Battlemagician Week 1 Discussions
#51
Posted 12 February 2013 - 05:56 AM
#52
Posted 12 February 2013 - 06:08 AM
-move thrown vine to elem skill tree (light damage + slow) (works on mobs aswell)
-Single target buffs should become party buffs. Resistance buff could have a slight boost.
-Mind Enhancement >> INT/CON/MND enhancement.
-Slight boost in all magic attack buffs, so they are worth it to be taken.
-Wave of purification could work like a ''negative-spell-remover''
-Fairy's judge >> instant cast + dna to reduce more resistance.
-High concentration. Also needs a boost.
#53
Posted 12 February 2013 - 07:30 AM
Too boost elementalists they could
-move thrown vine to elem skill tree (light damage + slow) (works on mobs aswell)
-Single target buffs should become party buffs. Resistance buff could have a slight boost.
-Mind Enhancement >> INT/CON/MND enhancement.
-Slight boost in all magic attack buffs, so they are worth it to be taken.
-Wave of purification could work like a ''negative-spell-remover''
-Fairy's judge >> instant cast + dna to reduce more resistance.
-High concentration. Also needs a boost.
And change element proper from all skill BM to wind or water!!!
#54
Posted 12 February 2013 - 07:56 AM
my vote goes to windAnd change element proper from all skill BM to wind or water!!!
#55
Posted 12 February 2013 - 09:33 AM
#56
Posted 12 February 2013 - 09:34 AM
#57
Posted 12 February 2013 - 10:03 AM
#58
Posted 12 February 2013 - 10:09 AM
#59
Posted 12 February 2013 - 10:26 AM
Elem should be the best nuker though, that is obvious. Druid shouldn't.
#60
Posted 12 February 2013 - 11:47 AM
#61
Posted 12 February 2013 - 11:59 AM
#62
Posted 12 February 2013 - 07:13 PM
Always thought BM & Ele to be the games highest dps single target casters and Druid to be the games Trans class.
BM I think is pretty much ok at the moment. It has a lil def buff, small heals and multi element attacks. When u put beside other casters in 49 foc they seem to be balanced. Sure Rage Strike is weak but I think seeing its other attacks are now stronger it makes up for it. Think adding to the class will make it "op" in 49 foc. They die to melee like they are supposed.
Druid is a mess right now. Seems all druids know these days is stuns and ROB. The class should be about transformations and it isnt. It has 5 stuns....
Put RoB and Approach on Ele tree to start with. Maybe also GravityUp.
Also when a player chooses Druid as a job don't increase int. Increase con and strength. Turn all Druid attacks Phys based.
Make it so first class BM skills drop down to 50% chance. Lest then they wont be using the 2 BM stuns.
There is currently an unused Transformation Vilovy. Add skills for it on the Druid tree. Bites or Talons or Screech... Again physical based.
When u skill up a contract/Trans its damage etc is increased more per lvl.
DG's heal needs to tick higher.
PoT party buff.
make DG the tank, Inferno 4M AOE DPS & Vilovy single target dps. ^^ be fun dashing about from target to target swaping trans.
Lower mana cost of transforming.
Ele extend duration of clairvoyance back to what it was. Leave on Ele tree. Stupid idea adding to BM they are meant to die to Rogues.
All three buffs on ele tree turned to party.
Strengthen Magic Counterattack. Even move it to lvl 70 and strength. Makes sence they can reflect magic damage but be weak to phys.
Strengthen Magic Mastery & Higher Concentrate.
Add Druids Approach the dash used in BM form to ele tree.
Add RoB from Druid. Although semi tempted say remove from game. An AOE and it should be a single target DPS class so maybe make single target light based attack (instant).
Mind Enchance adds Int & Mind
So sum up.
Don't touch BM they seem balanced as is.
Make Trans more appealing and kill Druidele.
Make Ele the brain box caster it is meant to be.
#63
Posted 12 February 2013 - 07:35 PM
Long post
I agree with pretty much most of your points, except for approach. I don't know, maybe it's just the effect of seeing just how much of a monster an elem becomes with the dash since S1, but I don't think it balances it very well. Approach makes a bit more sense on a druid seeing as you have to run in there to get your stuns off in the first place, I'd much rather have IA or FCS tweaked for druid than lose what has been our "standard" skill since the start of S2. On that note, I'd love for Advance on Inferno to become a targeted skill, since well Inferno is meant to DPS after all.
On your second idea, it isn't bad, but currently having Vilovvy is an extreme negative lol. For the most part, I think you should leave the skills untouched, when it comes to magic. Just fix the DNA for Hychloric Acid Throw for Druid, it's pretty dumb when you can chase someone down with just the utility of that and Approach at 85. (To re-iterate my point, on Approach it's still silly to me to see an elem do this again) .
If they do remove approach, they really need to give you options for skill spamming with your transforms. Your best options are still in BM and some but not very many in Druid tree at the moment.
In short: Nukers should nuke, but not have insane utility. Classes with utility should have it, but not have insane nukes.
#64
Posted 12 February 2013 - 07:56 PM
Elem should get their dash back pretty much put the dash thing in the BM tree much like sins/sr, however that passive armor buff have to go to the weaker of the 2 class and i'd say currently elementalist needs that since druids can just go in DG and stun which is where they can either run or kill their target, elem once they're stunned well they're pretty much dead meat.
Regarding, MCA and RT> hell, i don't want those season 1 days to restart again... You all know how it turns out... hence began the hate for Elves. This thing will not be balanced if they try to balance it, word of advice drop it and replace it with something else like another mdamage passive buff as elem is supposed to he the hardest hitters out of all the casters in game however they're pretty crap and fall really short atm compared to other classes.
#65
Posted 12 February 2013 - 08:49 PM
PVE-Aspects. Druids lack PVE-power...
Druid, as req description says- should be a class with transformation skills...
It seems to me a key issue is that the default PvE and PvP class branches got swapped around some how.
Requiem Wiki Class Descriptions
Primary Role:
Combat style magicians. They use strong magic and can handle nature well. They are also good at property magic. Battlemagicians have the special ability to inflict both weapon damage and magic damage.
Battlemagicians mainly enjoy short-range property magic attacks, while they attack a target at a distance by throwing. Their speciality is a charging attack that imposes magic attacks on weapon attacks.
PvE Branch:
Druids have the special ability to change their body by controlling the mind. By adapting their body and spirit to any situation, they have a higher rate of survival to rescue companies and overcoming obstacles.
By transforming themselves to pertaining to the circumstance, Druids take to their befitting combat style. They are good at defences to protect the party, at attack to defeat enemies in front of the battle, and at swift motions for getting out of combat.
PvP Branch:
A character that studies much on all materials of the world. The source of their power is high intelligence and nature power. Knowledge is used in transforming materials' characteristics, and they are used to place a target at risk. The power of transforming materials increases companies' attack power. Weather controlling magic is also available for Elementalists.
Elementalists can use property magic according to their taste. A stroke magic spell is mainly used at a distance. Knuckle related magic attacks are also well used.
#66
Posted 12 February 2013 - 08:51 PM
#67
Posted 12 February 2013 - 09:38 PM
Contract with vilovy: none use this,
There is currently an unused Transformation Vilovy. Add skills for it on the Druid tree. Bites or Talons or Screech... Again physical based.
On your second idea, it isn't bad, but currently having Vilovvy is an extreme negative lol.
which means druid transformation skills need to be way better
In S1 when druids could tank and kite, Vilovy was bugged and could be used to enhance the speed of DG.
This might not have been intended but it did make the skill useful and was near essential in kiting LW.
Inferno seemed to be used more often in stand and tank situations to maintain higher agro.
Restoring Vilovy's unintended dual-transformation as a feature would make the skill useful again.
In regards to fulfilling their role as a tank,
Taunting Cry needs the Druid's magic and physical dmg added directly to the Hostility generated.
This will allow taunts to scale with gear level and begin rebalancing the rampant agro issue-
Edited by DEADCATZ, 12 February 2013 - 10:11 PM.
#68
Posted 12 February 2013 - 10:26 PM
or on Defense just like a sitting (Doomguard) Duck into his RoB
a Druid fighting like a Mele short range Class...
i would love to see that ^^
from 5 to 1-2 Stuns down?
that sounds like a Dream^^
Druid without RoB...moving to Ele and on top of that making strongest Nukes from Ele AoE like?
sounds like nerfing the sh.t out of Druids and make Ele OP.
Druid without RoB and and i see 90 % of the Druids Quilting or Job Changing.
The Idea from Druid was to have a Semi good Mele AND Caster Class - a Hybrid
not another Warlord - Shape shifting mele class.
Personal i think Gravity wants to go exactly this hybrid Way...
not only for Druid.
Give all Classes 0.50/0.50 % Physical Critical - Skill Critical Event Xeon
go with Knuckles and give em back s1 old short range Stun Abilities/Skills.
so if you spent enough you can be superior VS all Classes.
but hey... just call me toxic.
#69
Posted 12 February 2013 - 11:26 PM
Also to add that in order for this to also work Armor Mastery would have to be a buff instead of a passive. And I do not see that happening.
Some BMs are already hard to kill in 49 Simply due to Def and HP. My BM being one of them.. If Armor mastery got added to BM tree it would make them almost unkillable because they would be like a defender having a def buff that can not be kicked off. Which means in short. My BM would be at 1200 Short Rang Def
In short. I say again Leave the BM tree alone...
Edited by Mythdra, 12 February 2013 - 11:27 PM.
#70
Posted 13 February 2013 - 01:26 AM
#71
Posted 13 February 2013 - 02:12 AM
Elementalist get a lot more attractive if they get approach/ armor mastery/ rage of bugs. Druids will be less attractive, if elementalists also get/keep all those elemental nukes and a better damage buffs. You would just be moving the OPness from 1 class to another.
#72
Posted 13 February 2013 - 02:24 AM
#73
Posted 13 February 2013 - 05:14 AM
- Vilovy - move to Druid and add some attacks to it's tree. Right now it is only a transport. It's a good transport, but a waste of points when there higher priority skills you need to spend points on.
- Rage of Bugs - move to Battele Magician. I know it's a nerf, but it simply makes more sense in the Battle Magician tree. I don't think that Druids should have an AOE outside of a transformation skill anyway.
- Approach - move to Elementalist (air element?) or remove. Druid already has this skill under Inferno. No need to duplicate. And it might be too overpowered in the Elementalist tree.
- Lightening Chill Slash - needs a revamp. Currently only taken as filler to get Lightening Chill Throw.
- Armor Mastery - Sorry, but I kind of agree with some of what was said previously. It may not be part of a transformation (though maybe it should), but if Druid is moved more towards the physical side of things they will need this as a maater of keeping balance.
- Revenge Telekinesis - I have no idea why this is in the Druid tree. Perhaps as a Vilovy skill or something...
- Gravity Up - Sounds like nature to me, and therefore a Battle Magician skill.
- Promise of Trust - makes no sense in Druid tree, unless under Doomguard.
- Robbing Willingness - makes no sense on Druid.
It may look like I'm trying to nerf Druid. It looks like that to me as I'm reading what I wrote. I'm not. I would like to see the skills make sense for what the class is supposed to be.
Edited by Gragor, 13 February 2013 - 05:22 AM.
#74
Posted 13 February 2013 - 05:15 AM
if u take good skills of druid to element u just will make element a new druid and this no is a balance
need boost element skills and make the element a good option to play
who have druid simply will jc to element and give up druids ,better make a element more actrative
better way to make elementis bust element skills and better way to make druids a bit weak is nerf some bm skill
Edited by VanBalzac, 13 February 2013 - 05:17 AM.
#75
Posted 13 February 2013 - 05:24 AM
I agree, which is why they will probably need to adjust how powerful skills are as they are moving them around...to strive for balance.if u take good skills of druid to element u just will make element a new druid and this no is a balance
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