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#1 Campitor

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Posted 18 September 2020 - 09:41 AM

Hey folks,

 

Were hearing rumbling in the community that some skills on the transcendence server are a bit too strong versus current gear levels. We would like to hear from you whats wrong so we can review it. So if anything is off, bugged, or just plain too powerful please let us know.


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#2 AaronP2W

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Posted 18 September 2020 - 09:49 AM

1. Most skills that has stats (mainly strength (STR)) in the formula is too strong (brandish spear, meteor assault). The stats are adding way too much damage.

Brandish spear will continue to dominate. Countered by defending aura, however Sacrifice cast time is too slow (#4) for this to be a legitimate counter.

Also blocked by pneuma but magic is strong enough to severely punish any guild that attempts to use pneuma instead of magnetic earth.

 

2. EDP is too strong 

Dual wield Soul Destroyer is overpowered, can one shot almost every class wearing full reduction gear. 1H + Shield soul destroyer does good damage but not enough to 1 shot someone wearing full reduction.

It can be blocked by pneuma, however defending aura does not reduce it?

The same build on Assassin Cross does high damage with soul destroyer (ranged), and sonic blow + meteor assault (melee). 

 

3. Acid bomb is too strong (does over 10k damage to someone inside woe with 50% demi human reduction, 40% neutral reduction, 10% ranged reduction)

Acid bomb is strong but not game-breaking in woe. (It's overpowered for MVP's but whatever)

 

4. Sacrifice needs a faster cast time, this adds the most survivablity to the game. Currently it's near-impossible to re-cast the skill after a fight has started because the cast time is too slow.

There is an update that makes it much faster that we do not have yet.

https://www.divine-p...-skill-balance/

2.2. Sacrifice
- Increases level different limit from 10 to 15.
- Reduces fixed casting time from 1.5 seconds to 0.5 seconds.
- Reduces variable casting time from 1.5 seconds to 1.0 seconds.

This updated is still needed ASAP
 

5. Gravitational field might do too much damage (haven't tested yet)
Very powerful but very slow cast and hard to utilize.

(overpowered for pre-casting in WOE 1.0. However, any proper WOE 1.0 pre-cast will be nearly impossible to break regardless).

 

6. Nerf sightless mind debuff

Maybe make it 15% in woe like it is for boss monsters (instead of 30%). 
No changes since pre-trans, increasing damage taken by 30% is too much.

7. Double HP of WOE 2.0 barricades and guardian stones (they were already breaking fast pre-trans). 
Not necessary, many people against this, especially for smaller guilds. I still think they break too fast but it's not a big deal.

 

 

EDIT: RED = post-woe thoughts


Edited by AaronP2W, 21 September 2020 - 11:15 AM.

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#3 YuyaFungami

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Posted 18 September 2020 - 10:09 AM

https://www.divine-p...-skill-balance/

 

The 2nd balance patch changing Meteor Assult to Agi scaling and reducing sacrifice cooldown would help.


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#4 YongkySH

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Posted 18 September 2020 - 10:16 AM

https://www.divine-p...-skill-balance/

 

The 2nd balance patch changing Meteor Assult to Agi scaling and reducing sacrifice cooldown would help.

 

you also buffed bowling bash and sonic blow with that patch
 


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#5 Suraborn

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Posted 18 September 2020 - 10:21 AM

SinX can 1 shot from range/melee/and has aoe stack clear.

 

Best way to nerf SinX's ability to destroy the woe scene without nerfing them into the ground is to remove backslide in woe.  If you do that, then they are forced to find a way into the enemy stack that requires more than just 2iQ backslide spam.

 

Finding a way into an enemy stack before you get deleted deserves to be rewarded however.  

 

 


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#6 AaronP2W

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Posted 18 September 2020 - 10:23 AM

 

Finding a way into an enemy stack before you get deleted deserves to be rewarded however.  

 

Removing backslide doesn't solve the issue for how much damage they do. It's not very difficult to speed pot across the screen with a group of people. 


Edited by AaronP2W, 18 September 2020 - 10:23 AM.

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#7 Suraborn

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Posted 18 September 2020 - 10:24 AM

Removing backslide doesn't solve the issue for how much damage they do. It's not very difficult to speed pot across the screen with a group of people. 

I mean its also not difficult to use web.


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#8 AaronP2W

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Posted 18 September 2020 - 10:24 AM

you also buffed bowling bash and sonic blow with that patch
 

 

I don't think he is saying the entire patch would be good. 


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#9 Suraborn

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Posted 18 September 2020 - 10:24 AM

the bigger issue isnt sinx dmg outside of backslide, lets start with AD's only counter being pneuma.  I dont count defender because of how ass it is to re sac someone in a fight once they get dispelled.


Edited by Suraborn, 18 September 2020 - 10:25 AM.

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#10 AaronP2W

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Posted 18 September 2020 - 10:27 AM

the bigger issue isnt sinx dmg outside of backslide, lets start with AD's only counter being pneuma.  I dont count defender because of how ass it is to re sac someone in a fight once they get dispelled.

 

Yea Acid Bomb is too strong as well. However Soul Destroyer does more damage than Acid Bomb and if someone stands in pneuma against a Sinx then the Sinx can walk next to them and 1 shot them with Sonic Blow/Meteor Assault. If you stand in pneuma against a Biochem they can't 1 shot you with a melee skill. The biochem also can't cloak. 

 

Neither class should be able to 1 shot someone inside a woe castle with 10k hp, 40% demi 200+ defense, 40% neutral. 


Edited by AaronP2W, 18 September 2020 - 10:29 AM.

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#11 aTID2

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Posted 18 September 2020 - 10:34 AM

EDP sure too strong in WOE RT

 

Acid bomb still like Asura strike base (natural only) and single target skills.

 

Gravity Field maybe fine? Only skill that make Wizard viable enough in WOE

 


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#12 Suraborn

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Posted 18 September 2020 - 10:53 AM

to be fair its important that i tell you that the 59k dmg was non lexed and only buffed from sightless mind which will be prevalent in woe.  

 

I think most of these skills are balanced for 3rds and not for actual trans.  


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#13 AaronP2W

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Posted 18 September 2020 - 10:55 AM

6. nerf sightless mind debuff

 

https://irowiki.org/.../Sightless_Mind

 

Maybe make it 15% in woe like it is for MVPs (instead of 30%). 


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#14 NashHen

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Posted 18 September 2020 - 11:28 AM

Aura blade isn't working with brandish spear. Is that intended?


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#15 HendzT

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Posted 18 September 2020 - 11:54 AM

Soul destroyer is doing 6.5k damage against a fully geared player (40 reduction player, 10% reduction ranged, 10% reduction neutral), which is low damage. With EDP it will do 26k damage.

 

Maybe increase base damage but lower edp scalling?


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#16 HendzT

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Posted 18 September 2020 - 12:00 PM

Meteor assault is the same damage as brandish, so it doesn't need alteration


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#17 NashHen

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Posted 18 September 2020 - 12:05 PM

Meteor assault is the same damage as brandish, so it doesn't need alteration

 

Correct.

 

Also, EDP doesnt flat out multiply the damage by 4 like that. Afaik it only affects weapon and equipment atk and supposedly the halved multiplier wasn't removed with the rebalace like sonic blow (see the sakray rebalance compilation topic for the info)


Edited by NashHen, 18 September 2020 - 12:07 PM.

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#18 qzLxEnchantress

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Posted 18 September 2020 - 12:51 PM

Meteor assault is the same damage as brandish, so it doesn't need alteration

Brandish you Can use alligator card, noxious, thara and popo hat, pneuma, blinding mist....
Meteor you Can conter with sw, thara and popo hat? So, it isnt the same thing.
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#19 HendzT

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Posted 18 September 2020 - 01:47 PM

Brandish you Can use alligator card, noxious, thara and popo hat, pneuma, blinding mist....
Meteor you Can conter with sw, thara and popo hat? So, it isnt the same thing.

 

the sinx need to have dual weapon, so he doesn't use thara and dies easily

also, needs to be closer than knight, has lower hp, slower speed

you can use safety wall

 

yeah, it's not the same thing, maybe it's worse


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#20 ARTEMI5

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Posted 18 September 2020 - 02:32 PM

Have to find a good balance for the nerf because sinx pretty much need to run no shield to dish out that type of damage. Compared to just playing a bomber.


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#21 ChakriGuard

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Posted 18 September 2020 - 03:09 PM

Sinx is supposed to hit hard, or possibly the hardest one cus ... lol ... they dont have a shield. So if you can't kill them before they kill you, too bad.

If Sinx and LK hit the same, might as well passively give Sinx extra 50% demi resistance just because ... lol

Edited by ChakriGuard, 18 September 2020 - 03:12 PM.

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#22 ChakriGuard

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Posted 18 September 2020 - 03:33 PM

the sinx need to have dual weapon, so he doesn't use thara and dies easily
also, needs to be closer than knight, has lower hp, slower speed
you can use safety wall

yeah, it's not the same thing, maybe it's worse


You forgot to add that you can easily kill Sinx far easier than kill LK. Also, MA (or any close physical skills) dies to Reflect.

LK can easily rush and tank everything while Sinx has to be sneaky.
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#23 Boyeteers

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Posted 18 September 2020 - 04:00 PM

before we get on with this feedback, I wanna know what happened to the plan of 50% reduction of brandish spear dmg nerf.


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#24 AaronP2W

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Posted 18 September 2020 - 04:05 PM

Sinx is supposed to hit hard, or possibly the hardest one cus ... lol ... they dont have a shield. 
If Sinx and LK hit the same

 

Soul destroyer hits hard with a shield and super hard with dual wield, they aren't limited to no shield.

 

LK needs to be nerfed too, of course sinx should do more damage than LK.


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#25 aTID2

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Posted 18 September 2020 - 11:28 PM

I saw joking about dual weapon gx, no shield bra bra.....

 

SD gx doesn't need dual weapon to one shot LK man. But It's still single target skills, so we kept it in term of Asura strike?


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