply #26 on: May 16, 2025, 06:48:35 PM »
Proteus: "You keep saying Knights need a nerf, but you never mention your insane mobility."

Dogm4: "You cry about stun being OP, but stay quiet about your busted damage output."

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CHN-Ohoo

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Re: Community balance project
« Reply #27 on: May 16, 2025, 06:57:54 PM »
GM, whatever changes you make, I’ll support them. I just hope you won’t be misled by a few shady players with bad intentions

Manny Pacquiao

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Re: Community balance project
« Reply #28 on: May 16, 2025, 06:59:30 PM »
The stun system is the only chance for melee fighters. You guys(NYMERIA,AOOK,LEAFASENPAI,PROTEUS,D0GM4) claim to 'nerf stuns,' but let's be real—this is just a sneaky way to nerf Ohoo. Let's face it, this game is ROG-dominated

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)

Thats where I can see you did not read the topic, because i never talked about stun :)

All i pointed is that Knight is not useful as a caster, while a slayer can at least in PVE, zerk is one of the strongest casters and same for swash, but Knight has nothing for him to blend in a cast comp or even farm as a caster

Read carefully each ideas, and do not stop at "It's a RoG member so it will be bad anyways"

This is one of our only chance to express ourselves toward the current balance, so stop being a troll and read all posts with attention and bring constructive ideas