Edited by tENLAVUU, 01 February 2011 - 05:59 PM.
Explosives
#101
Posted 01 February 2011 - 05:55 PM
#102
Posted 01 February 2011 - 06:27 PM
I dont care what they do with them, If Champ's changed, I dont care what happens to nades.
#103
Posted 01 February 2011 - 08:03 PM
Anyways,i belive nades are just a bit OP i believe that they should have the cooldown higher maybe like 10seconds and give it like a 1second cooldown cause before i posted this i actually tested this stunlock scenario myself and it is not hard AT ALL its actually very simple.
ii believe that bourgs are very "boring" i dont blame them for stunlocking because thats all they could really do.what else do u want them to do?and bourgs aoe's i think should be up'd to 100% and for it to have longer cooldown with one second duration (stun aoe) so they could have 3 reliable stuns yet there not spammable.
#104
Posted 02 February 2011 - 06:43 PM
Dealer Bombs
Hand Grenade: Physical Damage (1000 skill power) Seperate Cooldown
Acid Grenade: Poison (300 damage/second 10 second duration) 100% success NO DAMAGE
Mana Grenade: MP reduction (35% mp down) 100% success NO DAMAGE
Flash Grenade: Accuracy down (30% acc down/ 10 second duration) 100% success NO DAMAGE
Concussion Grenade: Stun 95% success NO DAMAGE possibly lower range than the other grenades (maybe 8m-15m) (current grenades are 20m range)
Hand Bomb: Magic Damage (1000 skill power) Seperate Cooldown
Shrapnel Bomb: Defense down (30% defense down/ 10 second duration) 100% success NO DAMAGE
Formerly Acid Bomb
Shadow Bomb: Dodge Down (30% dodge down/10 second duration) 100% success NO DAMAGE
Formerly Mana Bomb
Sticky Bomb: Attack Speed/Mspeed down (30% aspeed/mspeed down/ 10 second duration) 100% success NO DAMAGE
Formerly Flash Bomb
Artisan Bombs:
Explosive: Physical Damage (1500 skill power) Seperate Cooldown
Napalm Explosive: Burn (500 damage/second 10 second duration) 100% success NO DAMAGE
Formely Acid Explosive
Silence Explosive: Mute (4 second duration) 100% success NO DAMAGE
Formerly Mana Explosive
Flash Explosive: Accuracy down (40% acc down/10 second duration) NO DAMAGE
Concussion Explosive: Aoe Stun 95% success (6m radius) 100% success NO DAMAGE possibly lower range than the other grenades (maybe 8m-15m) (current grenades are 20m range)
High Explosive: Magic Damage (1500 skill power) Seperate Cooldown
Shrapnel Explosive: Defense down (40% def down/10 second duration) 100% success NO DAMAGE
Formerly Acid High Explosive
Shadow Explosive: Dodge Down (40% dodge down/10 second duration) 100% success NO DAMAGE
Formerly Mana High Explosive
Sticky Explosive: Attack Speed/Mspeed down (40% aspeed/mspeed down/10 second duration) 100% success NO DAMAGE
Formerly Flash High Explosive
By keeping them on the same cooldown, it gives the user an array of options but they must choose which will be the best for the scenario. Do I want to stun my enemy right off the bat? (Keep in mind the stun bombs will do no damage now) If I do, I will have to wait 6 seconds before I can stun him again, but in doing so I won't be able to deal any status effects. Likewise, if I want to hit that dastardly champ with a defense down so I can deal more damage, I won't be able to stun him right afterwards.
Let me know your thoughts.
#105
Posted 02 February 2011 - 09:45 PM
its pretty much detailed and i cant seem to find a reason to disagree on the above suggested balances
but 95% success for a stun always hurts but cant be helped
i have pretty much liked it.....cant say about others
+1
#106
Posted 03 February 2011 - 05:18 AM
I've been talking to Jagz about this, and here is a proposal to adjust the crafted bombs for dealers. This change will give the class many more options to choose from in combat, but also ad a great amount of strategy when fighting. All grenades/bombs/explosives will keep the same 6 second cooldown, however, all of them will share the same cooldown except for the non status ones. (which should be seperate).
Dealer Bombs
Hand Grenade: Physical Damage (1000 skill power) Seperate Cooldown
Acid Grenade: Poison (300 damage/second 10 second duration) 100% success NO DAMAGE
Mana Grenade: MP reduction (35% mp down) 100% success NO DAMAGE
Flash Grenade: Accuracy down (30% acc down/ 10 second duration) 100% success NO DAMAGE
Concussion Grenade: Stun 95% success NO DAMAGE possibly lower range than the other grenades (maybe 8m-15m) (current grenades are 20m range)
Hand Bomb: Magic Damage (1000 skill power) Seperate Cooldown
Shrapnel Bomb: Defense down (30% defense down/ 10 second duration) 100% success NO DAMAGE
Formerly Acid Bomb
Shadow Bomb: Dodge Down (30% dodge down/10 second duration) 100% success NO DAMAGE
Formerly Mana Bomb
Sticky Bomb: Attack Speed/Mspeed down (30% aspeed/mspeed down/ 10 second duration) 100% success NO DAMAGE
Formerly Flash Bomb
Artisan Bombs:
Explosive: Physical Damage (1500 skill power) Seperate Cooldown
Napalm Explosive: Burn (500 damage/second 10 second duration) 100% success NO DAMAGE
Formely Acid Explosive
Silence Explosive: Mute (4 second duration) 100% success NO DAMAGE
Formerly Mana Explosive
Flash Explosive: Accuracy down (40% acc down/10 second duration) NO DAMAGE
Concussion Explosive: Aoe Stun 95% success (6m radius) 100% success NO DAMAGE possibly lower range than the other grenades (maybe 8m-15m) (current grenades are 20m range)
High Explosive: Magic Damage (1500 skill power) Seperate Cooldown
Shrapnel Explosive: Defense down (40% def down/10 second duration) 100% success NO DAMAGE
Formerly Acid High Explosive
Shadow Explosive: Dodge Down (40% dodge down/10 second duration) 100% success NO DAMAGE
Formerly Mana High Explosive
Sticky Explosive: Attack Speed/Mspeed down (40% aspeed/mspeed down/10 second duration) 100% success NO DAMAGE
Formerly Flash High Explosive
By keeping them on the same cooldown, it gives the user an array of options but they must choose which will be the best for the scenario. Do I want to stun my enemy right off the bat? (Keep in mind the stun bombs will do no damage now) If I do, I will have to wait 6 seconds before I can stun him again, but in doing so I won't be able to deal any status effects. Likewise, if I want to hit that dastardly champ with a defense down so I can deal more damage, I won't be able to stun him right afterwards.
Let me know your thoughts.
That is a decend idea Adam, maybe the debuffs could be a little worse cause they're all 30-40% (that's a lot ) but yes, it's something I'd be fine with.
#107
Posted 03 February 2011 - 07:55 AM
#108
Posted 03 February 2011 - 08:00 AM
Edited by ZookeeperAndy, 03 February 2011 - 08:38 AM.
#109
Posted 03 February 2011 - 08:31 AM
Combining Adam's adjusted explosives with the ammo proposal I had would definitely make bourgs\artis one of the more versatile classes in the game, without even having to adjust their skills.
I've been talking to Jagz about this, and here is a proposal to adjust the crafted bombs for dealers. This change will give the class many more options to choose from in combat, but also ad a great amount of strategy when fighting. All grenades/bombs/explosives will keep the same 6 second cooldown, however, all of them will share the same cooldown except for the non status ones. (which should be seperate).
Dealer Bombs
Hand Grenade: Physical Damage (1000 skill power) Seperate Cooldown
Acid Grenade: Poison (300 damage/second 10 second duration) 100% success NO DAMAGE
Mana Grenade: MP reduction (35% mp down) 100% success NO DAMAGE
Flash Grenade: Accuracy down (30% acc down/ 10 second duration) 100% success NO DAMAGE
Concussion Grenade: Stun 95% success NO DAMAGE possibly lower range than the other grenades (maybe 8m-15m) (current grenades are 20m range)
Hand Bomb: Magic Damage (1000 skill power) Seperate Cooldown
Shrapnel Bomb: Defense down (30% defense down/ 10 second duration) 100% success NO DAMAGE
Formerly Acid Bomb
Shadow Bomb: Dodge Down (30% dodge down/10 second duration) 100% success NO DAMAGE
Formerly Mana Bomb
Sticky Bomb: Attack Speed/Mspeed down (30% aspeed/mspeed down/ 10 second duration) 100% success NO DAMAGE
Formerly Flash Bomb
Artisan Bombs:
Explosive: Physical Damage (1500 skill power) Seperate Cooldown
Napalm Explosive: Burn (500 damage/second 10 second duration) 100% success NO DAMAGE
Formely Acid Explosive
Silence Explosive: Mute (4 second duration) 100% success NO DAMAGE
Formerly Mana Explosive
Flash Explosive: Accuracy down (40% acc down/10 second duration) NO DAMAGE
Concussion Explosive: Aoe Stun 95% success (6m radius) 100% success NO DAMAGE possibly lower range than the other grenades (maybe 8m-15m) (current grenades are 20m range)
High Explosive: Magic Damage (1500 skill power) Seperate Cooldown
Shrapnel Explosive: Defense down (40% def down/10 second duration) 100% success NO DAMAGE
Formerly Acid High Explosive
Shadow Explosive: Dodge Down (40% dodge down/10 second duration) 100% success NO DAMAGE
Formerly Mana High Explosive
Sticky Explosive: Attack Speed/Mspeed down (40% aspeed/mspeed down/10 second duration) 100% success NO DAMAGE
Formerly Flash High Explosive
By keeping them on the same cooldown, it gives the user an array of options but they must choose which will be the best for the scenario. Do I want to stun my enemy right off the bat? (Keep in mind the stun bombs will do no damage now) If I do, I will have to wait 6 seconds before I can stun him again, but in doing so I won't be able to deal any status effects. Likewise, if I want to hit that dastardly champ with a defense down so I can deal more damage, I won't be able to stun him right afterwards.
Let me know your thoughts.
+1 to both of these. Now that is a fair and decent suggestion + proposal.
#110
Posted 03 February 2011 - 08:37 AM
I've been talking to Jagz about this, and here is a proposal to adjust the crafted bombs for dealers. This change will give the class many more options to choose from in combat, but also ad a great amount of strategy when fighting. All grenades/bombs/explosives will keep the same 6 second cooldown, however, all of them will share the same cooldown except for the non status ones. (which should be seperate).
Dealer Bombs
Hand Grenade: Physical Damage (1000 skill power) Seperate Cooldown
Acid Grenade: Poison (300 damage/second 10 second duration) 100% success NO DAMAGE
Mana Grenade: MP reduction (35% mp down) 100% success NO DAMAGE
Flash Grenade: Accuracy down (30% acc down/ 10 second duration) 100% success NO DAMAGE
Concussion Grenade: Stun 95% success NO DAMAGE possibly lower range than the other grenades (maybe 8m-15m) (current grenades are 20m range)
Hand Bomb: Magic Damage (1000 skill power) Seperate Cooldown
Shrapnel Bomb: Defense down (30% defense down/ 10 second duration) 100% success NO DAMAGE
Formerly Acid Bomb
Shadow Bomb: Dodge Down (30% dodge down/10 second duration) 100% success NO DAMAGE
Formerly Mana Bomb
Sticky Bomb: Attack Speed/Mspeed down (30% aspeed/mspeed down/ 10 second duration) 100% success NO DAMAGE
Formerly Flash Bomb
Artisan Bombs:
Explosive: Physical Damage (1500 skill power) Seperate Cooldown
Napalm Explosive: Burn (500 damage/second 10 second duration) 100% success NO DAMAGE
Formely Acid Explosive
Silence Explosive: Mute (4 second duration) 100% success NO DAMAGE
Formerly Mana Explosive
Flash Explosive: Accuracy down (40% acc down/10 second duration) NO DAMAGE
Concussion Explosive: Aoe Stun 95% success (6m radius) 100% success NO DAMAGE possibly lower range than the other grenades (maybe 8m-15m) (current grenades are 20m range)
High Explosive: Magic Damage (1500 skill power) Seperate Cooldown
Shrapnel Explosive: Defense down (40% def down/10 second duration) 100% success NO DAMAGE
Formerly Acid High Explosive
Shadow Explosive: Dodge Down (40% dodge down/10 second duration) 100% success NO DAMAGE
Formerly Mana High Explosive
Sticky Explosive: Attack Speed/Mspeed down (40% aspeed/mspeed down/10 second duration) 100% success NO DAMAGE
Formerly Flash High Explosive
By keeping them on the same cooldown, it gives the user an array of options but they must choose which will be the best for the scenario. Do I want to stun my enemy right off the bat? (Keep in mind the stun bombs will do no damage now) If I do, I will have to wait 6 seconds before I can stun him again, but in doing so I won't be able to deal any status effects. Likewise, if I want to hit that dastardly champ with a defense down so I can deal more damage, I won't be able to stun him right afterwards.
Let me know your thoughts.
You should make a new topic for this.
#111
Posted 03 February 2011 - 11:01 AM
That is a decend idea Adam, maybe the debuffs could be a little worse cause they're all 30-40% (that's a lot ) but yes, it's something I'd be fine with.
Only worry about Stun nade and Mute. The rest Purify Potion<---
#112
Posted 03 February 2011 - 01:45 PM
Look at other classes. A champ can debuff 30% defense with combat cry, whilst doing damage, they can also debuff 60% mspeed with space attack (while doing damage), 40% defense/80% mspeed with soul wreck (for a short duration) and other stats at 20% (also doing damage), all of which are on different cooldowns and can be used in conjunction with eachoter.
Mages can debuff 50% aspeed/80% mspeed together with permafrost chill (although for a short duration). They can also debuff 40% dodge down with tempest while doing damage, they can also debuff 30% defense down plus a burn AND damage with mana burn. They also have several other damaging mspeed down skills and a 20% acc down damaging skill.
Knights can debuff 40% aspeed/70% mspeed with slow shot while doing damage. 25% ap down/33% mspeed plus taunt with impact wave and do damage. 50% mspeed down and damage with sword force. Also 3 non damaging 20% debuffs.
Raiders can do 30% defense down with crazy style slash while doing damage. Have numerous burn skills that also do damage on impact. 80% aspeed down with freezing assault which does damage. Can hit 20% dodge down plus sleep with mystic knife (although short duration) and do damage with it. Also several non damaging debuffs (which could use a little tweaking however).
With a 10 second duration at best you could have two status effects on the enemy for 4 seconds only. That is also assuming you don't get stunned while throwing a grenade.
Thanks for the postivie feedback everyone, I'd really like to see this implemented.
Edited by Phish, 03 February 2011 - 01:49 PM.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users