Author Topic: Community balance project  (Read 139650 times)

CHN-Ohoo

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Re: Community balance project
« Reply #30 on: May 18, 2025, 10:33:07 AM »
How come I’ve never noticed Knights having so many defensive tools? When they go sword-and-shield, they’re practically useless—easily killed by Swordmasters and Dragon Knights, which you conveniently ignore. And Warlocks? You claim they have no defense and always die first in team fights? Do you even know why Warlocks are always focused down? It’s because they’re overpowered! If you don’t kill them first, the fight is over in seconds. Sure, you can pretend they’re weak—after all, ROG has tons of Warlocks, and you’re just protecting your own. Why else would so many people in a team play Warlocks? The answer is obvious: because they’re broken.

And let’s not forget—Warlocks weren’t this strong before. Wasn’t it ROG who pushed for buffs? In team fights, if CHN goes full crit, ROG’s Warlocks can just kite us around for five minutes because they’re practically unkillable
Manny Pacquiao

dexcel

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Re: Community balance project
« Reply #31 on: May 18, 2025, 11:41:05 AM »
Based on your post, it’s clear that you have limited game understanding. That’s okay, I’ll explain a few things to you. The Sorc is strong, yes, but it’s absolutely no fun to play. Is the Sorc too powerful? In small fights, say 5v5 or 3v3, it’s the strongest. But in large fights, it’s PERMA-stunned and can’t do anything. So why don’t you see active Sorcs from CHN if they’re so OP? Ohoo? You’ll have to explain that to me.

I’m not sure which buffs you’re talking about. If you mean the 15+ Resi debuff, none of us asked for that buff. Also, your movement speed buff was so heavily increased that I can’t kite Knights anymore — just one stun and I’m PERMA-stunned. My Deadmen passive doesn’t help me anymore either, since it doesn’t trigger while I’m perma-stunned.

Otherwise, the Sorc has low SB and Resi because it mainly has HP buffs.

No one from ROG wants to break the server; on the contrary, we want the best for the server and to attract new players. I can promise you that if nothing changes here soon, I see no point in continuing to play. I even suggested removing the Sorc sleep and replacing it with an anti-stun buff or something similar.



Cheers and enjoy your Sunday!

Nymeria

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Re: Community balance project
« Reply #32 on: May 18, 2025, 01:40:10 PM »
How come I’ve never noticed Knights having so many defensive tools? When they go sword-and-shield, they’re practically useless—easily killed by Swordmasters and Dragon Knights, which you conveniently ignore. And Warlocks? You claim they have no defense and always die first in team fights? Do you even know why Warlocks are always focused down? It’s because they’re overpowered! If you don’t kill them first, the fight is over in seconds. Sure, you can pretend they’re weak—after all, ROG has tons of Warlocks, and you’re just protecting your own. Why else would so many people in a team play Warlocks? The answer is obvious: because they’re broken.

And let’s not forget—Warlocks weren’t this strong before. Wasn’t it ROG who pushed for buffs? In team fights, if CHN goes full crit, ROG’s Warlocks can just kite us around for five minutes because they’re practically unkillable

Godlike : 8 seconds Cooldown for 22 second duration. Definitely not a defensive tool on the knight right Ohoo?
Also, don't lie, you do not die to slayers nor swash if you spam these defensive tools (energy barrier, godlike, sacrifice, brilliant spirit, 1h sword + shield, hestia + 2 reapers with 90% CD). You don't kill them either, but you just don't die.

About the "warlocks" (which I assume are "Sorcerers", would be cool if you get the names right so people can understand you fully), you just proved your pure lack of game knowledge. They are not the main target out of "BEING OVERPOWERED" no. They have litteraly 0 defensives in their skills (Mana pull removes combi, and it's the only active buff to give them a defensive stat, skill block). Their only defensives come from passives, and are not enough to compensate about any debuff in the game.
The class itself is fully HP oriented (at the moment), and if you had enough game sense, you'd know that HP itself isn't enough to sustain. Yes, the class brings in a lot of control and has very strong debuffs, which should/could be nerfed if sorc come to a point of being able to tank more.
In the current conditions, it's useless.
It's also rather funny to hear again your only answer has to be about RoG having "many sorcs". The fun part is that all our supposed "sorc mains" have mostly switched to another char for the time being and play their sorcs only if the second class they play is already here. That again says a lot about the state of sorcerer. I also had a sorc in the past & made sure to quit playing it as fast as I could make another char because it's just unplayable.

Now do everyone a favor, and post only if you are kean on participating in the balance project with solid facts & data. Stop posting to just negate whichever post our people are making, targeting ONLY our guild/members. We know your hatred towards RoG is deep, but that shouldn't blind you to the point you refuse any suggestion coming from us.
We are working on maintaining the server alive (unlike a lot of people that just want to hover everything & still refuse to admit it is slowly coming to a point of killing the server's population but that's another debate) & testing a lot of things ever since the community balance project was announced to make sure the server is as balanced as it should/could be.

Have a nice sunday.
« Last Edit: May 18, 2025, 01:42:05 PM by Nymeria »

Gamboa
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Re: Community balance project
« Reply #33 on: May 18, 2025, 03:17:02 PM »
All of us need stop atack each other and just put recomendece, this post is not for atack side or people.


So sad all of us take everything personal on this forum, inmediatly everyone start atack guild or person just for opinions.


Admin make post about rebalance and everyone start atack each other opinion.


Cheers Darkness wins 😘

Justseeyou
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Re: Community balance project
« Reply #34 on: May 19, 2025, 02:53:00 AM »
It is very important for Orbite to have a farming skill. Most classes have area-of-effect skills with a 10-meter range, but Orbite only has a skill with a 4-meter range. This is a disadvantage for a class with low movement speed and short casting range. I hope the GM will consider this carefully.

Yooa
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Re: Community balance project
« Reply #35 on: May 28, 2025, 05:09:13 AM »
1. Mage - Antimagic


Removing your own debuffs with Antimagic is counter-intuitive and it doesn't make any sense to have it in your rotation. Why would you use it when you could possibly remove your Volatile Combustion (or any other debuff) from your target instead of removing their own buffs?
Solution : Make Antimagic remove only your selected target's own buffs. I could argue that even a simple Antimagic skill without any effects (just the flat damage) would be better than what we currently have.

I don't know if this thread is only for skill changes so I'm going to use the opportunity to add a few more QoL suggestions for the game :

2. City passports
We know that since our last update poison and lightning passports got changed. Feels like such a chore to travel between towns especially if you are other race than elf and you are leveling in Eclipse and you have to travel 3-4 times a day from Deribelle to the town your race belongs for RvR wars.
Solution 1 : Bring city passports to the merchant for gold
Solution 2 : Put the eclipse npc in every major city (halfway measure).

3. Gold limit in trade
Ever since I started playing last year I have no idea why this is a thing - 1b gold maximum limit in trade. Increasing the amount would make things easier for everyone and would prevent some unpleasantries when trading with players you don't know.
Solution 1 : increase the limit of maximum gold that you can put in the trade
Solution 2 : add 1b, 5b or 10b coins that you can purchase from merchant to make the trades smoother

4. Yellow skills on elites
This is not a QoL improvement but more of a personal thing I would like to see implemented.
We know that with the Shinewood loot we can make our elites perfect with max stats.
Well not quite, something is missing so that's why I'm proposing the release of a new item.

Ancient Orb (to keep in tone with the other 2 names - shard & rune) : Adds a random yellow skill to your elite item. If it already has 3 yellow skills, they are replaced with 1 new random yellow skill.

I'll let you decide where you can drop them and their drop rate.
I think it would be a valuable addition, giving players a better chance to create the perfect item for the build they strive for.


Bosscrit
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Re: Community balance project
« Reply #36 on: May 28, 2025, 08:57:47 AM »
+1 completely agree with points 2-4 of Yooa

Aook

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Re: Community balance project
« Reply #37 on: May 28, 2025, 09:02:19 AM »
1. Mage - Antimagic


Removing your own debuffs with Antimagic is counter-intuitive and it doesn't make any sense to have it in your rotation. Why would you use it when you could possibly remove your Volatile Combustion (or any other debuff) from your target instead of removing their own buffs?
Solution : Make Antimagic remove only your selected target's own buffs. I could argue that even a simple Antimagic skill without any effects (just the flat damage) would be better than what we currently have.

I don't know if this thread is only for skill changes so I'm going to use the opportunity to add a few more QoL suggestions for the game :

2. City passports
We know that since our last update poison and lightning passports got changed. Feels like such a chore to travel between towns especially if you are other race than elf and you are leveling in Eclipse and you have to travel 3-4 times a day from Deribelle to the town your race belongs for RvR wars.
Solution 1 : Bring city passports to the merchant for gold
Solution 2 : Put the eclipse npc in every major city (halfway measure).

3. Gold limit in trade
Ever since I started playing last year I have no idea why this is a thing - 1b gold maximum limit in trade. Increasing the amount would make things easier for everyone and would prevent some unpleasantries when trading with players you don't know.
Solution 1 : increase the limit of maximum gold that you can put in the trade
Solution 2 : add 1b, 5b or 10b coins that you can purchase from merchant to make the trades smoother

4. Yellow skills on elites
This is not a QoL improvement but more of a personal thing I would like to see implemented.
We know that with the Shinewood loot we can make our elites perfect with max stats.
Well not quite, something is missing so that's why I'm proposing the release of a new item.

Ancient Orb (to keep in tone with the other 2 names - shard & rune) : Adds a random yellow skill to your elite item. If it already has 3 yellow skills, they are replaced with 1 new random yellow skill.

I'll let you decide where you can drop them and their drop rate.
I think it would be a valuable addition, giving players a better chance to create the perfect item for the build they strive for.

On the QoL part i would add :

1. Make it possible to keep refining and item while you have the ressources for it, so you won't have to put each item back everytime, just like when you try to refine pets to higher levels just make a repeat last craft button

2. Allow Ancient hero boxes/Eclipse caskets/Kaligo boxes/Sarcophagus to be stacked

3. Make silver coins and gold coins stack higher than 5 per stack (maybeb 100 or something like that)

4. Please add maybe a way to lock our items into our inventory to block us from destroying/selling them by mistake when we repot and make space in the bags to go back farming

Dcup

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Re: Community balance project
« Reply #38 on: June 02, 2025, 02:10:57 PM »
+1 Yooa

Aook

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Re: Community balance project
« Reply #39 on: August 13, 2025, 08:33:15 AM »
Hello justac team,

Thanks for finally bringing an update but few things should have been done differently in the player's view.

First, Narcolepsy (sleep), yes the duration has been reduced but with 90% cooldown reduction you can still perma sleep someone completely (check this )

What could be done : keep the duration as it is right now but either increase the cooldown on the skill by 10-20 seconds or decrease the sucess rate to 45% (half of its actual success rate).

Secondly, the knight's skill block debuff was clearly not necessary, on the contrary we could have made the knight viable for cast by either giving him dim damage in resistance and bludgeon instead and give him a dimensional resistance debuff on aftershock for exemple

Also the huge increase in HP for some classes is comprehensible but for some others its completely overpowered, this needs a tweaking

On the swash its nice she got back 15% movement speed but maybe we could have also removed the movement speed on her party buff and put it back in advant legend so everyone loses a bit of movement speed and the swash would be on par with other classes (which still right now she is too slow to catch up a fight)

Nymeria

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Re: Community balance project
« Reply #40 on: August 13, 2025, 10:32:02 AM »
Hello justac team,

Thanks for finally bringing an update but few things should have been done differently in the player's view.

First, Narcolepsy (sleep), yes the duration has been reduced but with 90% cooldown reduction you can still perma sleep someone completely (check this )

What could be done : keep the duration as it is right now but either increase the cooldown on the skill by 10-20 seconds or decrease the sucess rate to 45% (half of its actual success rate).

Secondly, the knight's skill block debuff was clearly not necessary, on the contrary we could have made the knight viable for cast by either giving him dim damage in resistance and bludgeon instead and give him a dimensional resistance debuff on aftershock for exemple

Also the huge increase in HP for some classes is comprehensible but for some others its completely overpowered, this needs a tweaking

On the swash its nice she got back 15% movement speed but maybe we could have also removed the movement speed on her party buff and put it back in advant legend so everyone loses a bit of movement speed and the swash would be on par with other classes (which still right now she is too slow to catch up a fight)


Sorcerer:


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%.


Swashbuckler:


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



Narcolepsy is still unbelievably broken, and it is not a surprise, as it was only changed by half what it should have.

Swash is still one of the slowest classes in the game, and it is not a surprise either, almost every class got extra movement speed in the past updates (mage, elem, orbi, hunter, just to name a few of them). The fact you gotta combine 172 debuffs together to make it work is already rough, but given that now you can't even catch people up, it makes it unplayable in many conditions of team fights (right now with the current state she's probably playable just in infernum lol). I wonder how I might have been able to know or foresee that.. Maybe because I played swash for that many years & achieved everything with it.

I'm not going to be as nice as Aook, this update looks mostly like a joke. The refinery revamp is probably the only good thing that was achieved.
The classes are still unbalanced (where's the elementalist nerf??), almost no suggestion from the 3 pages post here have been taken in account, even when they are sometimes coming (not only me) from people that have been known as references on their classes (on all sides).
We have waited this update/rebalance since the last days of April (let's say May rather). What we got is looking overall like a middle finger. But at least we got more HP now.

It's sad to see the efforts we are still putting in a server that doesn't seem to respect us at all.
« Last Edit: August 13, 2025, 10:34:49 AM by Nymeria »

Proteus

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Re: Community balance project
« Reply #41 on: August 13, 2025, 11:45:24 AM »
Thanks for your work on the latest changes. However, it feels like the community feedback wasn’t fully taken into account, and in my opinion, some aspects of the update missed the mark. Here’s where I think things went wrong:

Ignore Elemental/Ignore defence
I have concerns about the changes to ignore elemental and ignore defense. This could end up backfiring, especially for players who invested heavily in maximizing those stats, it basically nerfs their builds. Instead of capping ignore values, it would make more sense to address the overall damage output. With the recent boost to passives in the latest update, these characters are now doing even more damage, so the real issue is the overall damage scaling — not just ignore elemental or defense.

Narcolepsy
The latest change didn’t really solve the issue. The skill can still be spammed, and the accuracy is still pretty high. Maybe consider increasing the cooldown a bit more and lowering the success rate to around 60–70% at level 15 to make it more balanced.

Damage Increase on passives and skills overall

This change doesn’t align with player feedback. Most agreed the previous damage was already too high and needed to be toned down. It should be reverted to the original settings or the damage should be reduced. As an archer (caster), I'm doing around 10k more damage on Shinewood mobs and 10–15k more on Infernum mobs, and other classes are likely seeing the same. Critters are currently doing 40-60k more damage on mobs.

Increase of HP in all classes

This change should definitely be removed from most classes. It pushes HP over 100k for many classes, especially with food or party buffs, and completely kills the balance in 1v1 PvP. Not every class needed an HP boost — only archer really did, since it currently has the lowest HP.

Improved accuracy of summons skills.
It’s good to see improvements, but I think the movement speed from Bombas on Elementalist should be slightly reduced. They hit instantly, which makes them a bit too strong as it is.

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 using Break Armor. With -30% that damage sky rockets to 12k+.
Numeric adjustment or possible solution: MUST Be Adjusted to 15% on Rank 15.

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.

Cooldown on resurrection orbs

Current cooldown after first use is too short and negatively impacts the gameplay, especially during fights.
To improve the experience, the cooldown should be increased to 5 minutes after each death. The current settings disrupt the flow and balance of combat, making it less enjoyable.
« Last Edit: August 21, 2025, 01:51:33 PM by Proteus »
Failed to prepare, prepare to fail!

Gamboa
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Re: Community balance project
« Reply #42 on: August 13, 2025, 03:29:26 PM »
😂

Dcup

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Re: Community balance project
« Reply #43 on: August 14, 2025, 10:20:08 AM »
1. Revert back the Stamina increase from all classes to the original value beside Archer class, is the only one that needs a slight HP increase (confirm the exact value with the active archer players for a relevant feedback).

2. Narcolepsy skill can still be spammed as per above video evidence. An easy fix would be doubled cooldown, no longer spammable but maintaining a high success as a defensive tool.

3. The added skillblock debuffs from Knight & Zerk should be removed, they are not necessary. The fact that knight and zerk can slow a target, is enough to support the team.

4. The Ignore Elemental Resistance capped at 80% is a step forward to balance it, furthermore I would suggest an upgrade of Indomitable combined stone that will have a direct impact on countering ignore elemental builds, which are extremely overpowered.

Current value is : 5% chance to convert 32% damage taken into restored health.
Suggested value : 25% chance to convert 50% damage taken into restored health.

5. The Ignore Defense should be reverted back to the original value of 100%. Every critter made his build & gear according to this limitation, they should not be affected by it.

6. STUN

Some kind of immunity should be added, for example : Total stun duration 13 seconds. Once the 13 seconds passed, from the first hit that gave stun, the stunned player should receive at least 2 seconds of immunity to stun (be it from hit or skill), allowing the player to either  try to run away or use a defensive skill (mutation, halt etc).

7. The increased damage from Agility & Might it is so much more compared to Intelligence. In the old days it was like this:

Might was for : Knight, Zerk, Slayer, Swash -> Attack power
Intel was for : Mage, Sorc, Summoner, Elem -> Attack power
Agility was for : Archer, Hunter, Orbiter, Ranger -> Attack power / Attack rating / Defense rating

Today, Archer; Hunter; Orbiter and Ranger gets boosted damage from BOTH Agility and Might. This should be fixed.

8. Over the years, everything got boosted for critters, more attack speed, more dodge and block debuffs, more attack power, while the defensive debuffs remained the same like 10 years ago, example:

Mass snare on rank 15 is debuffing -52 attack speed 
Geo Shards on rank 15 is debuffing -46 attack speed

Those 2 debuffs together will not help against a swash or slayer that has 450 + - attack speed or against a knight that can take your dodge and block below 0, every single hit will go in and you will simply watch your character dying with nothing you can do about it.
Efficient counter measures should be adjusted to the current offensive capabilities.

9. Desync / C++ / Xcrash
Desync leads often to failed attempts of removing stun or slow from a friendly target, because on one screen the player is right next to you, but on their screen you are nowhere near, which is ruining completely the entire purpose of skills such as : Bad friends, Assistance, Dragon Boon, Disentangle.
As I know desync is an issue that bothered us for a decade and couldn't be fixed, an alternative would be to double the Area of effect for those skills ( from current 10 metters, change it to 20 metters, this way will still work, even if the players are desynced). Please fix ( would be ideal ) or implement the alternative.

C++ & Xcrash is beyond my understanding, personally I've tried everything from, reinstalling the game, updating GPU drivers, clean reinstall GPU drivers, optimize the control pannel settings, optimize game settings, chose performance over quality ( on a modern and powerful PC, for a 20 years old game, makes sense ), clean Directx cache, repaired every single C++ version inside App Center,  and the list can go on and on, to a no solid and consistent improvement. Half of my friends are staying away from the game because of constant C++ & Xcrash, please find a fix.


10. Penetrate Defense skill should have the cooldown decreased from 45 seconds to 10 seconds, same as requiem.




















Friend

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Re: Community balance project
« Reply #44 on: August 14, 2025, 10:30:24 AM »
dont remove agil/intel/str boost   :-[   we must clean evil monsters that spawns on chantra  >:(