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Upcoming Skill Changes; Protector/Commander and More!


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#26 EdenEcho

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Posted 09 April 2014 - 04:09 PM

Asking  them about skill calculator?  They can't finish their -_-, which they started over year ago, LOL

 

they are trying hard tho

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#27 jenderalnaga

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Posted 09 April 2014 - 06:43 PM

hy, my char is Keol (avenger) ....

for commie adamant its a pvp skill,so my pet (qualin) suppose can stun him,coz its pve,...

for hunter skill name Smoke Shell Firing,its decrease target range attack ,but it not effect at all,i already try,could you guys fix it also,i want to take that skill for my avenger ....

for avenger trap stun,make it no cast if possible,just like 5 year ago .....

and for hunter escaping skill cooldown its 23,3 sec no dna,its to long,make it less cooldown using dna,hard for me to catch druid that using approach with less cooldown using dna (im using escaping skill to move forward,need practice to do that)

i will be glad if the smoke shell firing skill can be applied ...

sorry for the bad engglish,hope you guys understand .....


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#28 SNiii

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Posted 09 April 2014 - 10:02 PM

Hi everybody Fayne here, but i guess that doesnt matter
comy: comy is weak in dmg...zerk hit like 2x more...all ppl cry about comy kill anything in 1v1 but usually we dont play 1v1 in this game and comy need at least 10-20-30 sec to kill one target...in this time comy die easy too if the other players focus him...ofc comy wont target a tank or a high def target. I dont really play much with comy but i wouldnt nerf their adamant because that is the only spell which make them enought strong...i would remove their aoe dmg because they are 1v1 char(they are weak by farming anyway...) and i would nerf their hush duration but thats mean a +30 comy will never kill a +30 radiant what should be their job(a rad like katy or EdenEcho with tons of hp and def) because comy can focus his dmg and healer is primary target in every pvp game...

prot:i would not change much...

-move rush to job 1...most of the prots do 0 dmg because their target just kite them....
-move block succes buff to job 1 or give a same buff to comy...sins kick this buff usually...zerks hit over the block usually...wls already lose against comy...so this little change would help them when they decide to tank in pve(and a comy tank still more real than a warlord or mystic tank........)

-give more cd to CC remove spell and make it 100% succes rate with dna...so they cant spam it like crazy but one try is enought to escape from root but they cant use it again by next root soon(5-10 sec is ideal)
-SCC/PCC debuff should be like half time long...40 sec is pff...same bad idea like stealing weapon with 1 min duration...
-i would not touch prots heals because prot get most of the points from heals...its good if prot can be second healer while rad is hushed...
-i would merged some spells because prots dont really have enought skill points to put points on attack spells...all second job spell worth it to make cap

-long blow spell or what is the name...the spell with hostility at job 2...it should get more target like 8 or 10...by farming its hard to keep agro when there is more than 6 mob...or just give 2x more hostility to taunting cry

 

well im just a noob prot with low gear and really dont care much how this game goes since pvp is nothing else only pb vs pb so i dont really know much how about to balance the game...but get luck guys

 

edit: prots base hp should be better than other chars...more better...with a buff like someone wrote it earlier...
sorry for my really bad english^^


Edited by SNiii, 10 April 2014 - 09:35 PM.

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#29 TheNanny

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Posted 09 April 2014 - 11:46 PM

Commanders arent OP! 

P.S Its Union not strongest :)p

 

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#30 cosi4zara

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Posted 10 April 2014 - 12:27 AM

Hopefully it won`t go the wrong way. 

 


Edited by cosi4zara, 10 April 2014 - 02:01 AM.

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#31 csucsuhun

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Posted 10 April 2014 - 12:39 AM

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I have been dreaming about this :) "What would i change if i could?" I'm playing as a Protector and i'm more than happy with my char. The only thing is that i can't be very useful to my team in PvP. Protectors don't deal much damage (that's OK), but they should be the toughest char on the field(HP). They purpose is to "Protect" the team:
First of all: I've read all of your comments and suggestions, and most of you guys have great ideas. In my opinion the protectors are mainly good as they are now but they need:


1.Defender_Physical_Blessing.gif Physical Blessing should be an active + X %HP increase skill instead of HP recovery. And it should be moved to Protector skill tree.
Lv1 - HP +10% increase |Mp consumption: 50| Duration: 5 min| cooldown: 10sec|
Lv2 - HP +20% increase |Mp consumption: 55| Duration: 5 min 30 sec| cooldown: 10sec|
Lv3 - HP +30% increase |Mp consumption: 60| Duration: 6 min| cooldown: 10sec|
                                                                 .
​                                                                 .
​                                                                 .

Lv10 - HP +100% increase |Mp consumption: 100| Duration: 10 min| cooldown: 10sec|

This skill should solve the Raid/HP issues. Maybe it seems Over Powered but it can be removed by assassins so...maybe.
 

2. Defender_Restraint_Rescission.gif Restraint Rescission should be removed from the Protector Skill tree And  Defender_Rush.gif Rush should be moved to defender skill tree.

This change makes both of the Turan melee characters more useful in PvP, by quickly navigating through the battlefield and engage the priority targets.

3.Defender_Fighting_Will.gif Fighting Will should be replaced with Defender_Promise_of_Victory.gif Promise of Victory in defender skill tree.
Both skills are Accuracy right? And both are fillers right? Why not get just one instead of two?

For the rest of the skill tree: It is fine as it is right now.

As for me, this will be the Protector of my dreams

Thank you

Archadis

 

 


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#32 Jabrody

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Posted 10 April 2014 - 01:23 AM

Im on board with whatever that nab, Fayne, said.

hey fayne!


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#33 Ninnghizhidda

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Posted 10 April 2014 - 01:47 AM

This could be a fairly interesting / entertaining discussion, if anything, and is amusing to see all the personal views. Especially from many people who have played the classes little, prefer easy-going stuff like classic ranged / magic / aoe / I-throw-a-nuke-from-afar-and watch-them-burn-while-i-laugh-with-my-40kHPs-and max def / resis kind of thing, or, well, have some axe to grind.

 

I shall be coming here later when I got time, and throw a couple of my own cents.

 

For now, as it stands, for several years, both classes have been considered "tanks", sure the Protector is and SHOULD be the superior one. People tend to forget. Sadly, the role of "tank" in Requiem can, and has for a long time, be fulfiiled by just about anyone with a ton of HPs, enough def, and high enough dps to "keep aggro". In a few words, almost any class, mostly casters, with +30 gear.

 

Try to keep this in mind, more suggestions and explanations later. To be continued...


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#34 xSweetDreamsx

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Posted 10 April 2014 - 04:18 AM

I dont play prot or commie but anyways everyones entitled to their opinion right.

 

Commie, i agree mostly with fayne but considering 1 v 1 battles commie is pretty much unbeatable and every class should have a weakness imo, as of now commie has none. Facestrike is pretty much spammable which makes them unbeatable 1 v 1 a caster, even with my 31k hp and 25k mp i can not beat a commie as there facestike doesnt have much cooldown at all, i would like to see the dna removed from facestike or the cooldown increased.

 

Protector, i think are almost fine as they are, they have massive defense, great heals, hp and massive block but no damage which i feel it should be like this as it, i would not increase anything on protector, actually their heals are probably to much atm, in battlefields they are pretty much a meatshield and 2nd healer and their debuff makes them a little more useful.

 

Alteris can i also ask you, (question will probably be ignored, as usual) Why are we making changes to commie and prots now when you didnt finish anything with the xenoa class? I would like to see elems have more of a boost, they arent useless right now but as it stands they are not a desirable class, i like the idea of the MND buff you gave them and i would like to see elem become a fully buffing class by making there hp and damage buff a party buff rather than single target, i would also like to see elems gain 1 aoe skill maybe wind or water damage.

 

Lastly, again which will no doubt be ignored, before you make changes can you show your ideas in maybe a poll to see what people would prefer or agree on, i feel like your biggest problem as a team is you go from 1 extreme to the other (as was done with cresent) So please let us have as much input as possible, thanks


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#35 kenkayo

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Posted 10 April 2014 - 06:27 AM


Alteris can i also ask you, (question will probably be ignored, as usual) Why are we making changes to commie and prots now when you didnt finish anything with the xenoa class? I would like to see elems have more of a boost, they arent useless right now but as it stands they are not a desirable class, i like the idea of the MND buff you gave them and i would like to see elem become a fully buffing class by making there hp and damage buff a party buff rather than single target, i would also like to see elems gain 1 aoe skill maybe wind or water damage.

 

Lastly, again which will no doubt be ignored, before you make changes can you show your ideas in maybe a poll to see what people would prefer or agree on, i feel like your biggest problem as a team is you go from 1 extreme to the other (as was done with cresent) So please let us have as much input as possible, thanks

 

THIS..

 

Also I want to add on Ranger Class why is that there's still useless DNA on Ranger like Swift Poison Bomb Firing, Poison Bomb Firing is Instant Cast now just incase you didn't know that  Alteris, few play as Ranger, we all know the reasons... Ranger are one of the weakest class on RQ. Why not gave them some buffs on skills or DNA? maybe like make the Smoke Shell working on Casters too. But before that fixed it Smoke Shell is not  working on Trinity Bow and Trinity Launcher.

 

Just my idea maybe make some elemental bullets?
 


Edited by kenkayo, 10 April 2014 - 06:41 AM.

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#36 Sandyman

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Posted 10 April 2014 - 06:49 AM

interesting to know would be...

 

talking we in regards of a PK Server?! 

 

is there any division into PvE / PvP Classes anymore?

 

into Solo DPS or AoE Classes? i think that most classes got an increase on AoE`s

 

and the DMG output got adjusted/matched overall too or?

 

...i think this Trend is nonsense into my Eyes!

 

Classes need to stick out ! what domains we still have? - we have to figure out!

 

the Goal have to be to see ALL Classes at the Battlefield

 

but that don`t have to mean each Class can kill the other at same speed and easy.

 

can we bring into different Race Aspect like the PB have?!
 

why not make a DNA that you can define against which Class you get a boost on DMG / DEFENSE ?!

 

its a Horror for me to see Classes relay only on there Cad / Scad at the BF 

 

a Trend that skills not even needed anymore cuz. it takes to much time to place em.

 

No you have to kill fast or you will be killed first - that BS!

 

we need to come back to appreciate "Skill Combos* 

 

 


Edited by Sandyman, 10 April 2014 - 06:49 AM.

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#37 cosi4zara

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Posted 10 April 2014 - 06:57 AM

oTfRF3N.jpg

I have been dreaming about this :) "What would i change if i could?" I'm playing as a Protector and i'm more than happy with my char. The only thing is that i can't be very useful to my team in PvP. Protectors don't deal much damage (that's OK), but they should be the toughest char on the field(HP). They purpose is to "Protect" the team:
First of all: I've read all of your comments and suggestions, and most of you guys have great ideas. In my opinion the protectors are mainly good as they are now but they need:


1.Defender_Physical_Blessing.gif Physical Blessing should be an active + X %HP increase skill instead of HP recovery. And it should be moved to Protector skill tree.
Lv1 - HP +10% increase |Mp consumption: 50| Duration: 5 min| cooldown: 10sec|
Lv2 - HP +20% increase |Mp consumption: 55| Duration: 5 min 30 sec| cooldown: 10sec|
Lv3 - HP +30% increase |Mp consumption: 60| Duration: 6 min| cooldown: 10sec|
                                                                 .
​                                                                 .
​                                                                 .

Lv10 - HP +100% increase |Mp consumption: 100| Duration: 10 min| cooldown: 10sec|

This skill should solve the Raid/HP issues. Maybe it seems Over Powered but it can be removed by assassins so...maybe.
 

2. Defender_Restraint_Rescission.gif Restraint Rescission should be removed from the Protector Skill tree And  Defender_Rush.gif Rush should be moved to defender skill tree.

This change makes both of the Turan melee characters more useful in PvP, by quickly navigating through the battlefield and engage the priority targets.

3.Defender_Fighting_Will.gif Fighting Will should be replaced with Defender_Promise_of_Victory.gif Promise of Victory in defender skill tree.
Both skills are Accuracy right? And both are fillers right? Why not get just one instead of two?

For the rest of the skill tree: It is fine as it is right now.

As for me, this will be the Protector of my dreams

Thank you

Archadis

 

Do what this dude said and i`ll be happy.


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#38 WhateverHeSaid

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Posted 10 April 2014 - 09:35 AM

Why not give him a deflect like: Counterattack S4vImAB.jpg its a Tank - make him able to!
 
why not even think about a Damage Absorption Skill! so he can give his life for the Party! (or single Player) isn`t that his Job anyway?!

There's the opposite side also, some MMOs I have played, there's a skill to distribute a portion of the damage (like 30%) among the party members or another protector. It's very usefull against a powerfull bosses and it's not will lock the party to only a protector (it's sucks... only one protector by party, it's sad to lvling a prot).
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#39 Sayuz

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Posted 10 April 2014 - 01:14 PM

Hello Guys,

Sayuz here...

 

Well, I was surprised to see such a topic about suggestion to change anything about commanders and protectors. All Requiem I played either as commander or protector so I have a deep understanding of this 2 classes so here are my suggestions:

 

Commanders:

- Commanders are a balanced class that depend on having a lot of hp to be able to make any damage, but by having a lot of hp they give up a massive amount of other stats.

- Skill fillers, fighting will and promise of victory should merge into only 1 skill.

- Face Strike DNA - should have only 5s more dna and no 10s more, so only 5 points on DNA spent. Otherwise a Commander can make a permanent Shield Strike and Face Strike combo.

- I disagree with most players that say that Adamant Mind should be weakened... that is perfectly ok for a commander, since it is his job to break enemies lines.

 

Protectors:

- Protectors, my favorite class as many of you may know! :)

- Protectors are perfectly balance, shouldnt have damage, must give defense buffs, support with some heals.

- Lowblow - Change AoE from 6 to 8 targets, or even 10 to work together with Taunting Cry, we all know that OP People are doing 2.2k damage on cap resistance monsters, and taunting cry has 2.6k or something like that, that is something that must be fixed.

- Rush - Rush should be put into defender`s skill tree as it was in S1 and would help a lot also to grind (pull monsters) or even to pvp. *One thing I am worried about is the DNA of RUSH for protectors, I dont think it is cool for a protector to be able to Rush each 3s (max DNA) like a commander. So gotta create a difference betwen Commander Rush and Protector Rush.

- The only cool idea that I think it could work both for PvE and PvP is the one that someone gave here that Taunting Cry could not only create hostility in area but also pull all targets within area to the protector. I think that could create a fun dynamic and it is compatible with Protector`s job.

no +hp no counterattack, no +defense buffs. Protectors are quite well like that, it is not even compatible with Turan`s story those kind of buffs.   


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#40 Blackbid

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Posted 10 April 2014 - 04:32 PM

commanders just have a good skill that is AM and still want to weaken it... lol  same thing as removing the stealth and SK of a sin.


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#41 hasut

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Posted 10 April 2014 - 05:58 PM

commanders just have a good skill that is AM and still want to weaken it... lol  same thing as removing the stealth and SK of a sin.

this,,


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#42 wildscar

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Posted 10 April 2014 - 07:25 PM

commanders just have a good skill that is AM and still want to weaken it... lol  same thing as removing the stealth and SK of a sin.

 true......without AM and long Face strike the casters will own Commie with their high heals and their high damage with skills that have less casting time. Also face strike is a single target skill it should be longer than WL or radiants. Also should raise defense cap so the def buff from protector or classes which have def buff can stand out. 

 

Also, +30 casters do around 2.3k damage on full 80% resist while most malee do max 1.7k on cap defense. there should be some kind of balance there.


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#43 Viole

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Posted 10 April 2014 - 10:25 PM

 true......without AM and long Face strike the casters will own Commie with their high heals and their high damage with skills that have less casting time. Also face strike is a single target skill it should be longer than WL or radiants. Also should raise defense cap so the def buff from protector or classes which have def buff can stand out. 

 

Also, +30 casters do around 2.3k damage on full 80% resist while most malee do max 1.7k on cap defense. there should be some kind of balance there.

 

Any melee could lose to the right casters and a prot or radi backing them up.

The thing is melee should be high risk, high reward, commies don't have much of that risk when built properly in comparison to other melee classes. Even an improperly built commie can do their job now and take someone out of a fight, which is fine, that's what they should do along with WLs. While commies like WLs do have to sacrifice damage in order to survive, the difference is that WL has an extra debuff to compensate for this.

 

There should be a weakness for any class imo, (that isn't having their entire buffs kicked).

Personally, what should be looked at is the resurgence of  the wall of casters being superior to everything.

But that won't happen because people think that melee is the problem when they build majority "glass" and think that melee is overpowered when they're running around with 1.8k def and 14-17k hp unbuffed. >.>

What'll probably happen is an extreme nerf to all melee classes rendering them unplayable tbh lol.


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#44 Justtank

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Posted 11 April 2014 - 12:17 AM

Hi, played defender/commander/prot since 09. Just wanna remind some of you that adamant mind was already nerfed, our best dmg dealing pvp skill got destroyed at the same time.

Now I see mostly the same thing, guys who never played the class come here and talk, which is fine, but some of them don't even play this game anymore. Some things have changed.

 

Most of the time when you see a commi with good k/d, is only because we are good at getting the last hit. It's also easier to survive as a commi if the teams are already unbalanced.

1vs1 we are still one of the better classes, however it takes a very long time for us to kill anyone that has decent def. In battlegrounds where you get hit with 2.5k by casters these days,

it's not like adamant mind will help unless you have closer to 40k hp. Whenever AM is on cd it's a suicide to play as commander, we are supposed to run into enemy lines and distract the enemy team

while our real dps classes and guys with crowd control skills can take over. That's also very rewarding as a team player.

 

About face strike.. while it's 22 seconds long, single target close range skill, it takes 10+10 dna points and when there are those OP heals around.. you'll miss having this skill in your team.

And then it will actually balance the game, however in already unbalanced teams, this skill will always seem unfair.

One more thing I've noticed in battlegrounds when they were still bigger, is that the team with lots of commis and wls vs high dmg aoe dps classes, we tend to lose.

I've seen complaints in this topic about our AoEs ? Really if anything, we need more, since our dmg is the second lowest of all the physical classes.

 

If there is any kind of nerf to these skills, you would have to balance it out by giving something else in return, and in my opinion that will not be an easy task,

without turning the class into something entirely different. It shouldn't even be discussed, I made a commander, not some zerk with weaker dmg.

 

Rush used to be a defender skill, don't see why it was ever changed only for commanders.. Maybe to some it just didn't seem like a defender style skill.

I played as a pvp prot a little while ago, and noticed my heals were 2.9k with all physical dmg gear. This was after the heals were upped. Also no commander could kill me, which I found amusing. 

I like protectors as they are now, but Spiritual Intensification will make any high dmg caster have tank-like def, however it isn't a problem if teams are balanced. Debuff can be very useful in pvp too.

 

I am also on board with Fayne on everything except AoEs. Other than that I would ignore any posts that seem to show bias or only talk of 1vs1, and instead considering overall balance of the game.

Also please do not forget to rebalance the Warlord skill "Overbearing Clamor", 2 seconds is much too short, as agreed by most players. Sorry for my english too, I let my sword do the talking !


Edited by Justtank, 13 April 2014 - 04:24 AM.

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#45 AngelicPretty

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Posted 11 April 2014 - 02:00 AM

FORTEHLULZ 

 


Edited by AngelicPretty, 11 April 2014 - 11:10 AM.

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#46 Justtank

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Posted 11 April 2014 - 05:32 AM

1.Defender_Physical_Blessing.gif Physical Blessing should be an active + X %HP increase skill instead of HP recovery. And it should be moved to Protector skill tree.

3.Defender_Fighting_Will.gif Fighting Will should be replaced with Defender_Promise_of_Victory.gif Promise of Victory in defender skill tree.
Both skills are Accuracy right? And both are fillers right? Why not get just one instead of two?

 

As a Commander atleast, you need all the fillers you can get against Soccerkick, same should go for block success buff as playing a Protector.

 

Combining these skills or moving one of them to Protector tree is not only unfair, it also isn't the only way to do what you suggest.

If HP % is what you want, why not suggest to make a new Protector skill ? Both will be happy that way.


Edited by Justtank, 13 April 2014 - 04:33 AM.

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#47 Sayuz

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Posted 11 April 2014 - 09:46 AM

No hp increase. ... o.0 we are not bartuks! :(
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#48 Dyshana

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Posted 11 April 2014 - 10:36 AM

What about fixing bugs first??????


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#49 tZerot

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Posted 11 April 2014 - 03:52 PM

A dual wield option with a parry to counter skill or innate would be alright, but only a % as high or slightly lower than using a shield (don't want it to be op) and a DNA for quick attack time extension since the defender job class has the skill anyways.


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#50 Helium

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Posted 11 April 2014 - 05:15 PM

I am still reviewing the valid feedback (of which there are many) and considering the suggestions, gathering some more data to use in the discussion (such as battlefield results over the last year to compare class contribution/results among other data sets that may be helpful to the discussion), and I am organizing my own thoughts to bring to the community as well (but I do not want to make any judgement until I have had time to examine the details more). I am only posting this now to avail any concerns arising out of me taking some time to formulate my ideas into a post. I am reading up and will post again soon.


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