Author Topic: Community balance project  (Read 139988 times)

voiceofthesoul
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Re: Community balance project
« Reply #45 on: August 14, 2025, 01:09:51 PM »
hp is way too much. if there will be hp boost a little bit, it should be based on passives

remove skill block debuffs from knight

add more cooldown for narcolepsy of sorc

remove ignore def cap of 80

have fun

Gamboa
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Re: Community balance project
« Reply #46 on: August 14, 2025, 05:33:38 PM »
😂😂😂

Justseeyou
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Re: Community balance project
« Reply #47 on: August 15, 2025, 02:40:50 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.


Please recover the no anti-stun buff from mage. that is not fair for other magic classed.

Justseeyou
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Re: Community balance project
« Reply #48 on: August 15, 2025, 02:41:34 AM »
give more movement speed around 70% on swashbuckler , otherwise is useles , can not catch up on the fights !


agree + 100

wang162710

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Re: Community balance project
« Reply #49 on: August 15, 2025, 03:37:15 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.

I totally agree with you! It's exactly as you said — Archers are the only class that actually need HP!
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« Last Edit: August 15, 2025, 03:40:31 AM by wang162710 »
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CHN-Ohoo

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Re: Community balance project
« Reply #50 on: August 16, 2025, 07:28:05 AM »
This update shows real promise. As a dedicated Knight main, I have absolute authority on this class - non-Knight players should keep their opinions to themselves. The new 75% skill block reduction proves the GMs finally recognized Knights' irrelevance in mass PvP. This adjustment actually lets us participate in sieges now.

But 75% reduction isn't enough - it should be 90%. We're already paying for this with longer Invincibility cooldowns. Also, Sprint's duration is laughably short. It desperately needs at least +15 seconds. Thanks for listening.
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Aook

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Re: Community balance project
« Reply #51 on: August 16, 2025, 11:09:05 AM »
This update shows real promise. As a dedicated Knight main, I have absolute authority on this class - non-Knight players should keep their opinions to themselves. The new 75% skill block reduction proves the GMs finally recognized Knights' irrelevance in mass PvP. This adjustment actually lets us participate in sieges now.

But 75% reduction isn't enough - it should be 90%. We're already paying for this with longer Invincibility cooldowns. Also, Sprint's duration is laughably short. It desperately needs at least +15 seconds. Thanks for listening.

So instead of balancing things for a knight and making it also a viable caster (just like swash/zerk) you want to make him more unbalanced just so you can boost your own char...

So lets make this clear, knight DIDNT need that Skill block debuff, in fact there his MORE than enough skill block debuffs in team fights, on the contrary they could have put on Aftershock a 30-40 dim resi debuff and add dim damage to the knight's bludgeon thus making it a good caster, viable to farm AND ALSO viable in PVP, knowing that on fullbuffed conditions there is not enough dim resi debuffs to just touch the dim resi on any character, that little extra (cuz there is only 2 dim res debuffs in game) would actually have balanced things out more than what we have now

AND NO knight doesn't need a buff, on the contrary they should reduce all the crit damage (weapon 300% crit damage max, same for gloves, reduce by 100% crit damage on uniques) so that wouldn't make slayers or knight hit 10k+ on everyone even on classes with 50+% crit resi, its just pure bullshit since the increase of damage scaling on strenght

Or they could just reduce the scaling on strenght, depends on whats more effective

Stop just thinking about yourself and think about the whole server, because what you ask for right now would make knight so overpowered in all situations that the server would end up like slayers/summoners at one time, everyone playing them and all other classes left out

I hope you start realizing balance doesn't mean only boost, it can also mean nerf

I was a knight main, i tried out the knight under those new conditions, and i just found it way too retarded to have that sb debuffs

D0gm4

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Re: Community balance project
« Reply #52 on: August 17, 2025, 09:45:56 AM »
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 Inflation
the 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 overtuned
to 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

Stun
max 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 shot
60Dodge / 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 suggestion

Sorc 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 :)

« Last Edit: August 20, 2025, 06:30:31 PM by D0gm4 »
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CHN-Ohoo

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Re: Community balance project
« Reply #53 on: August 17, 2025, 01:11:44 PM »
After seeing D0gm4's suggestions, I have some thoughts to share:

Stun Mechanic: Stun is currently the only reliable way for melee players (especially those using crit builds) to counter non-stun-resistant classes. If stun keeps getting nerfed, melee will become completely irrelevant in large-scale battles, which are already dominated by ranged classes.

Summoner (Overpowered): After fighting D0gm4 for years, it's clear that Summoner's damage is still broken. If left unchecked, this class will dominate the battlefield with its insane damage and tankiness. It needs balancing.

Archer (Human): Archers definitely need an HP buff, but in exchange, their +20 movement speed should be nerfed.

Elementalist (Pets Useless): Elementalist summons are still completely ineffective and need a rework.

Knights & Melee (Needs Engagement Tools): All melee classes, especially crit-based ones, need major improvements to their skills to make them viable in team fights. They need more playmaking potential.

Blade Master (Speed Adjustments): Blade Masters need a movement speed buff but should have their attack speed reduced to compensate.

Berserker (Perfectly Balanced): Berserker is currently the most well-designed class—no changes needed.

Orbiter (Top-Tier Caster): Orbiter is the second strongest magic class after Summoner, excelling in both PvE and PvP.

Stun (Critical for Crit Builds): If stun gets weakened any further, all crit-based builds will become unplayable.
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D0gm4

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Re: Community balance project
« Reply #54 on: August 17, 2025, 02:05:38 PM »
at least we getting a discussion here now.
i like it.
i agree that knight need something to be usefull in team fight, i wrote it before.
i dont want stun removed, its part of the game.
but to stand stunned in infernum, cf, etc for minutes isnt healthy gameplay aswell.
so a slightly adjustment could make it more balanced.

see ya
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LeafaSenpai

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Re: Community balance project
« Reply #55 on: August 17, 2025, 04:05:02 PM »
Hi here my opinion after the update ,

the Strenght / Agility is to much of a boost on the contrary the Intelligence boost  feels like not working at all .

the Hp boost is too much  it needs to be regulated .

the extra Moovespeed on orbiter and on the swash is good

The skillblock debuff on Swing Shot and on the heroic debuff shouldn't exist at all maybe better add dimensional resistance debuff on another skill because in the way the game is now Dim resistance cannot be debuffed

the bomba changes are great maybe lower the moovespped a little but the Larva is not working properly it takes to much time to go on targets and its the same debuff as bombas on the way the game is now maybe time to change it so its a different debuff .

now the ignore defense and elem is a good start may still need some changes cause right now with this new damage critters are doing way too much damage.

The stun went from 15sec to 9 sec good improvement but still not enough you can still perma stun any stunnable character and have them out of the fight .

elementalist and sorcerer pets are not playable under this conditions maybe find a way to make them reliable in fights .

make the Elementalist  heroic Dot and Sorcerer  Heroic Dot work properly cause right now targets don't get them at all make it if all normal attacks even critical hit you you get the debuff for 10sec even while the target is stunned

Add more cooldown on the REverse orb from CC shop  cause you can constatly revive in fights not normal you kill a target and it comes back every 30sec .


Hope we can have good changes and make the game great again .

Hildaliv
« Last Edit: August 17, 2025, 04:10:33 PM by LeafaSenpai »

noizy

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Re: Community balance project
« Reply #56 on: August 17, 2025, 06:51:01 PM »
Increase drop rate shinewood , is terrible 😞

wang162710

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Re: Community balance project
« Reply #57 on: August 18, 2025, 02:55:57 AM »
After seeing D0gm4's suggestions, I have some thoughts to share:

Stun Mechanic: Stun is currently the only reliable way for melee players (especially those using crit builds) to counter non-stun-resistant classes. If stun keeps getting nerfed, melee will become completely irrelevant in large-scale battles, which are already dominated by ranged classes.

Summoner (Overpowered): After fighting D0gm4 for years, it's clear that Summoner's damage is still broken. If left unchecked, this class will dominate the battlefield with its insane damage and tankiness. It needs balancing.

Archer (Human): Archers definitely need an HP buff, but in exchange, their +20 movement speed should be nerfed.

Elementalist (Pets Useless): Elementalist summons are still completely ineffective and need a rework.

Knights & Melee (Needs Engagement Tools): All melee classes, especially crit-based ones, need major improvements to their skills to make them viable in team fights. They need more playmaking potential.

Blade Master (Speed Adjustments): Blade Masters need a movement speed buff but should have their attack speed reduced to compensate.

Berserker (Perfectly Balanced): Berserker is currently the most well-designed class—no changes needed.

Orbiter (Top-Tier Caster): Orbiter is the second strongest magic class after Summoner, excelling in both PvE and PvP.

Stun (Critical for Crit Builds): If stun gets weakened any further, all crit-based builds will become unplayable.
Hold on! You dare claim a measly HP increase for Archers warrants a 20-point movement speed nerf? THEN by that same logic:*

Knights should be SLOWED by 100 for their tank stats!

*Every class must follow the 20-speed = 10K HP exchange rate!*






« Last Edit: August 18, 2025, 09:43:00 AM by wang162710 »
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CHN-B777

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Re: Community balance project
« Reply #58 on: August 18, 2025, 04:27:41 AM »
Hi here my opinion after the update ,

the Strenght / Agility is to much of a boost on the contrary the Intelligence boost  feels like not working at all .

The HP (Health Points) is set too high and needs to be reduced.

mage  (Antimagic) It should be restored to the previous system where level 15 skills could remove 8 buffs (no debuffs).

(Magical Tradition) Remove the attack speed attribute. Attack speed has no effect on mages. Appropriately increase some elemental resistance attributes。

Reduce the MP consumption of Heavenly Kingdom skills.

Gracia Nectar Increase the skill cooldown to 10% This is crucial for critical hit-based professions. For magic-based professions, gloves and shoes can be enhanced, but for critical hit-based professions, one must consider attack speed, ignoring defense, and stun effects, so they must be sacrificed。

Move Shinewood to Latria, where it's more suitable for combat and there are more monsters, allowing for more players to farm

I wish everyone a happy day playing games

wang162710

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Re: Community balance project
« Reply #59 on: August 18, 2025, 04:46:54 AM »
Hi here my opinion after the update ,

the Strenght / Agility is to much of a boost on the contrary the Intelligence boost  feels like not working at all .

The HP (Health Points) is set too high and needs to be reduced.

mage  (Antimagic) It should be restored to the previous system where level 15 skills could remove 8 buffs (no debuffs).

(Magical Tradition) Remove the attack speed attribute. Attack speed has no effect on mages. Appropriately increase some elemental resistance attributes。

Reduce the MP consumption of Heavenly Kingdom skills.

Gracia Nectar Increase the skill cooldown to 10% This is crucial for critical hit-based professions. For magic-based professions, gloves and shoes can be enhanced, but for critical hit-based professions, one must consider attack speed, ignoring defense, and stun effects, so they must be sacrificed。

Move Shinewood to Latria, where it's more suitable for combat and there are more monsters, allowing for more players to farm

I wish everyone a happy day playing games

I completely agree with your perspective and suggestions!

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