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Main Balance Changes - Suggestion


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#1 Kazara

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Posted 14 August 2017 - 08:46 AM

Hi,

Here I post a list of main changes that, in my opinion, would solve a good part of the imbalance problem.

I mention only the changes that would help fixing the biggest imbalance problems, and I don't go deep into each skill and DNA of every class. This should be the first changes for Helium to bring more balance to the game, and then he should further look into each skill and DNA afterwards.

Tempest :

Seal of acceleration :

No changes to the skill effect, but Defiler's Trap of Stiffness and Templar's Sleep shouldn't be affected by it.

That way Tempests can't Sleep you in 0.70 seconds and defilers can't Trap of Stiffness too fast, while retaining the full skill effect on the ground AOEs and other casted skills.
Those CC skills (Sleep and Trap of Stiffness) are too powerful to be casted in such short time and this change would balance a lot in PK and battlefields.


Commander :

Commander currently has a very low DPS, also due to the "block bug" that reduce their skill damages on targets that block to 0. That's the main reason why I suggest a new commander skill that reduce block chance.

New Commander Skill "Destructive Strike" :

CD : 15 seconds
Duration : 10 seconds, on all levels.
Chance : 95% +1%/-1%
Range : 4 meters
Target : Single Target
Damage per level : Similar to Beam Slash.

Block chance debuff amount per level :

Level 1 10% block chance debuff
Level 2 12%
Level 3 14%
Level 4 16%
Level 5 18%
Level 6 20%
Level 7 22%
Level 8 25%
Level 9 27%
Level 10 30%


Dominator :

Broken Morale :

Give the skill 1 second of cast time (which is appropriate for a lvl 80 debuff).

This way it will also save the old and cool Dominator's Lithifying Fog animation.

Add another DNA to increase the skill range from target from 20 meters to 30 meters because as 20 meters with cast would be too hard and unsafe to lay the debuff in a battlefield, especially for a Domi. This also improves DNA choices for Dominator, which currently really lacks of.

 

Possibly make the skill debuff %% (% of their %) and not simply %. That way it debuffs based on opponent SCC/CC.

Summons :

Improve Dominator's Summons (This is a well known problem, more info in PM)

Druid

Heavy Blow :

Once a Doomguard Skill, the skill has been moved to Inferno, allowing druids to keep their stun-lock in a form that can't be stunned, leaving opponents to almost no chance of attacking back or counter the combo, and making the rage of bugs + stun-lock combo an easy joke for druids.
Move the skill back to Doomguard.

Staggering Shout :

One of the most powerful stuns in game, due to the fact of being instant, high AOE, and with a good duration. The skill alone in a battlefield can "disable" groups of enemies and bring them to certain death, with almost no chance for enemies to react (druid dash + staggering shout, all instant). The skill is often combined with rage of bugs to kill the group of players.

This skill has always been the "feature skill" of druid so it's fine it is very strong, but should be reduced a bit in its CC power.

Change : Reduce stun duration at max level from 6 seconds to 5 seconds.


Avenger

As much as I would like to see the Pet aspect of Avenger being much more important for the class, I would put the priority in adding a new trap, in order to see the class improved in quick terms. This trap should possibly be a strong DOT trap, able to DOT huge crowds of players.

Armor changes :

Increase Avenger's SCAD from darkest armor reinforcements to be +150 on all pieces <- As now Avenger suffer of a very low DPS compared to other classes (and traps are supposed to HURT more than pewpews).

Protector

Improve Taunt, Taunting Cry and Low Blow hostility values.

Armor changes :

Protector is mainly suffering because of a set that didn't improve its support abilities at all.
Remove the defense from reinforcement (which is very useless for a protector that has much more defense than cap def), and replace it with MIND, to improve protector's heals which are currently very pathetic and didn't see any benefit with darkest implementation.


Edited by Kazara, 30 September 2017 - 02:16 AM.

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#2 Xenovian

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Posted 17 August 2017 - 05:04 AM

Personally I would like to see the skill animation of the old skill < Attack Of Curse > on some Defi or Domi Skill. Maybe when they make Skill Updates for it, they could take it into consideration.

For Avenger I also wanna see more and different kinds of bombs with different effects and also fix the current bombs (miss to much) and up the scad on his set.

For Protector also I would like the set change, (Remove Def) and up MND and SCAD which it helps for heal and for a bit more of damage, that can be good and more cooperative for Prots to participate and be more useful.
The rest of your ideas seems fine.
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#3 Kazara

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Posted 17 August 2017 - 05:22 AM

Personally I would like to see the skill animation of the old skill < Attack Of Curse > on some Defi or Domi Skill. Maybe when they make Skill Updates for it, they could take it into consideration.

For Avenger I also wanna see more and different kinds of bombs with different effects and also fix the current bombs (miss to much) and up the scad on his set.

For Protector also I would like the set change, (Remove Def) and up MND and SCAD which it helps for heal and for a bit more of damage, that can be good and more cooperative for Prots to participate and be more useful.
The rest of your ideas seems fine.

I love Attack of Curse animation too (THAT'S WARRRR :p_love: ), in fact it was supposed to go as single target domi debuff, I would still like to see it, not a priority but definitely something for the future skill updates.

I agree with avenger SCAD too, should be +150 per piece as other classes, forgot to mention (added to list now!)

 

Ty for the feedback!


Edited by Kazara, 15 September 2017 - 08:38 AM.

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#4 AndraSyte

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Posted 29 September 2017 - 03:32 PM

Thank you for once more providing detailed feedback! I will be collecting feedback again and sending it to the team on Monday 10/02  :p_smile: 


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#5 Kazara

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Posted 30 September 2017 - 01:28 AM

Thank you for once more providing detailed feedback! I will be collecting feedback again and sending it to the team on Monday 10/02  :p_smile: 

Some of the suggested changes were based on old version of the armors, I just done updating the feedback/suggestions to current version. Thank you.


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#6 AndraSyte

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Posted 02 October 2017 - 10:24 AM

Feedback has been collected from this topic and will shortly be sent to the Requiem team! Thank you again for taking time to submit your feedback! 


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#7 WeirdBrain

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Posted 09 October 2017 - 06:30 AM

Support Kazara`s suggestion. If at least this gets implemented.

Do not get greedy with requests fellas...  :thumb2:


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