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Explosive Player
Elysium
Level 102
Mage
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1 day 2 minutes ago (Last edited 23 hours 53 minutes ago) Quoting Markzman: Barbarian: Shockwave: should hit all creatures inside the box. Another great complement may be to add a chance of a stun effect to the Shockwave against players only. Barbarians deal good damage in PvP, but their own subclass's "disabling" spells (without using combined spells for two different subclasses) are practically useless in PvP. In other words, when a barbarian is alone in PvP, the best thing they can do is jump away. After testing Barbarian and Paladin, why the hell would anyone pick Barbarian over Paladin? ![]() At level 1000 with 200 skills, a Paladin's Cleave hits for 1580 × 8, while a Barbarian with the same stats hits for 1845 × 5 and 1400 × 3. That means the Paladin's total Cleave damage is 12,640 , whereas the Barbarian's total damage is only 13,425. For a subclass that's supposed to be the melee damage specialist, that's barely a 6% advantage. Considering the Paladin also brings superior utility and survivability, it's hard to see a compelling reason to choose Barbarian in its current state. Barbarians should have an EXP rate higher than, or at least comparable to Rangers. Agree, If shockwave is expanded to include all surrounding tiles - incorporating the tiles behind and beside the barbarian - in addition to the front wave, then barbarians could match rogues in XP per hour, and probably still below marksmen in XP per hour, but it seems fair enough.. .. |
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Meabmei Saauu Premium
Aegis
Level 410
Mage
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23 hours 52 minutes ago
Can we stop make everything broken? Just nerf the broken classes to match others…
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Explosive Player
Elysium
Level 102
Mage
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23 hours 46 minutes ago (Last edited 23 hours 30 minutes ago) Quoting Meabmei Saauu: Can we stop make everything broken? Just nerf the broken classes to match others… Nerfing only “broken” classes doesn’t solve balance..... it just drags everyone down and often makes the game less fun and slower overall. If some subclass is underperforming, buffing it to a reasonable baseline is simply correcting imbalance, not power creep! Real balance is about convergence of viable options, not equalizing everything by reduction.... Besides that, most of the community agrees that only two of the seven subclasses are currently underpowered in PvE (warlock and barbarian). So there's no point in nerfing all the others that are already balanced.... |
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Ajama Premium
Pharos
Level 15
Ranger
S8
S1
94K
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16 hours 52 minutes ago (Last edited 16 hours 41 minutes ago)
The game needs overall rework sadly, enchanting.. lifesteal.. etc
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Miwa Player
Elysium
Level 13
Mage
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9 hours 7 minutes ago (Last edited 4 hours 23 minutes ago)
1) Paladins should have an areal grip spell that pulls 5 nearby monsters to paladin, or maybe a chain spell to hook the mobs to the 8 SQM surrounding (box) the paladin, enabling a great feature to encourage more team hunts.
2) Barbarian: The problem with barbarians is paladins are very close to barbarians in terms of damage at higher levels but they also fill the “tank” role too, they're also useless in PvP, remaining highly vulnerable due to a lack of utility. Their kit completely lacks solo crowd control tools like taunts, silence effect, paralyzes or bleeding to use against targets. 2. I - Add a new stat to 2H weapons that grants a 33% chance for barbarian to deal auto-attack damage to 4 nearby monsters around himself, only when the mobs are within the 8 SQM surrounding (box). This new stat can buff the power of Two-Handed weapons but their potential remains restricted to their immediate melee range and capped at 4 extra targets besides the main target. Unlike, rangers and mages, who retain the advantage of kiting, dealing damage while running. A relevant point: like rangers' Areal Arrow, the player would have to sacrifice another stat on their weapon in order to add this new one. Rangers became strong since they have area auto-attacks: Ricochets and Areal Arrow. Barbarians deserve to receive something similar to further improve their subclass. Therefore, if this new stat were introduced for 2H weapons, Barbarians could even choose to sacrifice physical defense, magical defense, or even dodge in order to focus on equipment pieces with Critical Hit Boost, since hunting while dealing critical hits with 2H weapons would become an attractive option for achieving the best experience per hour. 2. II - Rework Blind Rush: allow it to be used with mouse-cursor targeting. The Barbarian would leap to the selected spot and, on impact, apply a silence effect to all enemies in a small area (3x3 around the barbarian), preventing them from casting damage spells for 5 seconds. Raising the cooldown from 20 to 100 seconds. This change would give to barbarians much more outplay potential in PvP. 3) Warlocks have been neglected, only 1 of their spells scale damage and the second hit is now even lower than shaman (warlocks second hit is 25% and shamans is 50%). 3. I - The final Warlock talent, Immolation, is also bugged because it does not increase Advanced Soul Fire damage at all! It urgently needs to be fixed. 3. II - New AoE spell: copy marksman's arrow volley mechanic of deal damage to target and 4 nearby monsters with 4 seconds cooldown instead 5 seconds, but inserting the damage equal to Blood Leech, weakest warlock damage spell, ensuring that the damage scales correctly. This spell could also apply a damage-over-time (DoT) effect to all targets affected, ticking 3 times over a 3-second duration (1 tick per second), all ticks with same initial damage of Blood Leech. Like Marksman Arrow Volley, it could only affect the main target in PvP. This way, Warlocks would have 2 AoE spells in their own subclass for hunting. |
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Methanol Player
Zera
Level 12
Mage
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2 hours 22 minutes ago Quoting Miwa: 2. I - Add a new stat to 2H weapons that grants a 33% chance for barbarian to deal auto-attack damage to 4 nearby monsters around himself, only when the mobs are within the 8 SQM surrounding (box). This new stat can buff the power of Two-Handed weapons but their potential remains restricted to their immediate melee range and capped at 4 extra targets besides the main target. Unlike, rangers and mages, who retain the advantage of kiting, dealing damage while running. A relevant point: like rangers' Areal Arrow, the player would have to sacrifice another stat on their weapon in order to add this new one. Rangers became strong since they have area auto-attacks: Ricochets and Areal Arrow. Barbarians deserve to receive something similar to further improve their subclass. Therefore, if this new stat were introduced for 2H weapons, Barbarians could even choose to sacrifice physical defense, magical defense, or even dodge in order to focus on equipment pieces with Critical Hit Boost, since hunting while dealing critical hits with 2H weapons would become an attractive option for achieving the best experience per hour. That's really interesting! Barb might be a lot more dynamic than it is now; Taking into consideration what barb should be in terms of exp/h, according to this: Quoting Hexecutioner: Barb class is the bottom of the barrel though, followed by wls |