Hey there!
I'd like to propose a few possible skill balance changes based on my previous experience on servers and also some of my own ideas.
The more important ideas are listed in red. Any positive or negative feedback is
encouraged as long as they are kept constructive.
Bicheon
Str bladers suffer from the major lack of damage output, and are often unable to outdamage the recovery from hp potions in pvp. Int s/s characters suffer from a similar weakness, although they are able to deal acceptable ammounts of damage.
- Twin energy smash : Its a pretty decent skill, no change needed here.
- Chain combo skills : Their damage is pretty low, but they are only used for debuffing anyway. Solution: possibly increase the debuff chances a bit (20%->25-35%) otherwise they are fine
- Demon cut blade : Meh. Its a rather useless skill in pvp but at least its a ranged skill. No change needed.
- Blade force series (knockdown) : Knockdown is a very annoying effect for both players. On one hand, the character knocked down is unable to perform any skills, movement or attacks, which leads to an unhealthy knockdown spam in FW. On the other hand, a knocked down target is safe from most skills, and you can easily survive a kd if you switch to a shield. Solution: Reduce knockdown chance (50%->30-35%)
- Asura cut blade + dragon sore blade : See the issues with knockdown above. Their damage is disappointing, and often there is no point to knockdown a target. Solution: Massively increase critical chance on the skills (critical 5->40-70 increase). It would make sense that a target lying on the ground is more vulnerable to critical hits. It'd also benefit str bladers more than int s/s players, but it'd be a buff for both.
- Sword dance series : Meh.
- Celestial Ground Bicheon Force : A pretty weak and useless skill right now, neither 200 phy. attack nor 50% reduced shield phy. defense makes any difference. Solution: Decrease shield phy. and mag. defense by 100%, also decrease blocking rate by 100% for the duration. Either heavily increase critical chance (critical 25-40 increase) or increase phy. damage dealt (by 10-15%) for the duration.
Heuksal
Str glaviers and int spears are generally the strongest characters on 90-100 cap servers, but some of their skills are useless, others are too strong. Here are some possible fixes:
- Celestial cloud spear : A rather useless skill. Literally noone uses it because they have no reason to. Solution: you could experiment by adding some cool debuff effect on the skill (for example Diesase).
- Windless spear + Death bringer spear : Death bringer spear's animation is too long, literally everyone is using Windless spear instead. Solution: Remove Death bringer spear and add some extra upgrade levels for windless spear to match 100 cap.
- Soul spear - emperor : A strong skill with a rather high stun chance. Solution:A small change to stun chance (15% -> 10-12%).
- Ghost spear series : Nice finisher skill, balanced, no change needed. (Maybe if you want to go crazy you could add a small critical (5-10) increase on it).
- Chain spear series : Literally the most useless skill series in the CH skill set. They suffer from the same problems as blade combo skills, but they dont inflict any debuffs. Solution: heuksal is already strong enough, but if you wanna experiment you could add some debuffs to the combo skills.
- Flying dragon series : Overall balanced and nice skills, but its weird how the last skill does more damage than melee skills.
Pacheon
Bowers give up defensive skills(ironwall shield and bloody ghost storm) in exchange for strong ranged attack skills. However they are still somewhat weak and lack killing potential.
- Anti devil bow series : The critical chance is too low to consider it a strong skill. If it crits its great but when it doesnt, its damage is pretty weak. Solution: further increase critical chance (40->50-60 and 35->45-55).
- Arrow combo series : A very annoying skill, but it saves bower lifes. However the infinite arrow combo what is possible right now is just straight up broken. Solution: Add shared cooldown to 5 arrow combo and 6 arrow combo, also increase the cooldown to 5-6 seconds.
- Hawk summon series : The attack rate buff is okay, but the phy. damage hawk is useless most of the time. Solution: add the next hawk summon skill which has both the attack rate and the phy. attack effect, and adjust it so it has the same stats as the lvl 100 hawks. I dont see why would you have to choose between attack rate and the small phy. damage.
- Autumn wind series : Pretty useless skill, literally no reason to use it now. Solution: Add a bleed effect, so people will actually have the reason to use it. Bleed also fits the skill names well (autumn wind - blood and autumn wind - red).
- Celestial beast arrow : This skill is completely fine.
- Strong bow - will : While it'd be cool to increase the crit chance, it would make this skill overpowered. No change needed.
- Mind bow series : Whatever its used for taxi anyway.
Cold
A must have mastery for any int builds. However str using low snow shields is very broken.
- Imbue : Other servers had the ice imbue deal the same damage as light imbue. It could possibly create unbalanced things like dual int or force nuker though.
- Iceberg wall : Increase cooldown to 15-20 sec. Also add shared cooldown. Constant ice/fire wall spam is annoying.
- Snow storm series : Other servers had snow storm - multi shot's power buffed to light nuke level. Again, thread carefully, as it buffs cold only nukers.
- Snow shield series : ADD INT REQUIREMENT.
Lightning
A surprisingly balanced mastery. You could tinker with the magic damage buff to balance int builds if needed.
Fire
The main element mastery for str builds. You could tinker with the phy damage buff to balance str builds if needed (also fire spear lol).
- Fire wall series : Increase cooldown to 15-20 sec. Also add shared cooldown. Constant ice/fire wall spam is annoying.
- Fire combustion series : Why is this a thing
Force
Arguably the most broken mastery on CH only servers.
- Self heal/healing hand series : Str char spamming heal with a shield in their hands. Like really? Solution: Add shared cooldown, increase cooldown to 6-10 sec.
- Force cure/cure therapy series : Debuffs are literally useless against force characters, and if you dont have force in pvp you auto lose unless you have a completely broken weapon/set. Solution: Add shared cooldown, increase cooldown to 12-18 sec.
- Rebirth art series : I bet its fun to see a force char res his whole pt on FW in just 20 seconds. Solution: Increase cooldown to 5-8 sec.
- Vital spot series : These skills make force VERY overpowered. Solution: Either reduce debuff duration from 30->15 seconds or reduce the debuff success chance from 80%->40-60%.
Of course these are only ideas, and adding too many of them could potentially cause an "overedited server", so feel free to balance the skills as you think they'd be the best. Any feedback or suggestions is welcome in the comments.
Also an interesting idea would be doubling every character's hp and removing x-large health potions from the game. Would make for an interesting server lol.