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Sakray Balance Feedback Thread 5-6-2020


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#1 Campitor

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Posted 06 May 2020 - 10:41 AM

Okay everyone has a lot to say about some things were testing on Sakray this week. 

 

For those not in the know the changes are as follows

 

Upcoming Sakray Changes (Friday) ONLY:

  • Added Mass Brewing NPC for testing
  • Adjusted Bowling Bash and Brandish Spear to deal 50% less damage
    • These are NOT finalized numbers
    • We want to be sure the changes work so for testing purposes:
      • This is being done to all field maps
      • Not being done to dungeons
    • Our eventual target is PVP and WoE maps only

 

For the Knight Skills this means that the changes are being tested for only for PVP settings. However due to hidden damage settings we need to test them in the open to see whats going on.

 

 

Please share your feedback about the testing as well as other balance concerns in this thread. We want to hear from you. Do not attack other players concerns and views, let them say their piece.

 

 

5/8 Update

 

Hey folks

 

Currently on RT Sakray, the first round of balance testing for limited knight skills is applied. This is to make sure that the function call works properly before we finalize the change. Next, we will test its interaction with current WoE Reductions and in a PvP environment. We will be updating the numbers as we go forward.

 

Unfortunately, the first round of Mass Brewing Assistance NPCs (nfGqzCP.png) did not work correctly. We cannot remove the need for certain classes to be present for the skill to work, so instead, we started development of a different NPC.

  • Requires all the supplies for one cast of Spiritual Potion Creation 2
  • Returns 75% of the potion cap as named slim potions
  • Does NOT provide ranking points when used
 

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#2 ElenaGilbert

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Posted 06 May 2020 - 10:45 AM

thanks for looking out for these damage changes camp!


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#3 Brenao

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Posted 06 May 2020 - 10:47 AM

Great change!
 
You can't compare AoE damage to single target!
Also, knights must be tanks and not killers

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#4 SushiBoyBR

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Posted 06 May 2020 - 10:51 AM

We are already getting used to this meta and thinking about strategies to deal with, 50% is too much.


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#5 AaronP2W

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Posted 06 May 2020 - 10:51 AM

Reduce nerf from 50% to 25% and have this for all maps, not just woe/pvp.

 

I'm curious why the nerf proposed is for only woe/pvp but not pvm?


Edited by AaronP2W, 06 May 2020 - 10:55 AM.

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#6 WhyFox

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Posted 06 May 2020 - 11:00 AM

As I already said by the other topic, thanks for listening!

What do you guys think about increasing the cooldown instead? It may be easier to script and it solves the spam problem at WoE, PvP and PvM. The damage burst will still be high, but the dps will be much lower.
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#7 7319160618233814293

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Posted 06 May 2020 - 11:01 AM

20% nerf for BS is good. If y’all going to nerf the heck of BS then y’all better give us x2 both restat and reskill for free
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#8 Tribe

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Posted 06 May 2020 - 11:01 AM

Copy/Paste my comment in the mant thread.

 

 

BB does not need a nerf at all, it's far too easy to counter it (just don't stack).

50% for Brandish is too much imo also (yes this testing is to see if you can target maps and stuff), 20-30% would be better. 

 


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#9 7319160618233814293

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Posted 06 May 2020 - 11:02 AM

Waste of $ for those restat
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#10 GetsugaHollow

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Posted 06 May 2020 - 11:03 AM

Reduce nerf from 50% to 25% and have this for all maps, not just woe/pvp.

 

I'm curious why the nerf proposed is for only woe/pvp but not pvm?

+1


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#11 AaronP2W

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Posted 06 May 2020 - 11:05 AM

"BB does not need a nerf at all, it's far too easy to counter it (just don't stack).
50% for Brandish is too much imo also (yes this testing is to see if you can target maps and stuff), 20-30% would be better. "

 

There are more ways to counter Brandish than BB (pneuma, defending aura, ranged reduction). They both need a nerf.


Edited by AaronP2W, 06 May 2020 - 11:06 AM.

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#12 ShekelShark

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Posted 06 May 2020 - 11:05 AM

@Campitor Give Brandish Spear a hard cooldown of 4-5 seconds and reduce the damage by 25% IN WOE ONLY.

the damage outside of woe is fine, you have alchemists & assassins killing Raydric's in one shot and Saders can 2 shot them, hunters can just kill everything with traps anyways, the only problem is Damage of brandish spear in WoE settings.

 

Tumblr_nuzr0rcUvv1rwg7ino4_r1_400.gif


Edited by ShekelShark, 06 May 2020 - 11:07 AM.

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#13 AaronP2W

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Posted 06 May 2020 - 11:07 AM

 

the damage outside of woe is fine, you have alchemists & assassins killing Raydric's in one shot and Saders can 2 shot them, hunters can just kill everything with traps anyways, the only problem is Damage of brandish spear in WoE settings.

 

 

These Alchemist's, Assassin's, and Crusader's are using AOE skills?


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#14 YuriLavor1

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Posted 06 May 2020 - 11:11 AM

My main char is a Brandish Knight

Weapon: +10 Pike (60atk, 4luk, 12% neutral) with 2 Hydra 2 Zipper

I deal 4.5k to 7.5k in pvp with converter (not 10k to 15k like some peolple are saying), it varies in class, gear and property...

So in woe I would deal 2.2k to 3.7k because of actual 50% skill reduction.

My considerations:

- Brandish needs maybe 25% reduction, it's fair.

- BB it's fine, the player needs to sacrifice the shield to make more damage.

- Grand Cross need more 1 or 2 seconds cooldown.

- Acid Terror need 1 second cooldown and maybe go down to 20% chance of breaking.

- Venon Splash is ok by now.

- Guilhotine Fist need to go from 3 to 5 seconds.



 


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#15 5584171015142815377

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Posted 06 May 2020 - 11:13 AM

ty Campitor for caring about us poor alchemist players who are brewing <3 appreciate the priority being put into this. 

as for BB/Brandish nerfs, I think 50-25% should be a fine nerf in WoE/PVP. Despite what others say, I don't think it will be as overpowered in PVM once trans comes so its fine to not nerf it in PVM even if its overtuned right now. 

I also think whatever nerf is settled we should consider reverting the nerf at least partially when trans comes. Knights go from S tier in woe to siginficantly weaker in the trans woe meta. HP pools also go up by 25% across the board, and if we get level 130 trans they will need this damage to even be relevant in the trans meta. 

I personally understand why people think 50% is "too much", but reality is that even with 50% damage nerf, Knights are still far and away the best class in WoE. That shows you just how overpowered they are. 


Edited by 5584171015142815377, 06 May 2020 - 11:13 AM.

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#16 1299150619045824270

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Posted 06 May 2020 - 11:14 AM

but BS do not break armors.
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#17 AaronP2W

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Posted 06 May 2020 - 11:16 AM

Weapon: +10 Pike (60atk, 4luk, 12% neutral) with 2 Hydra 2 Zipper

- Acid Terror need 1 second cooldown and maybe go down to 20% chance of breaking.

 

I agree, acid terror break chance should be lower.

 

- your brandish weapon is bad, 4x archer skel cards will increase your damage a lot


Edited by AaronP2W, 06 May 2020 - 11:16 AM.

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#18 YuriLavor1

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Posted 06 May 2020 - 11:19 AM

 

 

- your brandish weapon is bad, 4x archer skel cards will increase your damage a lot

No, It will not.


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#19 Ashuckel

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Posted 06 May 2020 - 11:22 AM

archer skeleton increases your status atk portion and mastery atk, so it's a very likely yes actually.


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#20 lilrey

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Posted 06 May 2020 - 11:27 AM

@Campitor Give Brandish Spear a hard cooldown of 4-5 seconds and reduce the damage by 25% IN WOE ONLY.
the damage outside of woe is fine, you have alchemists & assassins killing Raydric's in one shot and Saders can 2 shot them, hunters can just kill everything with traps anyways, the only problem is Damage of brandish spear in WoE settings.

Tumblr_nuzr0rcUvv1rwg7ino4_r1_400.gif


I think its a bit too harsh 5 seconds? It’s not like you can one shot people in WoE and 25% nerf on top? I think too much.

Its either nerf 25% in WoE or put cooldown maybe 2 seconds max.
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#21 Desconet

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Posted 06 May 2020 - 11:30 AM

@Campitor 

Will there be correction in the blacksmith's weapons to see the enchantments?


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#22 lilrey

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Posted 06 May 2020 - 11:31 AM

These Alchemist's, Assassin's, and Crusader's are using AOE skills?


Knights don’t break armors, knights dont walk around hiding and dont have high flee with high aspd, knights don’t have defending aura.

Think about if BS is a single target. Is it going to be balanced then?
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#23 lilrey

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Posted 06 May 2020 - 11:34 AM

I think the best option would be to have cooldown maybe 2 seconds maximum or nerf damage about 20% is more accurate for BS skill. BB is fine the way it is.
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#24 WhyFox

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Posted 06 May 2020 - 11:44 AM

Actually, the BB isn't ok the way it is.

The way the castles in WoE 1.0 were designed make stacking almost inevitable, that's why there's 2 lineups now that breaks the way WoE works, these beign on the 4F precast and GvGs at 3F. Even great guilds suffer from it agaisnt weaker guilds. Don't get me wrong, there are ways to counter it, but all of them relies on chances, not reliable strategies.

 

2-3 seconds CD for both skills seems reasonable. You can even reduce the damage output, but just adding CD makes the 'Knight Lane' almost unreasonable.


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#25 Battusa

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Posted 06 May 2020 - 11:55 AM

with current situation, i think BB and BS is way too powerful, on top of that, knight has way more survivability than magic AOE classes, if it remains that way, why would a person play a magic AOE class? everybody will have knight and thats it! 


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