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#1 Idun

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Posted 07 January 2016 - 04:16 PM

Class Balance Feedback

Priest

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

To view current Class Feedback for all classes: Click Here

 
Welcome to the Priest 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 Darkressxx

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Posted 15 January 2016 - 03:29 PM

Topic Title:
Insane damage of the healer class.

Severity:
ModerateThis should be fixed within a month's time.

Problem:
I'm not sure now what was the big mistake of this, if it was an attempt to make a healer with nice DPS or a DPS with heals. The damage of priest has nothing to envy to damage of the DPS Classes, the priest has three DOTs which don't have cooldown, also it has a skill which helps to place the DOT on enemies more easily, without forgetting the variety of healing skills because of course a healing class must have healing skills. Now when someone asks But also the 'Crecentias' have extreme damage in their DOTs or not? But here's the problem Crescentia Being a DPS class, it is normal that their damage is high in addition to not having any healing skill and limited mobility is an easy prey for any class, without mentioning that the DOT of the Crescentia have cooldown well that they have only one DOT while the priest have three different, if you ask what is the reason for the comparison it is that the Crecentia being totally damage class, is overcome by a class which its main function should be the Healer.

 

Suggestion:
See the formula for damage DOTs and modify it a bit to make the damage less insane, in addition to increase a little its healing power to not get out of the game and remain has a playable class. 
 
Videos/Screenshots:

Spoiler

 


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#3 9894131028182715847

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Posted 11 August 2016 - 04:00 PM

that's pvp increase priest damage. crec with same amount of pvp increase have a higher dot than that


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#4 freakygin

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Posted 11 August 2016 - 06:20 PM

Topic Title
The needs to nerf Priest's DoT
 
Severity:
- Moderate
 
 
Problem:
Currently, Priest is a LOT better DPS than Wizard. And that's just simply wrong.
(I'm playing both Priest & Wizard, i love them both. But i just want them to have more defined role)
 
Steps to Reproduce:
-
 
Suggestion:
Player / Monster Defense rate affects DoT damage.
This will greatly reduce the effiency of DoT on PvP scenario
(If their opponent wearing +20 gears with full CLS Def rune)
 
Then we won't need to lower Priest DoT damage % too much
Or maybe we can reduce the DoT duration too (10 seconds maybe?).
I seriously think 10 seconds is kinda cruel, but i can live with that.
To even out with PvE aspects, Give elements for DWU, FP and Jawaii monsters
 
Videos/Screenshots:
-
 
 
We live with this version of Priest for a few years now.
Great for PvE, but people always say how it's bad for PvP.
I think we must focus on balancing things for PvP without hurting PvE aspects.
 
I can understand nerfing GS Power was a good move back then.
But i'm still wondering why nerf GS Shield, Cure & Armor?? (Nobody cares about GS Dispel)
Since this is one of the few things capable of preventing 1 hit kill (By Player / Bosses)
Nerfing GS Power AND Armor together defeats the purpose of balancing things.
It's like Nerfing CLS Attack from 5% to 3% and suddenly also nerfing CLS Def from 3% to 1%
What's the point then?

Edited by freakygin, 11 August 2016 - 06:26 PM.

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#5 Arbalist

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Posted 11 August 2016 - 09:41 PM

 

Or maybe we can reduce the DoT duration too (10 seconds maybe?).
I seriously think 10 seconds is kinda cruel, but i can live with that.

Is it really that cruel though? The applied DoTs are ranged, once they are applied the next x number of hits (5 in your nerfed case) will not miss, they persist even after the caster has died, all 3 have no cooldown, and 2/3 DoTs are instant cast.

I personally think that they have enough upsides and not enough downsides to justify it. Of course, halving the duration means you have to apply it more often, but surely that's a reasonable condition to have if you want to focus on DPS over healing.

This is genuine curiosity, not meant to be rude. I ask because it does get brought up from time to time in balance chats.


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#6 freakygin

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Posted 11 August 2016 - 10:06 PM

I'm aware that Priest have 3 types of strong DoT, thus reducing their duration would be justified.

 

 

Somehow, deep inside i still wish Priest could keep their DoT intact, but..

RECOVERY (Priest), Soul Cleanse (Sorcerer) and Dispell (SoulMaker) should be able to remove DoT

(Reminds me of classic RPG game, there is always Green Potion to remove debuff / poison effect)

 

Explorer's Green Potion : Removes and gain immunity for all debuffs for (x) seconds <-- Needs idea here

Sounds good to me :P

This won't hurt PvE aspects, yet very helpful on PvP


Edited by freakygin, 12 August 2016 - 12:35 AM.

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#7 RedKing08

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Posted 04 September 2016 - 05:20 PM

My main char is a priest, im currently ML35, so i think i'll share some of my ideas on the class, however take note i don't have any +20 gears or overpowered runes/hones

 

What would be interesting to see is some game mechanics like in RO1 coming back. Healing doesn't generate any aggro at all. One way to make it work would be pretty simple even. Lower the cast time of heal or no cast time at all, maybe adjust the cooldown on high heal a bit higher and change the aoe aspect of high heal to single player instead. Get aspersio to make aoe high heals would be pretty neat or let it stay that way, Of course, the only real way to make that work is to completely scrap meditatio. Heal would be spammable for low amount, High Heal would get used plenty and heals for about 10k-15k once in a while or more frequently with enough vigor (in end game content with decent gears) and decent crits once in a while, around 25k-30k instead of easily healing for 100k+. Colluseo would still be kept for an emergency full heal on those high hp tanks with the current cooldown being quite reasonnable at the moment.

 

Now for the "battle side" of the class.... I see absolutely nothing wrong with DoTs... in pve, however,when it comes ot pvp/woe, even tho i'm not a fan of those, it's clear that they are completely broken. I believe that no DoTs ever,either from players or pets, should completely ignore the defense of monsters or other players. Other than that, i also agree on the judex/aspersio stun, while being quite useful in pve, it's completely unfair in pvp. A good change would be to make it work like ME and inflict credo on mobs. Would be quite useful in pve and might be a tad anoying in woe, at least if they fix them to stop ignoring defense.

 

 

 


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#8 HyunSooK02

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Posted 08 September 2016 - 07:19 PM

that's pvp increase priest damage. crec with same amount of pvp increase have a higher dot than that

Yeh but crecentia is pure DPS class, also nope right now priest can get over +30k dot, and crecentia ~25k, but the funny about this is that priest have 3 dots...


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#9 Polandleo

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Posted 06 November 2016 - 01:49 AM

Topic Title
resurrection cool down is a joke.
 
Severity:
- Critical: This needs to be fixed ASAP

Problem:
Basically you can't keep your party going inside hard dungeon if you can't resurrect them.


Suggestion:

 

the cool down should be 3 min or 5 min max not 45 min.

other MOMRPG like Tera have there priest's resurrection at 5 min which is very cool since he is a priest to begin with.

 


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#10 Damphil

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Posted 05 December 2016 - 07:03 AM

Discussion:
 Repost.

Spoiler


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