Originally Posted by Glixxer
There are really three main problems that plague servers and turn them into "Indo Servers". You know what I'm talking about:
1: Overpowered Attack-Force builds-
An Attack Force build primarily use Melee, Ranged, or Magic Attack as its main stat to deal damage, eg. a Str Dhan, unlike an Agi Dhan that primarily uses Stat Points to deal damage.
2: Overpowered Templars-
Templars are overpowered on two fronts. They hit too hard, and they have too many defensive capabilities that keep them alive. Their ridiculously high damage is caused partially by problem #1: overpowered Attack-Force characters, and problem #3: Stat Inflation.
3: Stat Flooding
This isn't simply getting "too strong", it's every build having too high of too many stats.
1
The first problem, Overpowered Attack-Force Builds, is caused partially by Gladiator, Mage, and Ranger License. Let's say an Agility Dhan is about to fight a Str Dhan. The Agility Dhan uses an Almighty Scroll. The Str Dhan uses an Almighty Scroll, AND a 30% Gladiator License. See the problem? It's already unfair. Here's another problem, At lvl 99, the Agility Dhan is using a 178 Agility weapon, the Str Dhan is using a 50% Melee Weapon. It's (somewhat) fair. At lvl 110, the Agility Dhan is using a +220 Agility weapon, the Str Dhan is using a 63% Melee weapon. Over time, percent values win. You have 5,000 base melee on your Str Dhan. a +220 Str Weapon gives you 860 bonus Melee, +63% Melee gives you 3,150. Percent Values win. I'm not saying to remove Attack % from weapons, but at least remove Licenses.
Dex Guardians, Agi Dhans, and Psy Wizards' damage output just doesn't measure up in Vanilla lvl 110 servers at endgame. Partially because of this, and partially because of equipment with +Attack on it. You have a self buffed Str Dhan and a self buffed Agi Dhan fighting each other, it's a lvl 110 server. Let's do a realistic comparison-
The Agi Dhan has 4x51s, 220 Agi Weapon, All Talismans, 38/38 eye and ear, 20/25 hat and costume, and has 1300 base Agility, 1570 with Avoid. He has 15,000 HP self buffed with a Lvl 3 King Lion. He's doing 1500+1900 on the Str Dhan, who also has 15,000 HP and 40% DD. The Str Dhan is self-buffed also, let's say he deals 4k dmg with PP and 4500+4500 with DPP.
Things are looking reasonably balanced now between the Str and Agi Dhan, but give them +Attack gear and see what happens:
Replace one of the Agi Dhans 51 ADV with +50 All Stat +150 Attack, his critical hit damage is the same on the Str Dhan, and his regular hit damage is still minimum. Replace one of the Str Dhans' 51 SDV with +50 All Stat +150 Attack. His PP goes from 4,000 to 4,700. His DPP goes from 4,500 to 5,500+5,500.
Replace two rings. The Agility Dhan's damage does not increase, at all. The Str Dhan's PP is now 5,400, and his DPP is 6,500+6,500
Replace three. The Agility Dhan's hits and crits are STILL the same. The Str Dhan is now dealing 6,100 with PP and 7,500+7,500
Replace all four. The Agility Dhan can FINALLY break the Str Dhan's PDef and is able to do maybe 100 damage with regular hits on the Str Dhan, and gets maybe 250+125 added to his damage when he crits from his extra melee attack. Meanwhile, the Str Dhan is doing 6,800 with PP, and 8,500 with DPP + DPP.
The Agility Dhan barely got shit from it, but now the Str Dhan can 1-shot the Agility Dhan, self buffed. It only gets worse when you add buffs. 30% Melee Scroll helps the Str Dhan, hardly, the Agi Dhan. Enhanced Attack helps the Str Dhan, hardly, the Agi Dhan. Empower helps the Str Dhan, hardly, the Agi Dhan. The Str Dhan at this point doesn't even need DPP, his PP alone will be dealing 20k +to the Agi Dhan.
It's the same pig swill, on EVERY OTHER dumbass, half-baked server these people put out. Then people complain, "Agi Dhans are useless! Dex Guards are useless! Psy Wizards can't kill anymore!". And THEN, instead of fixing the accessories and removing the Attack Force Licenses, they do crazy stuff like buff Deadly Blow from 530% of Agility to 800%, Invoke from 530% to 800%, Wide Pollution from 1,500% to 2,500%.
Only, it doesn't stop there, it gets worse. Classes that were meant to be tanky, like Guardians with their Physical Blow, Str Dekans with their heals, don't matter, anymore. Your Physical Blow won't save you from being 1-shot, you can't use Health Funnel or Mana to Health if you get killed in 1 DPP, Breath, or Murder Shot. Everybody just plays Str Dhans, Rangers, Int Dekans, Vit Dekans, and Templars with their DN Pets. So for the love of God, DO NOT ADD +_Attack, and consider removing License scrolls.
2
Speaking of Templars, that brings me to problem #2, Overpowered Templars. Blunt Mastery can't really be "fixed", all you can do is remove the Attack Speed boost that it gives. You have to remove Melee, Mage, and Ranger License like I said earlier for balance, because Templars get TWO boosts from the License scrolls. Empower may need to be nerfed or changed to something else. Defenders will be fine if their other skills are boosted. Most people don't play Str Defenders, anyway.
There's not much you can do about their damage that isn't very complex, so look at their defensive capabilities-
Templars have a shit ton of ways to stay alive. Let's just start with the obvious:Reflection, I'd be okay with this if it was their only Immunity skill, but Vanishment is an issue.
Vanishment lets Templars release from all stuns and roots, something many classes can do, but Templars can do it every THIRTY seconds. They can release from half of the stuff you cast on them over and over, on top of being IMMUNE to it with Reflection. Increase Vanishment's CD to at least 180s.
Aside from that, look at their healing power. Let's say, again, that this is a Lvl 110 server. The Templar is lvl 110, has 4x51s, 38/38 eye, +30 Gen Talisman, +40 AS GT, +15 Int Talisman, +20/25 Hat and Costume, +45 Int Mace. Enchanted Glacial...
1,145 Base Int (1,545 buffed), 433 Base Psy (541 buffed), and 16,000 Health with King Lion
Level 7 Heal is 800% of Int, 1500% of Psy. With this much Int and Psyche, guess how much it restores. 20,475. EVERY FIVE fucking seconds. FULL HP recovery. Compare Health Funnel; it takes 10% of your HP and uses 575% of it- has a TEN second CD, and if you had 20,000 Health, it would only restore 11,500. This is only ONE Heal, there's still Group Heal, which can restore 14,300 every 20s (400% of int, 1500% of Psy), and Instant Heal, which can restore 18,000 HP instantly every 120s. (900% of Int and Psy) If you can't stunlock a Templar, or 1-shot him, he will NEVER die if he's smart enough to just heal over and over.
Then there's Magic Barrier. 1600% of Psy, the Templar has 541, the barrier blocks 8500 damage every 12s. That's ridiculous all on its own.
3
Stat Flooding causes Templars' Heals to be too strong, and their barriers to be too strong. Along with that, everybody has enough Dex to hit Agi Dhans almost 100% of the time, even Priests, it's ridiculous. Mana Burn, Mana Drain, and Blue Suction lose effectiveness because everybody gains their MP back too quickly (+All stat giving free Mana). +All Stat gives everybody free Int and Psy, which gives Elemental Resistance. Eventually Frozen, Blazing, Darkness, and Divinity always hit 0 on everybody. Your Ranger's crit dealt 5,000 damage to that Str Dhan? Too bad, Frozen is still going to deal 0 damage because he has a million items that give +50 All Stat... but nothing is ever going to lower his Invenom damage...
So, DO NOT put +All Stat gear in the game, ever.
DO NOT put IPV,SDV,ADV accs in the game normally, instead, do "variable boss drops".
If you don't know what I mean by this, I'll explain. Dark Angel's Baton normally drops with +15 Int, +15 Psy, +15 Vit... every time. Instead of that, there could be variations that have the stats allocated differently, but with the same numerical total. Instead of it dropping with +15 IPV every time, you could have one drop with +25 Int, +10 Psy, +10 Vit,
Why do this? Look at the problem with Templars healing too much and their barrier being too strong. Which of these variations do you think Templars are going to go for? They're going to want the +25 int, +10 Psy, +10 Vit. They will have more Int than before, but their Psyche is lower, leading to a weaker barrier. This, combined with nerfing the hell out of Healing skills by making them use less Int, will balance Templars out more. This would be better than nerfing Magic Barrier itself, which would hurt Priests' power.
This could also make boss hunting more fun in the long run. Some people want to do a LOT of damage, very fast (Indonesian players), well guess what, they can get the +25 Str, +20 Dex, +5 Vit Wing of Solemn Death instead of the +15 SDV one, but they will have to pay for it by being squishier. You will satisfy these players who want to kill fast without adding a ton of stuff that gives +150 Attack and ruining the class balance. Instead of making the game randomize the boss drop within a stat parameter (which may be unnecessarily difficult to do), you can just create a big drop table of the possible variations.
TL;DR
Remove Gladiator/Mage/Ranger License
Don't be stupid and add anything with +All Stat or +_Attack
Replace regular SDV/IPV/ADV-type accs with "variable boss drops" to solve "stat-flooding"
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