Hello Roserians,
I thought that this may be a better approach, by showing off what changes we've made, and what we're planning to make, for the future in regards to some class balancing.
I can also offer some insight to why things were done, and help explain the process of how some balances are determined.
To start, here's what we have already set to be implemented for the next update, currently expected to be part of the Server Merge / Clan Update patch.
Skill Changes
(already done, and waiting for the update)
In an effort to find a balance for the Dual Raider Play Style of being a strong debuffer, and not completely cripple a target indefinitely, the following balances were made for some of the more devastating skill effects that were being used.
Hawker
Hawker Crossbow Skills MP costs have been increased by 20% (The MP cost numbers are small, so 20% is only to have the bump show a difference in the end)
Weaken
Defense Down duration reduced to 10 seconds (from 30)
Cooldown increased to 30 seconds (from 5)
Katar Upper
Skill Power reduced to 130%/135%/140%/145%/150% (from 137%/144%/151%/158%/165%)
Skill Power reduced to +35/50/65/80/95 (from +45/65/85/105/125)
MP Cost slightly reduced
Heavy Strike
Accuracy Down duration reduced to 5 seconds (from 30)
Skill Power increased to 136%/142%/148%/154%/160% (from 125%/131%/137%/143%/149%)
Skill Power increased to +45/65/85/105/125 (from +35/50/65/80/95)
Cooldown increased to 8 seconds (from 6)
Dividing Cleave
Skill Power Value increased to +120/135/150/165/180 (from +90/100/110/120/130)
Cooldown increased to 10 seconds (from 8)
Spiral Kick
Cooldown increased to 10 seconds (from 7)
Whirling Strikes
Cooldown increased to 12 seconds (from 8.5)
While we were reviewing the skills between the Dual and Katar trees, we noticed a few differences that might set them apart a bit, also we wanted to give a little bit more pause between the use of some skills, for use rotation, strategy considerations, etc, that go along with some of the other nudges in play design for balancing out the Dual vs Katar benefits.
Raider
Combo Strike
Skill Power Value increased to +175/185/195/205/215 (from +125/130/135/140/145)
MP Cost increased slightly
Freezing Assault
Attack Speed Down Duration reduced to 5 seconds (from 20)
Attack Speed Down influenced value base changed to 2%/4%/6%/8%/10% (from 3%/4.5%/6%/7.5%/9%)
Mental Storm
Accuracy Down Duration increased to 10 seconds (from 8)
Cooldown increased to 30 seconds (from 10)
Accuracy Down Base Value Reduced to 5/10/15/20/25 (from 15/30/45/60/75)
Accuracy Down % Increased to 15%/15%/20%20%/25% (from 10%/10%/10%/10%/15%)
Enfeeblement
Movement Speed Down Duration increased to 10 seconds (from 8)
Cooldown increased to 30 seconds (from 10)
Movement Speed Down Base Value Reduced to 10/20/30/40/50 (from 15/30/45/60/75)
Movement Speed Down % Increased to 15%/15%/20%20%/25% (from 10%/10%/10%/10%/15%)
Bloody Assault
Skill Power Value increased to +210/215/220/225/230 (from +145/150/155/160/165)
MP Cost increased slightly
Quick-style Assault
Skill Power Value increased to +175/185/195/205/215 (from +125/130/135/140/145)
MP Cost increased slightly
We didn't want to hurt the effects that Duals could inflict upon an enemy, however some of the scaling was running a bit too high. To try to help balance that out a bit and also to allow for some less extreme Charm focused builds, we've converted over some of the debuffs from a direct reduction, to a percentage based one to keep the crippling effect more consistent, than devastating, depending on the opponent. Not only that, but the duration and cooldowns enabled the effects to not just disable an opponent, but to be able to do it indefinitely, which we thought was a bit unfair. So, we did out best to leave the crippling effect, but only enough to help sway the course of combat in favor of the Raider or Raider's group.
Unique Skills
Crippling Storm
Updated to match the combined effects of Mental Storm & Enfeeblement.
(PvP) Bloody Assault
Updated to match the changes to Bloody Assault
(PvM) Bloody Assault
Updated to match the changes to Bloody Assault
Scout
Impact Arrow
Increased Cooldown to 25 seconds (+5 seconds)
Wind Arrow
Increased chance of proc'ing Wind Fury to 30%/35%/40%/45%/50% (Previously 10%/20%/30%/40%/50%)
Hawker/Scout Crossbow's skills
The debuff % strengths have been swapped with bows.
How we look at it is that the Crossbow tree is more a supportive type, being a tank and assisting their group.
Bows have been given a decent update and being offensive, we felt their status effects were less a focus for their play style and build, so we're passing it along to the Crossbow's.
Soldier
All Shield Based Skills for Soldier & Knight no longer cost MP.
Absorptive Assault
No more MP Cost to cast.
Increased Base Restored HP Value to +25/50/75/100/125
Knight
"Defense Training" is being updated to "Defensive Stance"
Skill Effect change : Damage Reduction 2%/4%/6%/8%/10% (was Defense +4%/8%/12%/16%/20%)
Damage Reduction is one of the final steps to the damage formula, making this stronger than the previous defense bonus, as it will not rely on any existing armor or refines.
Champion
Champion Strike
Restored HP percentage increased to 100% (from 30%)
Cooldown increased to 25 seconds (from 8)
Muse
Mana Shield (Update)
Changing MP Cost to be based on a set 20% Maximum MP (instead of Available MP)
MP Cost is still able to be reduced by MP Consumption effects
Changing Mana Shield Amount, to be also based on Maximum MP (instead of Available MP) at the same rate of 30%/35%/40%/45%/50%
This should allow the Mana Shield to be much more reliable as a defensive mechanic for the Muse class.
Bug Fixes
Corrected an issue with Critical Focus, where it may not be learned or its effect apply to a non-Hawker bow using ally.
Corrected Wind Fury effect to work with Hawker Class, instead of just Scout class.
Skill Changes
(being worked towards for a future update)
Please note: these particular skills aren't done and have the potential of being changed, slightly or entirely.
These skills are currently not done, but we have them detailed out well enough you can see their potential, as we work towards implementing them fully.
Hawker
Enhance Reflexes *NEW* (Common)
Requirement: Quick Reflexes 1:1
Grants you and your party enhanced reflexes, in the similar style as other class party buffs.
Soldier
Graceful Fencing *NEW* (1H Sword).
On Melee Hit, add a counter. When counter reaches 20/15/10/7/5, next melee will grant a 3 second 100% attack speed bonus.
Counters lasts for 60 seconds & refresh when gained.
Counters do not generate while under the effects of Graceful Fencing.
Calm Defender *NEW* (Shield)
On block, gives a 10%/15%/20%/25%/30% chance to increase HP recovery by 2 per player level for 3 seconds.
Effect will not extend or refresh if already active.
Graceful Swings *NEW* (2H Sword)
On melee hit, add a counter. When counter reaches 25/20/16/13/10, next melee will grant a 5 second 50% attack speed bonus.
Counters lasts for 60 seconds & refresh when gained.
Counters do not generate while under the effects of Graceful Swings.
Spear Fury *NEW* (Spear)
On Melee Attack. 20%/25%/30%/35%/40% chance to gain a stack that grants a stack (max 5) of +5% Attack Speed & +10% Dodge, for 10 seconds.
Invigoration *NEW* (Axe)
20%/25%/30%/35%/40% chance on critical hit, grant 1 HP recovery per player level, for 3 seconds.
Effect will not extend or refresh if already active.
Knight
Phalanx Blocking *NEW* (Shield)
On block, 10%/15%/20%/25%/30% chance to gain a 'Shield of the Phalanx' stack
Shield of the Phalanx, has at max 5 stacks, each giving 5% Attack Power, for 10 seconds.
Duration refreshes each time a stack of "Shield of the Phalanx" is triggered.
Guardian's Resolve *NEW* (Shield)
On Block, add a counter. When the counter reaches 40/35/30/25/20 gain a 5 second 50% Damage Reduction Passive.
Counters lasts for 60 seconds & refresh when gained.
Counters do not generate while under the effects of Guardian's Resolve.
Champion
Piercing Grace *NEW* (2H Sword)
Add to Graceful Swings effect, grant a 10%/15%/20%/25%/30% defense pierce effect for 3 seconds.
Effect will not extend or refresh if already active.
Spear Dancer *NEW* (Spear)
45%/50%/55%/60%/65% Chance on Spear Skill use, to gain a "Spear Dancer" stack
Spear Dancer, has at max 5 stacks, each giving 20 Movement Speed & 10% Dodge per skill level, for 20 seconds.
Battle Rage *NEW* (Axe)
Every crit, add a counter. When counter reaches 15/13/10/7/5, grants a 50% resist harmful effects, for 5 seconds.
Victorious Respite *NEW* (General)
On Killing blow, HP recovery increased by 4/8/12/16/20 per 1 level, for 2 seconds.
Dealer
Excitable Trigger Finger *NEW* (Gun)
Every 10 attacks, gain 20%/40%/60%/80%/100% Attack Speed for 3 seconds
Counters will not generate while under the effect of Excitable Trigger Finger.
Cannonier *NEW* (Launcher)
Every 5th skill hit gain 10% + 20/40/60/80/100 Movement Speed for 5 seconds.
Counters lasts for 60 seconds & refresh when gained.
Counters do not generate while under the effects of Cannonier.
Bourgeois
Sharpshooter *NEW* (Gun)
Every 10th attack, gain 5%/10%/15%/20%/25% Pierce Defense for 3 seconds
Counters lasts for 60 seconds & refresh when gained.
Counters do not generate while under the effects of Sharpshooter.
Critical Fortune *NEW* (Launcher)
Every 10th critical hit, gain 10%/20%/30%/40%/50% Critical Damage for 10 seconds.
Counters lasts for 60 seconds & refresh when gained.
Counters will not generate while under the effect of Critical Fortune.
Third Eye (Update)
Bringing back that big ol'ugly eye.
Upgrade to a summon.
Summon casts detect every 3 seconds and a 20m/25m/30m/35m/40m range, while following the master until killed.
Muse
Mana Shield Siphon *NEW* (Staff)
When a Mana Shield is cast, gain 1 MP Recovery, per 2 player level, for 2/4/6/8/10 seconds.
Mana Shield Force *NEW* (Wand)
When Mana Shield is cast, gain 40/80/120/160/200 Movement Speed, for 8 seconds.
Cleric
Mystic Safeguard (Upgrade)
When Mana Shield is cast, gain 3%/6%/9%/12%/15% Block Rate, for 10 seconds.
Mystic Armor (Upgrade)
When Mana Shield is cast, gain 4%/8%/12%/16%/20% Mute Resistance, for 10 seconds.
Mage
Mana Shield Reinforcement *NEW* (Staff)
Increases the Mana Shield amount to 60%/70%/80%/90%/100% of Max MP.