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Skill Balancing


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#1 StormHaven

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Posted 21 April 2013 - 03:50 AM

Since evade/block/cr was brought up I’d thought its time for another round of skill balancing ideas also.
Archer:
Double strike changed to passive/toggle ability.

Shootsdown cooldown increased to 7seconds(instead of 5)

Sentinel path:
Acid arrow changed to 20(lvl1)...100(lvl5)dmg a second (up from 10..30)

Wolf rush changed to attack with a 5hit combo(multihit instead of single) with the last hit launching.

Aiming changed to 30% aim(instead of +30)

Weakness detection changed to add +15aim/crit rate(still a passive, no longer part of aiming)

Falcon frenzy is now a multi hit attack with last hit launching(instead of single hit)

Blitz is now a multihit skill with last hit launching(instead of single)

Tesla Coil CD increased to 15seconds.(up from 11seconds)

Destroyer path:
Gatling rush cooldown decreased to 5 seconds(down from 9)

Sniping cooldown increased to 20seconds at lvl1...30seconds at lvl 5.

Warriors:
Storm blade vertical height and horizontal ranged decreased.

Sword dance cooldown increased to 10seconds.

Dragoon path:
Broom jab now knocks the target back instead of knocking the target down.

Impervion now prevents the next X attacks from enemies from knock back,knock down,launching,etc.

Spin it bear now knocks back instead of launching.

Crosscut can no longer hit in air enemies.

Barricade slow heal removed,only cures 1...3 debuffs, mp per second changed to 100...200.

Chain shield hit interval time increased.

Mega storm blade changed to passive. Now increases SBs range,aoe,damage.

Time reversal no longer works on skills with CD 5secs or lower.

Overlord path:
Stumblebum: now reduces all enemies block/evade by 10..50% while stunned and reducing their movement speed by 6...30% for 10seconds. Cooldown changed to 15 seconds.

Im gone bear changed to enemy is knocked back,takes damage and overlord is pushed away.

Kick it bear now does multihit damage, total attacks decreased to 5 from 8.

Gust slash Changed to attack enemies in front of you 3...6 times. At level 3 targets are launched on last hit, at level 5 final hit does critical damage.

Wyvern blade changed to SB booster. Now adds height,aoe,and storm blade can now hit KDed and standing enemies.

Mages:

Slow heal heals 10...30% of casters/allies health over 10seconds.Cooldown 20seconds.

Focus now adds increased effects to healing (10..30%)

Invoker path:

Barbarian cd increased to 15seconds.

Witches curse duration decreased to 2..10seconds cooldown changed to 5..20seconds.

Quagmire changed toggle aura. As long as opponent are in the aura they receive a debuff to movement speed,evade,attack speed. 100...500mp a second.

Sorcercer path:

Fire symbol animation cancel returned.

Blizzard AoE increased.

Thieves:

Dextrity changed back to 10% at lvl 5.

Vitality 10% at level 5.

Ninja path:

Dagger cooldown increased to 7seconds. Dagger changed to knockdown instead of mini launch.

Lethal attack critical rate buff lowered to 10%.

Violent blow stun removed.

Ambush super armour removed.

Savage path:

Final decision ability to hit KDed enemies returned




PvP specific changes can be found here:
https://docs.google....RlE&usp=sharing

Edited by StormHaven, 23 May 2013 - 11:58 AM.

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#2 StormHaven

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Posted 21 April 2013 - 03:54 AM

While were on the subject of those burst damage skills like Wolf Rush, and the Falcons. Can I'm gone Bear and Incoming bear receive a similar change? I'd feel better seeing at least 1 of 8 kicks or 1 of 3 hits of a dashing punch combo hit than seeing it either all hit or all miss.


Also Summoners:
-Damage reflection needs a reducing in PvP as it can potentially 1-hit anything.
-Dark Knight Summon: Damage reduced.

Twin Fighter:
-Weaves combined into 1 skill.

Invokers:
-Perfect Seal: Not allowed in PvP. Despite Element damage ignoring it not everyone has access to elements and if it's on whilst Slow heal and HP recovery are on then there's no way to outdamage it w/o a dozen ppl.
-Magnet: grabbing frequency is reduced.

Overlords:
-Gamble:
     1.) God of Calmness: Based of Total instead of Base Defenses. Current defensive gain is too low.
     2.) God of Amplification: If rolled at Full Health and/or Mana; You heal the HP/MP Amount you gain. Annoying in PvP or Battlesquare when that small jump in Max HP would help.
     3.) God of Cure: Healing effect increased (Slighty but not over-powered. Make it similar to Sohee pet's healing ability)
-Aerial Blow: Remove or make it separate from the skill tree like Knight-tree. It's a waste of 15 SP but it's needed to learn Incoming Bear.
-Whirlwind: Increase hit frequency.


I wanna add some stuff too.
I think specialist destroyers launching frequency is set upon impact it's far more difficult for me to catch with aas after shootdown on a specialist rather than a pathfinder sentinel. Which is somewhat delayed.
I think multi shot and random shot should effect all arrow skills including shootdown and aerial flurry.
Instant cast grenades and toss ability in the air or nerf pathfinders air trapping.
Flashbang gets a stun effect to prevent lag walking.
More hits on carpet bombing less possibly instant cast.
Change fire grenade altogether redundant effect to n2! Maybe sticky bomb reduces mobility or shock grenade.
Lower sp cost of skills to be somewhat more reasonable.

Ninja shadow leap animation decreased.
Perfect strike cooldown decreased. To 15seconds.
Cross blade attack frequencyincreased to match knock back ratio to seem somewhat similar to infinite kicking. Cooldown increased to 30seconds.

had some technical issues. the next time you two post i can edit these back into your posts.

Edited by StormHaven, 21 April 2013 - 03:56 AM.

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#3 Rimmy

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Posted 21 April 2013 - 06:46 AM

There are only two things listed for invokers so far that I don't agree are fair:

- Increasing Barbarian's CD to 15 seconds. That's way, way too long for a stun that only lasts 4 seconds. I'd say 10-second cooldown maximum, since it's the only semi-reliable stun we have -- even at maximum effectiveness (level 10) there's still only an 89% chance for it to succeed.

- Decreasing the frequency of Lightning Magnet's pulls. It's already possible for people stacking high MSPD or people who lag to get out of this easily at its current frequency. If you make the pulls any less frequent, no one will stay trapped and the skill will be useless.

I like the general idea of the Quagmire/Muddy Mud change, but I question how big the aura would be. If it's too small, the skill will be mostly useless. It should be at least about half the size of Mana Burn's AoE, IMO.

Edited by Rimmy, 21 April 2013 - 06:47 AM.

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#4 Coolsam

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Posted 21 April 2013 - 08:32 AM

There are only two things listed for invokers so far that I don't agree are fair:

- Increasing Barbarian's CD to 15 seconds. That's way, way too long for a stun that only lasts 4 seconds. I'd say 10-second cooldown maximum, since it's the only semi-reliable stun we have -- even at maximum effectiveness (level 10) there's still only an 89% chance for it to succeed.

- Decreasing the frequency of Lightning Magnet's pulls. It's already possible for people stacking high MSPD or people who lag to get out of this easily at its current frequency. If you make the pulls any less frequent, no one will stay trapped and the skill will be useless.

I like the general idea of the Quagmire/Muddy Mud change, but I question how big the aura would be. If it's too small, the skill will be mostly useless. It should be at least about half the size of Mana Burn's AoE, IMO.


15 is alittle overkill yes for barbarian. 10 sounds reasonable.

And I can never seem to lag out and it takes more than 300 movespeed to get out Magnet pull.

I say Quagmire/Muddy Mud @ Half to 3/4th's Mana Burn's AOE seems reasonable. Since majority of invokers get right in the fray when it comes to attacking.
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