Author Topic: Community balance project  (Read 546739 times)

Aook

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Re: Community balance project
« Reply #120 on: April 12, 2026, 06:31:20 PM »
All classes
Problem : the stun that can be perma stunned without any possibilities to move out or even cast anything
Possible solution : When getting stunned, put a temporary effect on the character that prevents him to be stunned for a certain amount of time (like giving 5 seconds at least out of stuns), and put the stun duration limit to 10s maximum (can be lowered if still way too strong)

Another possible solution : lower the stun chance overall and the stun stack duration, all crit classes being at 350+% attack speed (so 3.5 attacks per seconds) while having also 50+% stun chance, is way too much, we could lower by half the stun chance while blocking the fact that you can stack stuns, because now, every critter that will attack you will stun you for exemple 6 seconds, but each hit they havbe a 50+% chance to reset the timer and have multiple chars stacking it up, so if you have 4 critters on you, you get 4 times 6 seconds at 50% every hit

Thats what i see could be done


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shado

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Re: Community balance project
« Reply #121 on: April 22, 2026, 08:16:24 AM »
change stun stats from rings neck boots wepon to Acceracy

a lot of classes have stun in skills so I think it would be a very good decision and it wouldn't be permanent

and give slow classes that don't have it and the problem is solved
« Last Edit: April 22, 2026, 08:27:13 AM by shado »

Friend

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Re: Community balance project
« Reply #122 on: April 22, 2026, 08:42:00 AM »
replace stun % on rings / neck with % of toh drop , not normal drop  :-*

Aook

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Re: Community balance project
« Reply #123 on: April 22, 2026, 09:24:38 AM »
The solution is not to remove the stun chance from the uniques, and afaik all crit classes have over 70% attack success rate so why give more accuracy ??

A solution could be what they are trying, or to add a specific effect on the stunned target, so that when the stun runs out, he has 3s of immunity to stun, thats more than enought to try to rebuff/mutate/halt/sleep/debuff the stunner
And they should remove the stack of stun status, one guy stuns you for 3s another guy stuns you for 6s and another stuns you for 4s, herte its already 13s of stun....


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shado

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Re: Community balance project
« Reply #124 on: April 22, 2026, 09:28:17 AM »
I don't think they'll go in that direction, as you can see they don't do things that are on other servers.
 70%, it's still not much, see what difference there is now in ignore defense when they reduced it to 80%

and that what u talking about in 3 sec on full pt buffs u still can do nothing in my opinion u can use skill but will be blocked anyway on that
ofc self buff meaby will help something but ther isnt fights on self always full pt buffs
« Last Edit: April 22, 2026, 09:31:54 AM by shado »

Aook

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Re: Community balance project
« Reply #125 on: April 22, 2026, 09:32:30 AM »
I don't think they'll go in that direction, as you can see they don't do things that are on other servers.
That's why I gave it 70%, it's still not much, see what difference there is now in ignore defense when they reduced it to 80%

and that what u talking about in 3 sec on full pt buffs u still can do nothing in my opinion u can use skill but will be blocked anyway on that

Well knight has 80%, slayer 75% they still success their hits quite a lot, 70%+ at 300%+ attack speed, its a lot ngl, i don't think we need more
giving more attack succes rate will just make an unbalance on another side



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shado

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Re: Community balance project
« Reply #126 on: April 22, 2026, 09:45:54 AM »
But there are also characters created for critical, like Zerk Swash Ranger, and they're invisible, like your knight, but you're playing a cast class. Everyone gives up on critical classes because they're useless.
try to capture the castle only with critical characters, there is no chance this its balanced? dont think so even if u had a res debuffs etc


In my opinion, we need to try something, test it, and change it, rather than just stand there while the server dies. atm we gived so meany sugestion and thay didnt try anything

Aook

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Re: Community balance project
« Reply #127 on: April 22, 2026, 09:53:31 AM »
But there are also characters created for critical, like Zerk Swash Ranger, and they're invisible, like your knight, but you're playing a cast class. Everyone gives up on critical classes because they're useless.
try to capture the castle only with critical characters, there is no chance this its balanced? dont think so even if u had a res debuffs etc


In my opinion, we need to try something, test it, and change it, rather than just stand there while the server dies. atm we gived so meany sugestion and thay didnt try anything

I stopped knight cuz crit was useless when shine opened, and couldn't fit in a combo where there is no slayer

Now critters are OP as fuck, even fully buffed 4-5 of them are what you need to kill anyone even on tank fullbuff

Add on top of that, knight now has SB debuffs (even tho i would have rather see him go for cast than stay on crit), crit ranger is the best farmer ever, crit swash is the best stunner and killer (highest dodge/block/sb debuffs b ut also highest attack speed and stun chance), slayer is perfectly fitting in any combo thanks to his jump to catch up and his ele res debuff

They are still used, KTV showed us they can be used and are not useless as many think

For me critters are even too strong as they are right now, imagine a full 5/5 maxed 8/8 character, goes to 50% crit resi, slayers comes you lose 30% then mage comes and you lose 32% more, no classes other than swash/zerk/slayer (maybe another one) has over 50% crit resi, we can't say lets go and boost them more when they are strong enough


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