Nelvam Guilherme Player ![]()
Elysium
Level 927
Warrior
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24th January 2023 04:57:51 (Last edited 24th January 2023 05:04:48)
Calm down guys, the paladin will be nerfed again in few time.
Guns Roses - Don't Cry Baby. |
Avoided Premium ![]()
Pharos
Level 500
Mage
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24th January 2023 06:14:52
About rangers:
Ricochet is a pretty cool mechanic that could be harnessed, but I don't think it's enough to put rangers in a similar level to other classes in therms of exp/h. An idea is to create a new talent that buffs this ricochet thing, making the player choose between higher AoE or Single Target damage when levelling talents. 3s hellish volley is good but it doesn't give the ranger an AoE spell rotation. Also, as I could test, ricochet is benefited by Critical Hits but not by Multi Strike, so it's clearly better for marksman. |
Online Player ![]()
Elysium
Level 10
Ranger
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24th January 2023 08:25:19 (Last edited 24th January 2023 08:56:39) Quoting Hafgan: About rangers: Ricochet is a pretty cool mechanic that could be harnessed, but I don't think it's enough to put rangers in a similar level to other classes in therms of exp/h. An idea is to create a new talent that buffs this ricochet thing, making the player choose between higher AoE or Single Target damage when levelling talents. 3s hellish volley is good but it doesn't give the ranger an AoE spell rotation. Also, as I could test, ricochet is benefited by Critical Hits but not by Multi Strike, so it's clearly better for marksman. Agree. I mean Ricochet is well done but doesn't solves the problem of low experience acquired per hour. Rangers need a kind of AOE Arrow/Bolt (4x4 sqm) which reduces the damage of ranged weapon equipped in 40 or 50% less only for autoattack. Spells remain based on regular attack basic stats of ranged weapons. By this way, it'll not be op in terms of pve and pvp. Considering critical hits and multi strike damage too. |
Ocochodzi Player ![]()
Pharos
Level 55
Ranger
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24th January 2023 09:27:33
Of course I am very happy that you finally decided to bring some necessary changes.
As experienced warlock player I must say, that you should change this dirrection by a little bit. For example, Cross of Annihilation was spell I used as last spell, the instant one, after the combo. Changing it to 2 sec is weird in my opinion. What would you think if for example, you would make it like it was before with cooldown, but double hit on monsters? I think doing similar with Advanced Soul Fire (or maybe replacing it with similar, but more warlock-like spell with double hit as well?). We could also think about making subclasses even more unique from eachother - not ust small difference in spell's names/look. I was thinking about something like, in case of perfect 4 spell combo, maybe short speed boost? Would be easier to run out of monsters. Warlock is very squishy so that would be nice, small boost. About Shamans & Rangers I am not going to speak, as my experience with these subclasses is too low. |
Rockjsokc Player ![]()
Everest
Level 13
Mage
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24th January 2023 13:45:00 (Last edited 24th January 2023 13:46:27)
Now, Godzilla can stop your pyro, stop cry, and can go to your ranger.
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Sonnema Player ![]()
Pharos
Level 363
Mage
S2
56K
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24th January 2023 13:45:54
I cant speak for every class but based on the numbers shown in this thread the balancing changes will be minor. Ofcourse its at a beginning test phase but i dont think anybody realises how hard it is to balance xp/hr without destroying pyromancer. Id even say its impossible to reach that goal with currenct pyromancer.
Firstly, its not a 20% nerf on the edges, its a 20% nerf overall. The difference in live vs testserver: Inner cirlce: (4sqm only North, East, South and West) - live server 2600+/- - test server 2440 +/- Edges: (only North, East, South and West edges) - live server 1900 +/- - test server 1400 +/- After like level 300 i'd say the edges dmg doesnt even matter as you are able to deal dmg close to mobs anyway. So nerfing the radius of inferno wont do anything. Most of the time i am 8 boxing anyway. The advance soulfire buff, buffs pyromancers to a point you dint have to use fire rain in certain spawns so the total nerf comes down to like 6-8%. On test server i was still gaining 23/26kk an hour which is a 1x server. That is still double of the majority. Only a high skilled barbarian could maybe reach like 90% less exp, but im not experienced in barbarian so i cant really test that. Taking in consideration that the gap was 120%+ and now 100%+, how hard would have to nerf pyromancer to even get close to the same rate? You cant buff all classes 80% since that would cause even more trouble than pyromancer does currently. You also have to take in consideration that pyro is only good in solo PvE. In PvP theyre so easy to counter and do harm his own team quite alot. Pyromancers in teamhunt only boosts experience by like 30% for the party, IF the spawn holds. So thats not a major issue at all. Its only solo PvM thats well above everyone. My solution would probably be, remove pyromancer from all new coming servers and focus on balancing the other classes. Its going to be a major shock but the amount of nerfs needed to close that gap would probably make pyro not worth playing at all. |
Online Player ![]()
Elysium
Level 10
Ranger
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24th January 2023 14:30:22 (Last edited 24th January 2023 14:32:02) Quoting CM Mercury: Quoting Hellsinner: @Admnistration Physical resistance given by talents still dont appears correctly on stats. Magic resistance is okay. Btw Belligerent Focus 4% negation of damage is working? cuz it's not in spell description yet. Belligerent Focus negation is there. The spell description is just wrong. E. Will have to look into the stats window. I assume you are referring to the Fortification talent? It is described as melee defense whereas the Physical Resistance in Stats window is considered physical damage. I'll get back to you :^) -Mercury Thank you for answer, CM Mercury! Yea, i was referring about physical resistance given by talents (Fortification talent) As you can see if you equip an item with % physical resistance it will count in stats window. But if you select talents in fortification they'll not show properly in stats window. Magic resistance in stats window works for both, items and talents. |
Nerve Player ![]()
Elysium
Level 243
Mage
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24th January 2023 14:58:21 Quoting Sanoman: Quoting Miimixu: @Ritari The numbers would need to be changed heavily to even have a meaningful impact, even after these changes I would bet Pyros are still 100% ahead of all others. dude i don't know why it's so hard to understand that pyro has 5 stars in dmg, and that spells are focused on area damage, old man if you think pyromancer is wonderful start playing pyro it's so simple, but for you it's easier spends the day with his butt on the chair watching char uping in the script and wants to do the same pyromancer xp, goes to study and work and looks for something useful in life that keeps hammering on the same key I know you're a pyro and you're worried about your class getting even more nerfs (It has to be nerfed if they don't want to bring others up). Talking about "Well Pyros have FIVE stars" means nothing, thats just a random number they added, Barbarians are 4.5 stars and they're over 100% exp behind, so if you get 40kk, they're on 20kk. Before just making random assumptions about me the last 2 seasonal servers I played Pyro but thanks for the insight in to what I do ![]() Quoting Paladin Dark: Congratulations to all the zezenia community, they have already achieved their goal, the pyro is already useless in exp and in pvp. Now only barbarian and paladin are missing again since cleave returned to 2s Pyro useless in EXP ![]() ![]() ![]() ![]() ![]() You are playing the class very very wrong if that is the case, even with these nerfs they're still 80%~ above any other class. The thing is the staff need to come out and say what they think is a reasonable gap between the classes, if they think Pyros should be 80-100% ahead of everyone else then no more balancing is needed, but if they want the gap to be 15-25% a LOT more needs to be done. |
Melecossauro Rex Player ![]()
Elysium
Level 18
Ranger
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24th January 2023 15:21:24 Quoting Godzilla: I cant speak for every class but based on the numbers shown in this thread the balancing changes will be minor. Ofcourse its at a beginning test phase but i dont think anybody realises how hard it is to balance xp/hr without destroying pyromancer. Id even say its impossible to reach that goal with currenct pyromancer. Firstly, its not a 20% nerf on the edges, its a 20% nerf overall. The difference in live vs testserver: Inner cirlce: (4sqm only North, East, South and West) - live server 2600+/- - test server 2440 +/- Edges: (only North, East, South and West edges) - live server 1900 +/- - test server 1400 +/- After like level 300 i'd say the edges dmg doesnt even matter as you are able to deal dmg close to mobs anyway. So nerfing the radius of inferno wont do anything. Most of the time i am 8 boxing anyway. The advance soulfire buff, buffs pyromancers to a point you dint have to use fire rain in certain spawns so the total nerf comes down to like 6-8%. On test server i was still gaining 23/26kk an hour which is a 1x server. That is still double of the majority. Only a high skilled barbarian could maybe reach like 90% less exp, but im not experienced in barbarian so i cant really test that. Taking in consideration that the gap was 120%+ and now 100%+, how hard would have to nerf pyromancer to even get close to the same rate? You cant buff all classes 80% since that would cause even more trouble than pyromancer does currently. You also have to take in consideration that pyro is only good in solo PvE. In PvP theyre so easy to counter and do harm his own team quite alot. Pyromancers in teamhunt only boosts experience by like 30% for the party, IF the spawn holds. So thats not a major issue at all. Its only solo PvM thats well above everyone. My solution would probably be, remove pyromancer from all new coming servers and focus on balancing the other classes. Its going to be a major shock but the amount of nerfs needed to close that gap would probably make pyro not worth playing at all. Thats it!!! Honesty!!! the numbers still high. |
Nerve Player ![]()
Elysium
Level 243
Mage
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24th January 2023 15:32:59 (Last edited 24th January 2023 15:46:47) Quoting Melecossauro Rex: Quoting Godzilla: I cant speak for every class but based on the numbers shown in this thread the balancing changes will be minor. Ofcourse its at a beginning test phase but i dont think anybody realises how hard it is to balance xp/hr without destroying pyromancer. Id even say its impossible to reach that goal with currenct pyromancer. Firstly, its not a 20% nerf on the edges, its a 20% nerf overall. The difference in live vs testserver: Inner cirlce: (4sqm only North, East, South and West) - live server 2600+/- - test server 2440 +/- Edges: (only North, East, South and West edges) - live server 1900 +/- - test server 1400 +/- After like level 300 i'd say the edges dmg doesnt even matter as you are able to deal dmg close to mobs anyway. So nerfing the radius of inferno wont do anything. Most of the time i am 8 boxing anyway. The advance soulfire buff, buffs pyromancers to a point you dint have to use fire rain in certain spawns so the total nerf comes down to like 6-8%. On test server i was still gaining 23/26kk an hour which is a 1x server. That is still double of the majority. Only a high skilled barbarian could maybe reach like 90% less exp, but im not experienced in barbarian so i cant really test that. Taking in consideration that the gap was 120%+ and now 100%+, how hard would have to nerf pyromancer to even get close to the same rate? You cant buff all classes 80% since that would cause even more trouble than pyromancer does currently. You also have to take in consideration that pyro is only good in solo PvE. In PvP theyre so easy to counter and do harm his own team quite alot. Pyromancers in teamhunt only boosts experience by like 30% for the party, IF the spawn holds. So thats not a major issue at all. Its only solo PvM thats well above everyone. My solution would probably be, remove pyromancer from all new coming servers and focus on balancing the other classes. Its going to be a major shock but the amount of nerfs needed to close that gap would probably make pyro not worth playing at all. Thats it!!! Honesty!!! the numbers still high. I've been saying this for a long time, IF you want balance (I take balance of having a max range of 20% so top is 20% more exp/h than the bottom) the amount of buffs the other classes would need will be massive. I don't think a lot of people realize just how broken Pyro is compared to everyone else in terms of EXP/H, we have people suggesting a 30% increase to like hailstorm which would increase there exp/h by less than 10%. I urge the staff to make a 500 Pyro with the best set and mlvl 80-85 then make a warlock and just see how big the difference actually is. EDIT: If the staff want to close to gap and test some "radical" changes on the test server, I have a few suggestions FOR PVE ONLY Ranger: Maker Ricochet hit 2 extra targets 100% first bounce and 50% second bounce. Bring back the life steal spell. Mages: Make Shaman/Warlocks 4s/3s/2s ricochet to 1 other target. Shaman: Make their Rejuvenation spell Add a shield for 50% of the damage healed lasting 8 seconds (If another heal is added it will stack) Barbarian: Make shockwave 2 second cooldown. Raise RoF 50% Paladin: Cleave should be 50% increased damage and Shield bash hits 2 other monsters for 50% of the original damage. |