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Elysium
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26th January 2023 18:37:04 Quoting CM Mercury: . Barbarians: There is an option to boost some of the spells of barbarians to prevent Paladins from catching up in exp/h. First option: Rage of Fury - Nowadays its side damage is around 70% and its back damage around 30%. Maybe 100% (front damage), 100% (side damage) and 66% (back damage) Second option: Shockwave - +25% damage and 3s cooldown Third option: Shockwave - reduce cooldown to 3s, keep current damage Rage of Fury - 100% (front damage), 75% (side damage) and 66% (back damage) |
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Pharos
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26th January 2023 18:58:29 Quoting CM Mercury: Quoting Miimixu: First of all if not you then solid or veeti, there are currently only 3 of you active on the game I've been told, I can post the screen shot of before and after if needed. (I won't count jojo has he does close to nothing) Secondly close to all my feedback has been what you would call "constructive" the latest post that you say was deleted (it was edited) was even constructive but told you a few truths of which it sounds like you (or the others) didn't like. I asked a simple question from the staffs point of view if you're not trying to balance the classes at all then post a tier list so to speak of where you think the classes should be. Surely that is something you have talked about and now know? if not then you're just doing random changes hoping they work. Like Agron posted you have one class 80-100% exp above everyone else and thats not the only gap you have, you then have Paladin/Barbarian (have you noticed all the AOE classes?) which is around 40% ish above the rest. Heya, There are more than 3 staff members currently active so no, none of those names mentioned seem to fit this case. Current changes are just a step towards a slightly better balance between subclass experience/hour. Also to keep in mind, there are sub classes for a reason. Each class has their individual reasons for their existence. I have no desire to continue this conversation any further. Let's keep this thread clean for TS changes only. If you have any complaints, demands or questions feel free to PM me or send an email to [email protected]. -Mercury I have a proposal to increase the spell attacks of the rogues by 15 or 10% because I see that it increases the damage of other subclasses except the rogue and finally, don't take it the wrong way, but what you said about the system between pvp and non-pvp doesn't make any sense since warlock is super op in pvp, increase the damage of all his attack combo spells by 10% you make the warlock have no rivals in pvp |
CM Mercury Community Manager |
26th January 2023 19:10:04 (Last edited 26th January 2023 19:13:54) Quoting Askja: Point 2) Back to paladin as it is only class I know something about. I'm a bit disappointed by what you choose to do for paladins. Ofc I find it good you de-nerf cleave, replacing a 0,66 nerf (same damage, cooldown 3s) by a 0,85 nerf Ofc I find it good we have a better Sweeping Swipe But precisely now we finally have a better Sweeping swipe, I would have greatly preferred to stay at 3s cooldown with a buff damage (let's say +20%, to finally obtain a 0,66x1,2=0,79 nerf). I know I'm almost alone to think that, and I will probably get insults for that ![]() Besides, my true deceptions are those : - still no rework of completly useless Holy Sword, despite it is "final" spell ? - still no specific identity for paladins through their shield ? Hi, The paladin cleave did somewhat break the spell rotation, hence the reason for decreasing the cool down by 1 second and adjusting the spell damage. Holy sword is a spell that works at distance, it still deals great damage and any time you have the option to use it you can go for it, it still has the 30s CD. This might be more use full in PVP. Regarding the shield question, I'm not quite sure what you mean? Do you mean a shield should be more useful as barbarians lose close to nothing wearing a two handed weapon? Quoting Miimixu: As I expected, the question wasn't answered and the conversation was shut down, but you're the boss so lets leave all feedback at that. My comments where on the current Test Server, the thread name is "Balancing Test Server" and my opinion is unless we're changing what the word balancing means, the test server isn't close to what it was made for. In the end a DPS is a DPS and who ever does the most damage wins, There is a reason a lot bigger games have all used the same formula when it comes to AOE vs Single target. Hey Miimixu all constructive feedback is appreciated. The ones I deleted were just bashing the current changes. Since the idea of this TS and the current changes is to slightly lower the gaps for now, there is no need to bash the team for not doing all at once. We will adjust the current numbers according to the player feedback and changes will be made to the test server shortly for another round of testing. Trying to balance all classes within a lets say 20% range is going to be hard and it's not a go to target for now. Ideally we would just like to slightly decrease the differences at this point. The conversation is not shut down, I will still keep replying to you about changes but considering that edited post it's out of my hands. Quoting Ragnarok Black: I have a proposal to increase the spell attacks of the rogues by 15 or 10% because I see that it increases the damage of other subclasses except the rogue and finally, don't take it the wrong way, but what you said about the system between pvp and non-pvp doesn't make any sense since warlock is super op in pvp, increase the damage of all his attack combo spells by 10% you make the warlock have no rivals in pvp Keep in mind these changes are PVM only, these changes will not affect PVP damage -Mercury |
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Elysium
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26th January 2023 19:32:12 (Last edited 26th January 2023 19:32:34) Quoting CM Mercury: Regarding the shield question, I'm not quite sure what you mean? Do you mean a shield should be more useful as barbarians lose close to nothing wearing a two handed weapon? Mercury I'm speaking about the idea that all shields except beginners' one should be only wearable by paladins (as 2h are only wearable by barbarians), and with some supplementary stats (whatever it could be) giving paladin a unique identity. Ofc that supplementary stats could be used to help in balancing. See eg here (and forget about death knight is this thread, this is finally not the core of the subject |
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Elysium
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26th January 2023 20:32:05 (Last edited 26th January 2023 20:33:40) Quoting CM Mercury: .... I guess we see my feedback or the way I write it in two different lights, I've played this game for a looong ass time and it's frustrating when nothing is happening or the changes needed to bring this type of game in to the 2020's are being pushed aside. You guys have soo many tools you can use to mix things up, make things more fun and welcoming and they don't seem to be used to their full potential. You have a test server where you can test any changes you want and then we see +10% to spells. It would be nice to know exactly what the staff want to achieve, the communication on these things just isn't there and thats not bashing or anything. Like what do you find a reasonable gap is between the classes and sub classes, then we can give feedback based on the vision of the staff. 'Cause it's obvious our definition of balance is not even close to each other. If you want to go down the old school 2004 Tibia vibe, Paladin needs massive nerfs, Shamans needs nerfs in damage but more utility and healing power, Warlocks need more damage or even changed to dot based class and rangers need to be more focused on their auto attacks. Like I said before it's hard to give feedback as we don't know what you want, if you want there to be stand out classes in terms of exp/h then the changes are good, if not then the current changes are not enough. |
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Elysium
Level 18
Ranger
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26th January 2023 21:04:44 Quoting Askja: Quoting CM Mercury: Regarding the shield question, I'm not quite sure what you mean? Do you mean a shield should be more useful as barbarians lose close to nothing wearing a two handed weapon? Mercury I'm speaking about the idea that all shields except beginners' one should be only wearable by paladins (as 2h are only wearable by barbarians), and with some supplementary stats (whatever it could be) giving paladin a unique identity. Ofc that supplementary stats could be used to help in balancing. See eg here (and forget about death knight is this thread, this is finally not the core of the subject Nice idea Askja, if shields become exclusive to paladin, then a new 4k challenge points weapon must be added to the game. Im pretty sure a lot of barbarians fans would rush in tasks to get the weapon!!! ![]() And that would be very fair, since paladin would have axe of destruction as exclusive iten, and bushido helmet can be used by both warriors. ![]() |
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Elysium
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26th January 2023 21:27:36 Quoting Melecossauro Rex: Quoting Askja: Quoting CM Mercury: Regarding the shield question, I'm not quite sure what you mean? Do you mean a shield should be more useful as barbarians lose close to nothing wearing a two handed weapon? Mercury I'm speaking about the idea that all shields except beginners' one should be only wearable by paladins (as 2h are only wearable by barbarians), and with some supplementary stats (whatever it could be) giving paladin a unique identity. Ofc that supplementary stats could be used to help in balancing. See eg here (and forget about death knight is this thread, this is finally not the core of the subject Nice idea Askja, if shields become exclusive to paladin, then a new 4k challenge points weapon must be added to the game. Im pretty sure a lot of barbarians fans would rush in tasks to get the weapon!!! ![]() And that would be very fair, since paladin would have axe of destruction as exclusive iten, and bushido helmet can be used by both warriors. ![]() it would also be interesting to have a death knight axe... since the tarmell quest gives the sword to barbarians as well |
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Elysium
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27th January 2023 01:13:04 (Last edited 27th January 2023 01:14:45)
Knowing that you are not going for complete balance, I will give a few suggestions.
All these changes are for PVE only. 1. Keep the recent nerfs to Pyro, I wouldn't like to see any more changes otherwise it will mess with PVP too much etc. One nerf you could do to Pyro without hurting their damage etc is to make their spells only benefit 33% from all life steal. 2. Add your suggestion that ricochet can hit itself if no other monsters in X range, Make is bounce 2x. The first bounce 75% and the second bounce 50% (PVE only). 3. Add around 50% (Total from live) to Deathblow/Rock Thrust/Thunderbolt/Life Drain/Hailstorm/Soul Incinerator. 4. Because warlock is supposed to be more damage than shaman make Lasting Pain do 50% of the initial hit as a DOT over 4 seconds. 5. Make the 3 front and 2 sides do 100% damage on RoF, you could also lower the cooldown of Shockwave to 3s from 4. If you wanted to go further or change things around a little you could have 2h weapons hit 3 targets, the main target for 100% and two other targets for 50% each. 6. For rogues I would like to see them more of a ranged auto bleed class, so things like barbed arrow could have reduced cooldown and maybe even their auto attacks could bleed the target for X% of their auto hit. If you're going down this route though a lot of monsters need changing, the loot problem is due to a rare being (this is example numbers as I don't have access to them) 1/500 for a dracolich where the AOE classes kill a lot at a time, but also the "single target" monsters having their rares being 1/500 as well even though you kill them at a much slower rate. |
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Elysium
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Mage
S4
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27th January 2023 10:13:42 (Last edited 27th January 2023 10:21:01) Quoting CM Mercury: Current changes are just a step towards a slightly better balance between subclass experience/hour. Also to keep in mind, there are sub classes for a reason. Each class has their individual reasons for their existence. If the idea is slightly lower the gaps then you need to increase at least in 50% these spells: Hailstorm, Thunderbolt, Rock Thrust, Soul Incinerator, Life Drain & Deathblow. Buffing the damage 10% or 20% helps in almost nothing to reduce the gap. There's only 1 maybe 2 shamans really active/getting levels on Elysium and the reason is easily understandable, although this subclass was concepted to be a support it's not needed in hunts because Paladins and Barbarians can hunt alone without worry to any problem like profit, damage and death by own difficulty of hunting place. Increasing those spells in +50% is the minimum to do regarding to the gap which is kind like 120%~150% of difference in exp/h between of highest AOE subclass and lowest single target subclass. While this high difference exists many shamans, rangers and warlocks will not be attracted to play or return to the game. |
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Elysium
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27th January 2023 15:33:43 (Last edited 27th January 2023 15:34:13) Quoting Miimixu: Knowing that you are not going for complete balance, I will give a few suggestions. All these changes are for PVE only. 1. Keep the recent nerfs to Pyro, I wouldn't like to see any more changes otherwise it will mess with PVP too much etc. One nerf you could do to Pyro without hurting their damage etc is to make their spells only benefit 33% from all life steal. 2. Add your suggestion that ricochet can hit itself if no other monsters in X range, Make is bounce 2x. The first bounce 75% and the second bounce 50% (PVE only). 3. Add around 50% (Total from live) to Deathblow/Rock Thrust/Thunderbolt/Life Drain/Hailstorm/Soul Incinerator. 4. Because warlock is supposed to be more damage than shaman make Lasting Pain do 50% of the initial hit as a DOT over 4 seconds. 5. Make the 3 front and 2 sides do 100% damage on RoF, you could also lower the cooldown of Shockwave to 3s from 4. If you wanted to go further or change things around a little you could have 2h weapons hit 3 targets, the main target for 100% and two other targets for 50% each. 6. For rogues I would like to see them more of a ranged auto bleed class, so things like barbed arrow could have reduced cooldown and maybe even their auto attacks could bleed the target for X% of their auto hit. If you're going down this route though a lot of monsters need changing, the loot problem is due to a rare being (this is example numbers as I don't have access to them) 1/500 for a dracolich where the AOE classes kill a lot at a time, but also the "single target" monsters having their rares being 1/500 as well even though you kill them at a much slower rate. Marksman cd: Spread Shot: 3s Piercing Shot: 5s Arrow Volley: 5s Rogue cd: Traps: 18s Ruthless Execution: 20s Barbed Arrow: 30s Alternative: Traps 15s cd and Barbed Arrow 12s cd |