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Originally Posted by Ishtaria
Still working on this, slowly but surely. At least this proof of concept stuff is keeping me interested in the game.
So far I've completed 1770 bin entries. I only have a couple hundred more across a few files but then I have 2520 ief edits to make which is more time consuming than what bin edits are :facepalm: Oh then there's edits to the game's icons as well plus the most comprehensive change to the mob drop table ever made, then there's skill balancing :awesome: Why do I put myself through all of this shit?
As part of the balancing changes I've always wanted to make some more comprehensive changes than your average cookie cutter server makes. I'd like classes to have much more defined roles along with clear advantages and disadvantages. The game can be comprehensively balanced, it just takes an open mind, not just from devs, but from the players too.
The Guardian class should be the ultimate frontline fighter, the one who should always be at the forefront of any pvp or boss hunt. DPS is high and so is physical defence. Most of the damage is dealt during combo time and a Guardian's achilles heel is having that combo broken. Outside of the combo they are still dangerous due to their decent regular DPS and some control skills. This is the class that Defenders and priests should be protecting. Another big weakness is their magical defence. This should be the lowest of all classes and also ties in with some classes having much higher magical damage.
There isn't much that needs to be changed about Defenders but I would like to see str defs used a lot more. They'll have high spike DPS similar to Guardians (through Fixation) but generally have more physical defence, health and block rate in exchange for lower overall DPS. Oh and they'll use axes instead of maces. Defending Nature has to take a big nerf simply because it's too overpowered and easy to abuse. It needs to be a situational skill, not something that should be active constantly. Vit pets really need to think more about using their repertoire of useful stuns and push backs instead of just casting DN and spamming sit. Really, you know I'm talking sense.
There's not really a huge amount that needs to be changed for Rangers. Pulling back their mobility slightly and increasing the mana drain on WF is probably necessary though. To compensate I'd increase their physical and magical defence moderately and reduce the cooldown of siege/speed slightly.
Trying to make Scouts into something that can truly be used effectively in PVP is almost impossible and a waste of time really. Ultimately this class is the ranged attack version of the Wizard. With that in mind, Scouts would receive PVE buffs across the board to make them a fun and easy to play alternative to the Wizard.
Oh lord, Templars. Here we go. I don't care what complete knob jockeys like AbsoBarkingPoint or any other tempfag thinks, the class needs a complete change in philosophy. My idea for Temps is to turn them into a "support caster" class, second line fighters and party support. The nuke skills on the 1st and 2nd trees will have zero casting time and hit harder, Erase becomes the same as the Priest's, heals are based on psy only, mental barrier effectiveness reduced and it goes without saying that BM will hit for significantly less. I'm not saying that temps should hit 20's but I am saying they should be hitting more like 200's instead of 2k's. Temps need to be moved from the only frontline fighter and the only candidate for DN to a potential frontline skirmisher that's suited to secondline situations, party support and a possible candidate for DN.
Heals will become psy-based only but also lower in effectiveness. It's too easy for priests to get enough psy then pump vit and become ridiculously tanky. What other mmorpg have you seen healers like you see in Rohan? Sorry but it's all got to be balanced out, way too much God Mode potential exists. On the flip side, int priests are now going to be totally viable because wands are now available after level 50. Ok so you can't heal but by fuck you're going to hit magic vulnerable classes like Guardians like a truck. Healer or a genuine battle Priest? Real valid choice now. Psy Temps are also a lot more viable too.
More to come soon...
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I never found Str Defenders to be in need of ANYTHING else. I almost always played them over Guardians. Fix is much better than CS alone, you can use shout to lower their pdef, and you have enough stuns to make sure that they take all ten seconds of it, with or without frozen and shield burden. You can kill an Agi Dhan with Rush + Fix, but not with Rush + CS. Yea, guardians have their combo, but it comes less often, and is much harder to perform. Defenders are more effective killers, but they also have more pdef, equal or greater health, and more utility. Guardians are fun to watch, but Defenders are just better.
Scouts can be OK in 1v1. Their best tactic is to slow their opponent down with Frozen, Fainting Pierce, and Ensnare. After that, they can use their attack skills. HE's are squishy, so that have to kill their opponent quickly before they get caught. The problem is that Scouts' skills are too weak to kill fast. The only decent offensive skills are Drill Shot and Pouring Shot. Multi Shot needs a slightly lower CD and a little bit more power. Rain Shot needs to have a higher crit chance. Bleeding shot needs to be reduced to 5 strong ticks instead of 10-15 weak ticks. Sharp Melee should be changed into a buff that slightly raises HP and defense. Str Scouts suck anyway
Everything you said about Templars was spot on.