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Warrior Money Player
Pharos
Level 20
Warrior
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14 days 23 hours ago Quoting Sauron: Quoting Warrior Money: Quoting Ranger: Quoting Warrior Money: If they take away the Ranger's 5 HP, they'll have to compensate with something that gives them a little more damage, because if they become more fragile, they'll have to kill their target faster Compensate HP with dodge, that's the proposal. Rangers are already very good in terms of damage. The dodge is unlimited and also depends heavily on luck; it's not a sure thing like HP. If you receive 100 attacks and the dodge only activates once on the 100th hit, it's not a viable option. It's better to improve the bows a bit so they do more damage, or give the rangers a high probability of being able to fire two arrows in a row No, dodge is limited at 25% for all classes since the last balance update was released. You can test it. The class of rangers got overstatted for their role, although applying a well balanced dmg, their hp ceiling seems to be excessive, overruling warriors best attribute, one of the elements that provides warriors endurance role: a larger hp budget. Sorry, the keyboard messed everything up and I meant to type "limited," and that's why taking away the Ranger's HP and giving him 8% more Dodge is practically giving him nothing. The Dodge is based on probability and luck, like a critical set; the percentage isn't guaranteed or stable. The explorer needs something safe and stable, or you can easily increase the warriors' health instead of lowering the rangers' HP |
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Explosive Player
Elysium
Level 102
Mage
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14 days 21 hours ago Quoting Warrior Money: Quoting Sauron: Quoting Warrior Money: Quoting Ranger: Quoting Warrior Money: If they take away the Ranger's 5 HP, they'll have to compensate with something that gives them a little more damage, because if they become more fragile, they'll have to kill their target faster Compensate HP with dodge, that's the proposal. Rangers are already very good in terms of damage. The dodge is unlimited and also depends heavily on luck; it's not a sure thing like HP. If you receive 100 attacks and the dodge only activates once on the 100th hit, it's not a viable option. It's better to improve the bows a bit so they do more damage, or give the rangers a high probability of being able to fire two arrows in a row No, dodge is limited at 25% for all classes since the last balance update was released. You can test it. The class of rangers got overstatted for their role, although applying a well balanced dmg, their hp ceiling seems to be excessive, overruling warriors best attribute, one of the elements that provides warriors endurance role: a larger hp budget. Sorry, the keyboard messed everything up and I meant to type "limited," and that's why taking away the Ranger's HP and giving him 8% more Dodge is practically giving him nothing. The Dodge is based on probability and luck, like a critical set; the percentage isn't guaranteed or stable. The explorer needs something safe and stable, or you can easily increase the warriors' health instead of lowering the rangers' HP That sounds fine ... Increasing Warriors HP from 15 to 20. So, 20 HP + 5 Mana = 25 total Increasing Rangers Mana from 5 to 10. So, 15 HP + 10 Mana = 25 total Increasing Mages Mana from 10 to 20. So, 5 HP + 20 Mana = 25 total This feels more balanced this way. Rangers keep their HP, Warriors are upgraded to their proper place with the highest HP and Mages gain significantly more mana. Additionally, increasing Mage mana adds an interesting strategic option. In critical situations during hard battles, if their HP drops, they can use a Fruit of Rebirth while activating the Mystic Guard buff, which reduces incoming damage by 40% based on mana. That’s why, this makes the mana increase a valuable safeguard as well. |
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Methanol Player
Zera
Level 12
Mage
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14 days 1 hour ago Quoting Explosive: Increasing Warriors HP from 15 to 20. So, 20 HP + 5 Mana = 25 total Increasing Rangers Mana from 5 to 10. So, 15 HP + 10 Mana = 25 total Increasing Mages Mana from 10 to 20. So, 5 HP + 20 Mana = 25 total This could be great with the damage cap removal from Sweeping Swipe and Advanced Soul Fire. |
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I Can Hit Premium
Aegis
Level 720
Mage
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14 days 58 minutes ago (Last edited 14 days 57 minutes ago) Quoting Explosive: Quoting Warrior Money: Quoting Sauron: Quoting Warrior Money: Quoting Ranger: Quoting Warrior Money: If they take away the Ranger's 5 HP, they'll have to compensate with something that gives them a little more damage, because if they become more fragile, they'll have to kill their target faster Compensate HP with dodge, that's the proposal. Rangers are already very good in terms of damage. The dodge is unlimited and also depends heavily on luck; it's not a sure thing like HP. If you receive 100 attacks and the dodge only activates once on the 100th hit, it's not a viable option. It's better to improve the bows a bit so they do more damage, or give the rangers a high probability of being able to fire two arrows in a row No, dodge is limited at 25% for all classes since the last balance update was released. You can test it. The class of rangers got overstatted for their role, although applying a well balanced dmg, their hp ceiling seems to be excessive, overruling warriors best attribute, one of the elements that provides warriors endurance role: a larger hp budget. Sorry, the keyboard messed everything up and I meant to type "limited," and that's why taking away the Ranger's HP and giving him 8% more Dodge is practically giving him nothing. The Dodge is based on probability and luck, like a critical set; the percentage isn't guaranteed or stable. The explorer needs something safe and stable, or you can easily increase the warriors' health instead of lowering the rangers' HP That sounds fine ... Increasing Warriors HP from 15 to 20. So, 20 HP + 5 Mana = 25 total Increasing Rangers Mana from 5 to 10. So, 15 HP + 10 Mana = 25 total Increasing Mages Mana from 10 to 20. So, 5 HP + 20 Mana = 25 total This feels more balanced this way. Rangers keep their HP, Warriors are upgraded to their proper place with the highest HP and Mages gain significantly more mana. Additionally, increasing Mage mana adds an interesting strategic option. In critical situations during hard battles, if their HP drops, they can use a Fruit of Rebirth while activating the Mystic Guard buff, which reduces incoming damage by 40% based on mana. That’s why, this makes the mana increase a valuable safeguard as well. The problem is you have not taken in to account PVP at all and thats why the game is so imbalanced. The effects of the changes people keep stating would ruin PVP more than it already is. A level 500 warlock can currently get close to 100-0 in 1 combo by a ranger in PVP whilst doing a full combo only takes around 35% of their HP (not taking in to account rangers auto attacks don't need loading or interrupt their healing like a mages combo does) |
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Markzman Player
Elysium
Level 10
Ranger
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14 days 52 minutes ago (Last edited 14 days 15 minutes ago) Quoting Red Ranger: Quoting Explosive: Quoting Warrior Money: Quoting Sauron: Quoting Warrior Money: Quoting Ranger: Quoting Warrior Money: If they take away the Ranger's 5 HP, they'll have to compensate with something that gives them a little more damage, because if they become more fragile, they'll have to kill their target faster Compensate HP with dodge, that's the proposal. Rangers are already very good in terms of damage. The dodge is unlimited and also depends heavily on luck; it's not a sure thing like HP. If you receive 100 attacks and the dodge only activates once on the 100th hit, it's not a viable option. It's better to improve the bows a bit so they do more damage, or give the rangers a high probability of being able to fire two arrows in a row No, dodge is limited at 25% for all classes since the last balance update was released. You can test it. The class of rangers got overstatted for their role, although applying a well balanced dmg, their hp ceiling seems to be excessive, overruling warriors best attribute, one of the elements that provides warriors endurance role: a larger hp budget. Sorry, the keyboard messed everything up and I meant to type "limited," and that's why taking away the Ranger's HP and giving him 8% more Dodge is practically giving him nothing. The Dodge is based on probability and luck, like a critical set; the percentage isn't guaranteed or stable. The explorer needs something safe and stable, or you can easily increase the warriors' health instead of lowering the rangers' HP That sounds fine ... Increasing Warriors HP from 15 to 20. So, 20 HP + 5 Mana = 25 total Increasing Rangers Mana from 5 to 10. So, 15 HP + 10 Mana = 25 total Increasing Mages Mana from 10 to 20. So, 5 HP + 20 Mana = 25 total This feels more balanced this way. Rangers keep their HP, Warriors are upgraded to their proper place with the highest HP and Mages gain significantly more mana. Additionally, increasing Mage mana adds an interesting strategic option. In critical situations during hard battles, if their HP drops, they can use a Fruit of Rebirth while activating the Mystic Guard buff, which reduces incoming damage by 40% based on mana. That’s why, this makes the mana increase a valuable safeguard as well. The problem is you have not taken in to account PVP at all and thats why the game is so imbalanced. The effects of the changes people keep stating would ruin PVP more than it already is. A level 500 warlock can currently get close to 100-0 in 1 combo by a ranger in PVP whilst doing a full combo only takes around 35% of their HP (not taking in to account rangers auto attacks don't need loading or interrupt their healing like a mages combo does) Yes! That's exactly the reason that rangers' health points should be reduced. They shouldn't change rangers' damage just make them more fragile. Unless the Marksman’s Arrow Volley and the Rogue’s Barbed Arrow are adjusted, their targeted main damage could be reduced. In both cases, the direct damage to the primary target would be lower especially to solve their high burst damage in PvP; consequently, Arrow Volley could hit 6 to 8 nearby monsters instead of the current 5, and Barbed Arrow could deal DoT (bleeding status) for a longer duration. |
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Darth Krayt Player
Ares
Level 10
Mage
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13 days 23 hours ago
Overall, all three proposed changes seem great to me:
First Change: Increase Warriors’ HP from 15 to 20, resulting in 20 HP and 5 Mana Increase Rangers’ Mana from 5 to 10, resulting in 15 HP and 10 Mana Increase Mages’ Mana from 10 to 20, resulting in 5 HP and 20 Mana Second Change: Remove the damage cap - Sweeping Swipe and Advanced Soul Fire. Third Change: Reduce the main-target damage of Barbed Arrow and Arrow Volley, and compensate pvm by increasing damage against more monsters (Arrow Volley) or increasing ticks per second (Barbed Arrow). |
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Toretto Player
Elysium
Level 10
Warrior
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13 days 7 hours ago
definitely this game needs a new balancing class, just look at seasonal players, 75% + are rangers
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Hexecutioner Player
Elysium
Level 101
Mage
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11 days 23 hours ago (Last edited 11 days 22 hours ago) Quoting Darth Krayt: Overall, all three proposed changes seem great to me: First Change: Increase Warriors’ HP from 15 to 20, resulting in 20 HP and 5 Mana Increase Rangers’ Mana from 5 to 10, resulting in 15 HP and 10 Mana Increase Mages’ Mana from 10 to 20, resulting in 5 HP and 20 Mana Second Change: Remove the damage cap - Sweeping Swipe and Advanced Soul Fire. Third Change: Reduce the main-target damage of Barbed Arrow and Arrow Volley, and compensate pvm by increasing damage against more monsters (Arrow Volley) or increasing ticks per second (Barbed Arrow). #1st change - reduce rangers hp or increase warriors hp; there's no other way to finish this matter. warriors must have more hp. there's no sense in rangers having same hp as warriors. #2nd change - agree with no cap. sweeping swipe damage should be based more on melee besides warriors level, just as advanced soulfire based on ml and level. melee skill doesn't help to scale damage as much as ml and it should be reviewed. #3rd change - marksman > lower arrow volley damage by 10 % and increase spread shot damage by 15 %. rogue > reduce barbed arrow damage by 10 % and increase ruthless execution damage by 20 %. Reallocate part of the damage to weaker spells. |
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Wojo Tank Premium
Aegis
Level 20
Warrior
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11 days 22 hours ago Quoting Hexecutioner: Quoting Darth Krayt: Overall, all three proposed changes seem great to me: First Change: Increase Warriors’ HP from 15 to 20, resulting in 20 HP and 5 Mana Increase Rangers’ Mana from 5 to 10, resulting in 15 HP and 10 Mana Increase Mages’ Mana from 10 to 20, resulting in 5 HP and 20 Mana Second Change: Remove the damage cap - Sweeping Swipe and Advanced Soul Fire. Third Change: Reduce the main-target damage of Barbed Arrow and Arrow Volley, and compensate pvm by increasing damage against more monsters (Arrow Volley) or increasing ticks per second (Barbed Arrow). #1st change - reduce rangers hp or increase warriors hp; there's no other way to finish this matter. warriors must have more hp. there's no sense in rangers having same hp as warriors. #2nd change - agree with no cap. sweeping swipe damage should be based more on melee besides warriors level, just as advanced soulfire based on ml and level. melee skill doesn't help to scale damage as much as ml and it should be reviewed. #3rd change - marksman > lower arrow volley damage by 10 % and increase spread shot damage by 15 %. rogue > reduce barbed arrow damage by 10 % and increase ruthless execution damage by 20 %. Reallocate part of the damage to weaker spells. Dude the problem is pvp? Reducing arrow volley yo gonna kill the exp of marksman, and reducing barbed arrow only balanced pvp and keep exp. to keep pvp balancing in marksman, just reduce the damage from arrow volley and increasse numbers of creatures hi (5 to 8) and reduce te damage 5/8. Will keep exp, and balacing damage in pvp. Reduce healh ranger and give him 10% or 8% dodge in natural buff, or give warrior hp sounds fine. and #2 change sounds perfetly |
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Ron Premium
Elysium
Level 387
Warrior
S4
24
25
24K
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11 days 18 hours ago Quoting Wojo Tank: Quoting Hexecutioner: Quoting Darth Krayt: Overall, all three proposed changes seem great to me: First Change: Increase Warriors’ HP from 15 to 20, resulting in 20 HP and 5 Mana Increase Rangers’ Mana from 5 to 10, resulting in 15 HP and 10 Mana Increase Mages’ Mana from 10 to 20, resulting in 5 HP and 20 Mana Second Change: Remove the damage cap - Sweeping Swipe and Advanced Soul Fire. Third Change: Reduce the main-target damage of Barbed Arrow and Arrow Volley, and compensate pvm by increasing damage against more monsters (Arrow Volley) or increasing ticks per second (Barbed Arrow). #1st change - reduce rangers hp or increase warriors hp; there's no other way to finish this matter. warriors must have more hp. there's no sense in rangers having same hp as warriors. #2nd change - agree with no cap. sweeping swipe damage should be based more on melee besides warriors level, just as advanced soulfire based on ml and level. melee skill doesn't help to scale damage as much as ml and it should be reviewed. #3rd change - marksman > lower arrow volley damage by 10 % and increase spread shot damage by 15 %. rogue > reduce barbed arrow damage by 10 % and increase ruthless execution damage by 20 %. Reallocate part of the damage to weaker spells. Dude the problem is pvp? Reducing arrow volley yo gonna kill the exp of marksman, and reducing barbed arrow only balanced pvp and keep exp. to keep pvp balancing in marksman, just reduce the damage from arrow volley and increasse numbers of creatures hi (5 to 8) and reduce te damage 5/8. Will keep exp, and balacing damage in pvp. Reduce healh ranger and give him 10% or 8% dodge in natural buff, or give warrior hp sounds fine. and #2 change sounds perfetly 1- adding +5 H.P per level to warriors is a better and suitable alternative than reduce rangers H.P. 2- above all sweeping swipe damage scaling is really needed to improve warriors A.O.E grinding since at high levels exp' of this class falls far behind mages and rangers; as for advanced soul fire, it can contribute a lot to improve warlocks and shamans A.O.E hunting spells. 3- yes, reducing around 15% marks' arrow volley damage to target focusing on balance PVP whereas increasing the hit creatures from 5 to 8 also helps maintain PVM balance; concerning barbed arrow, 10% up to 15% from its damage can be transferred to ruthless execution, since today ruthless execution still has low damage to justify the demand of its target to have less than 30% of H.P. |