Originally Posted by BordoMavi*
My suggestions to improve the balance:
FIRST OF ALL: HP/Vigor grains have to be edited back to 25% (or Vigor 25%, HP 20%), pvping as an euro is a pain in the ass like this, the server will turn into a wizard-festival
chinese chars will profit from the vigors as well
CHINESE:
1. Permanent buffs for the chinese noobs
2. Total mastery level from 300 to 380
(why not 400? to prevent heuksal/bicheon/force/fire chars which would be impossible to kill for most of the builds)
3. From duboisi: Overall %10 damage, %5 def boost for ch characters
4. some kind of boost for bowers (an extra 5% dmg increase or something like that, not only higher crits on some skills, that's useless) - compare bowers to glaviers in 1vs1: glaviers deal more damage, have higher HP and a mag def skill, isn't that weird? you either deal more damage or you tank more, not both at the same time. that's why i would suggest to increase the overall dmg of bowers
EURO:
Wizard:
1. Simultaneous attack of Earth Quake and Blizzard from 5 to 3
2. Simultaneous attack of Charged Squall from 5 to 1 (knock-back skill of wizards) - too high impact on fights at FW/Jobbing and so on, this way it will become a defensive skill and has to be used wisely to interrupt/survive a skill from an enemy who is actually attacking you, not an "interrupting-all-skills-of-the-whole-enemy-team-skill"
3. Earth Fence / Earth Barrier simultaneous attack from 8 to 1 (3 wizards in your party are enough for perma 46% phy def -> party becomes invincible against str opponents)
Warrior:
4. Ultimate Screen should not be stackable with Physical/Morale Screen
5. Cooldown of Shield Crush / Shield Trash from 4sec to 15sec (knock-back skill of warriors using a shield) - way better for both sides, the warrior and the enemy, than reducing the % of the skill
6. Required items for Shield Crush / Shield Trash: Onehanded Sword, Shield (to prevent clerics from using the skill)
7. Required items for Pain Quota, Physical Fence, Magical Fence, Protect: Onehanded Sword (warriors are the only ones who are good tanks/buffers and good attackers at the same time, this will force them to be either a buffer or an attacker, just like every other build)
8. Knock back probability of Dare Devil from 30% (2 times, so 60%) to 0% (high damage + high chance of interrupting the skill of the enemy at the same time)
9. Damage Return (Warrior) to ~50% - one of the deadliest passives for chinese enemies, also one of the most unnecessary skills imo
Rogue:
since Warlock is disabled for STR chars rogue doesn't need any further nerf imo, yes they might be strong (not invincible) in 1vs1 but they suck in group pvp
Bard:
10. Boost the damage of Bards (increase the passive skill by 10-15%)
11. Tuning Sound: Absoluteness damage from 8500 to ~6500 or leave it at 8500 and increase the cooldown from 3 sec to 6-8 sec - too OP atm
12. Booming Wave: add knock back probability of 30%
(13. don't kill me for this, but: delete the phy/mag dances)
REASON: a party is limited to 8 members, 2 bards already take away 25% of the slots, and since there aren't so many bard players most of the bards are alt chars, deleting the dances would encourage people to play with 1 strong battle-bard... this would be fair for everybody since dances are only used for killing uniques and outside buffing at dw south and BA/CTF)
Warlock:
14. Boost the damage of Warlocks (increase the passive skill by 10-15%)
15. INT restriction for the Warlock build (there is no point of nerfing the build itself because there are not enough INT warlocks anyway)
16. 10-15% def increase for Warlocks (too weak for 1vs1 fights atm)
Cleric:
17. Cooldown of Healing Cycle from 2 to 10
18. Cooldown of Integrity/Innocent from 6/3 to 15
19. Innocent only usable on one party member, but not on yourself (very important skill when it comes to party playing, especially while killing jobcave uniques (Haroeris and Seth), but also very unfair in 1vs1 because of the Integrity skill) - this way you will only have 1 skill to cure your bad status in 1vs1 fights, but your party play won't suffer too much
20. Holy Group Recovery/Group Healing Breath/ Healing Favor only heal your party members, not yourself (to prevent heal spamming in 1vs1, this way you will only be able to use Holy Recovery to heal yourself, but that should be enough, i would even suggest to increase the casting time of Holy Recovery from 0 to 1 sec, since an instant heal of ~15k HP is pretty OP)
21. Remove black ress
22. Cooldown of Group Reverse and Holy Group Reverse from 2min to 5min
23. STR/INT cleric buffs restricted to party members only (otherwise random noobs can delete your buffs)
I will edit this from time to time, that's enough for now
Please share your opinions so that we can work on this hard topic together
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