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#1 Idun

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Posted 07 January 2016 - 04:01 PM

Class Balance Feedback

Knight

To access the current Class Feedback board for Knight: Click Here

To view current Class Feedback for all classes: Click Here

 
Welcome to the Knight class balance feedback thread! The purpose of this thread is to collect information about the skills, stats, and specific features of this class that might need improvement for the sake of balance between classes.
 
In this thread you may:
 
Make suggestions for class balance.
 
Or
 
Comment on existing topics of class balance.
 
To make a new suggestion for class balance, please use the following format:
 
Spoiler

 
Please keep all feedback civil, and do not comment on this forum unless you are reporting a balance idea or providing feedback for an existing topic. 
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#2 flukeSG2

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Posted 07 January 2016 - 07:17 PM

All I have is a suggestion for IF Battle Tactics ever does indeed get the fabled nerf.  I will assume a nerf means lowered damage and Knights will no longer be the DPS monsters they are right now.  This suggestion will also work for Warriors and other Tank Classes like Beast Master and Monk.

 

The suggestion goes like this:

 

Change skills Provoke and Mass Provoke to work for PvP.  Provoke would cause enrage on a single target and cause them to lose 8% defense lasting for 10 seconds.  Mass provoke would cause all nearby enemies within a 10m radius to automatically target the tank using this skill, target lock would remain for 10 seconds, causing focus to be drawn to the tank.

 

Now, to me, thats what being a tank is all about, drawing the focus out of a crowd.  Now I don't think it's fair to have these skills right now, because BT users are too strong.  If BT ever gets nerfed, there won't be much reason left to play a BT class, but changing this skills actually gives some much needed function to this game.


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#3 Maharaorajah

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Posted 07 January 2016 - 07:29 PM

Edit: Just for you Garu <3

 

Topic Title
Remove Gold Slot from Shield to prevent Power Seeds
 
Severity:
- Critical: This needs to be fixed ASAP

Problem:
Remove Gold Slot from Shield to prevent Knights from using 2 Power Seeds
 
Steps to Reproduce:
Step 1: Get a Eddga or Serenia Shield. 

Step 2: Look at the Gold Slot

Step 3: Use a holepuncher on said gold slot

Step 4: Put a Power Seed rune on said gold slot
 
Suggestion:
Remove Gold Slot from Shield
 
Videos/Screenshots:
N/A because I am lazy to load one up (I love you garu but not that much)


Edited by Maharaorajah, 08 January 2016 - 11:20 AM.

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#4 Dattsun

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Posted 08 January 2016 - 01:23 AM

if bt indeed get nerfed then boost tankers defense, otherwise no point in being a tanker when a sin GT can oneshot you, or priest dot can kill you in 3-4 seconds. 


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#5 GarudaBlack

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Posted 08 January 2016 - 06:45 AM

Really guys... Just read Idun first post about format.

 

Edit: Thanks Iska <3


Edited by GarudaBlack, 09 January 2016 - 12:51 PM.

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#6 Adeodatus

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Posted 04 April 2017 - 12:56 AM

Topic Title
Knight's Shield : What purpose?
 
Severity:
- Tweak: Give the Shield the ability to block all effects of an attack at a certain chance
 
Problem:
In nearly every RPG that features a shield-bearing class like Knight, the shield has got either the inherent ability to nullify incoming attacks at a certain chance (i.e. Block Rate) or skills that provide this ability.

The Knight, as the only class in this game who wears a shield, has no such ability. All the shield does is reduce damage and grant some mostly useless bonus stats (not even Vigor without honing...).
 
Steps to Reproduce:
- Become Knight

- Equip a Shield

- feel like no difference at all besides recieving a little less overall damage (which can be negated by Penetration)

- see the paradox phenomenon that the shields durability decreases when you recieve damage (when you block attacks with the shield, its durability would decrease but save you from damage while recieving damage would indicate that the attack didn't hit the shield, thus wouldn't wear it down)
 
Suggestion:
Make the item class "Shield" have the inherent ability to nullify incoming attacks at 30% chance (similar to how Ragnarok Onlines Crusader Skill Autoguard works). The Knight class needs to become more unique in contrast to the alternative tanks Warrior, Beastmaster and Monk and wearing a shield should become the key feature of the Class. It shouldn't be that parrying is more efficient than wearing a shield, just because the shield can't be used to block attacks but is just another layer of armor for the Knight...

 

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Topic Title
Knight skill tree stemming from Aura Blade
 
Severity:
- Tweak: Change the skilltree of the Knight to stem from Aura armor
 
Problem:
The Knight needs to spend too many skillpoints on unnecessary/bad skills. Aura Blade is one of them.

The main problem is that level 1 Aura Blade is extremely useless, because it can't be used in combination with Aura Armor and grants only 2% more attack.
 
Steps to Reproduce:
-Become Swordsman

-level to level 25

-become Knight

-have to invest in Aura Blade to unlock every single Knight Skill in the game
 
Suggestion:
Make the prerequisite for Aura Mastery Aura Armor instead of Aura Blade.

I'd adjust the skilltree the following :

 

old:

foIbXRe.jpg

 

new:

WReYdPT.jpg

 

As you can see (sorry for my bad copy/paste skills on Paint) Aura Mastery stems from Aura Armor,

and Aura Heal and Concentration became independent skills to make the new skilltree less confusing/complicated in the process.

 

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Topic Title
Grand Cross too weak in endgame
 
Severity:
- Tweak: improve the damage of Grand Cross
 
Problem:
while the skill is quite good at low levels, the damage scaling with the attack is very bad, and the total damage is split into several hits, every one with their own critical chance, making the skill very inefficient against large mobs, especially considering the long cast animation and the precast/aftercast time that deals no damage.
 
Steps to Reproduce:
- Learn Grand Cross

- level up

- damage becomes insufficient

- become master level

- put 3 more points in it

- be still disappointed about the damage
 
Suggestion:
As Priest has basically the same skill (called Magnus Exorcismus) that provides AoE damage against 10 enemies, but with a higher base damage for less points invested, I'd suggest one of the following tweaks:

 

1. increase the damage of level 6 Grand Cross (i.e. 308%) to match the damage of level 3 Magnus Exorcismus (536%). This would be the easiest tweak, but also the most boring balance to make 6 points spent on the skill more viable.

 

2. change the additional damage of Grand Cross. As the skill originally stems from the Crusader skills in Ragnarok Online, it would be interesting to see the skill being tweaked in a similar matter to how the skill works in Ragnarok Online.

In RO, the damage of Grand Cross is based on both physical and magic attack, so why not add bonus damage equal to the base attack% (= 308% on level 6) of the users magic attack to Grand Cross?

 

As Battle Tactics is a common skill used by Knights to improve their overall damage via stacking INT, it would be easy to grant the Knight 1-2 magic attack per point invested into INT which can be used to increase the damage of Grand Cross instead of the current way with Aura Blade that noone utilizes because he'd lose the 300% threat generation bonus [and the 5% damage reduction/20% HP increase] of Aura Armor.

 


Edited by Adeodatus, 04 April 2017 - 01:28 AM.

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#7 ahimdong01forum

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Posted 10 May 2017 - 03:37 PM

Topic Title
Unique Provoke Skill for knights
 
Severity:
- Tweak: This is a suggested change to improve a skill or stat
 
Problem:
Provoke skill only causing 100% threat generation and can be easily overtaken by any dps classes and it doesn't have any effect if the one using it were already at the top of the threat list
 
Steps to Reproduce:

-Become Swordsman

-get basic provoke skill

-level to level 25

-become Knight

-provoke skill still basically untouched and have no other effects besides cooldown duration

 

Suggestion:
Give knight a unique provoke skill, 

new provoke skill 1 :

generates 100% threat and can be maintained for some period based on the skill level.

example : level 1 - 100% threat generate and give debuff to enemy so it will only attacking you for 3 seconds

               level 2 - 100% threat generate and give debuff to enemy so it will only attacking you for 4 seconds

 

new provoke skill 2 :

generates 100% threat and reducing enemy physical/magic power by 5% for 3 seconds, duration or effect may increase if the skill is leveled up

example : level 1 - 100% threat generate and reducing opponents physical/magic power by 5% for 3 seconds

                level 2 - 100% threat generate and reducing opponents physical/magic power by 6% for 3 seconds

                alternative

                level 2 - 100% threat generate and reducing opponents physical/magic power by 5% for 4 seconds

 

new provoke skill 3 :

generates 100% threat and disabling enemy health regeneration for period of time

example : level 1 - 100% threat generate and disables enemy health regeneration for 1 seconds

                level 2 - 100% threat generate and disables enemy health regeneration for 2 seconds


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