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Suggestion Dreamc's Wishlist

Dreamcycler

Legacy Supporter 5
Joined
Jun 18, 2012
Im no experienced healer but generally I didnt have a problem organizing macros up to about 4 people using the numpad, and in larger fights I'd usually have all my heals bound to the squishies and I'd aim the heal/aoe the tanks when they needed it.
 

victim130

Legacy Supporter 8
Joined
Jan 20, 2011
I don't think you understand how the current targeting system for heals work. So learning to memorize how only 3 configurations work (-tp, -ts, -to) is somehow hard? Yes, you would need to bind them at least twice. But thats only twice for each healing spell compared to binding each healing spell for each player in your party which would take up your most of your keyboard space.
I'm not saying we need the healer name binds back, I just think we need a new system. The biggest issue is that you can't find this new bind stuff in game. With how much has been made accessible in game, a small info window for this would be a great start. At the end of the day, we need to avoid this DPS meta we are falling into. Especially where some classes are completely unbalanced to this new clicking system (IE: Runeblade)

One system or the other, not both.

On the topic of healers though, we talked about a system earlier that sounded good. Have it so heals target the closest ally. Maybe not all heals, leaving some heals to be AoE and some to be targeted and then make the proxy heals have no slow down on cast time. This way healers can stick to their team and heal by proper placement. No idea if that's possible, but if it is, then remove the macro heavy bs.
 

Pugglez_

Legacy Supporter 3
Joined
Jun 11, 2011
I'm not saying we need the healer name binds back, I just think we need a new system. The biggest issue is that you can't find this new bind stuff in game. With how much has been made accessible in game, a small info window for this would be a great start.
That's not a issue of the system, that's just lack of information from the server to players. The binding configurations should be posted at the Tutorial Dungeon.

At the end of the day, we need to avoid this DPS meta we are falling into. Especially where some classes are completely unbalanced to this new clicking system (IE: Runeblade)
We're in this DPS/Caster meta because of the 1.9 clicking system. Melee users are just simply outclassed by magic users. Classes like Runeblade can make up for this 1.9 clicking system because there damage doesn't come from melee, it's from their runes.

On the topic of healers though, we talked about a system earlier that sounded good. Have it so heals target the closest ally. Maybe not all heals, leaving some heals to be AoE and some to be targeted and then make the proxy heals have no slow down on cast time. This way healers can stick to their team and heal by proper placement. No idea if that's possible, but if it is, then remove the macro heavy bs.
This type of system would even make it way harder for healers to heal. Not only does the Healer have to find the intended target in the middle of a PvP group fight cluster, the healer actually has to be able to get close to the target. And you may be thinking, "Well, that's easy. Just sprint right up to them with the W and Sprint key and pop your heal." But in an actual group fight scenario, no one would be standing still. Everyone would be moving around, including your intended target to heal. And of course, you're not gonna get a free bypass to your target. You're gonna get hit by skills and melee hits trying to get to your target.

Let's look at another scenario. What if your intended healing target is very low and everyone from the enemy team is on his ass. When you're low, your instinct would be to run away from the fight. So now you're running to a direction away from the healer, but then obviously you want to get to the healer. But the healer is also right behind you trying to get close to you, so you want to turn around or slow down for the healer to catch up. But if you do that, the enemy team will catch up to you. And the healer can't exactly heal you because there are also party members way closer to the healer that are either trying to heal you or trying to peel off the enemies. That's where skill target block range comes into play. Instead of the healer wrestling to get to the intended healing target, he can just aim his crosshair to your body and press his healing bind.

You guys also do realize that you can do /skills and instead have the item bind for the heals. Once you get the item binds from the /skills menu, for example SacredWord item bind, you can then do /bind SacredWord -ts or /bind SacredWord -tp -to. Since you guys keep talking about healing very heavy macro-based, let's get some numbers down. So with the current heal targeting system, you have to have 2 binds to heal yourself and the other to heal only party members for each healing skill. Let's say your a healer with 3 targeting healing skills. So that's 6 things to bind. At MOST, that's only 6 things to bind compared to taking up your whole keyboard for having to heal bind each name with the old system. Now there's two ways you can reduce the 6 binds to just 3 on your keyboard. The first method I said at the start of this paragraph. You can have the 3 binds for healing only party members on your keyboard and have 3 item binds on your hotbar. The second method is Conditional Macros. With Conditional Macros, you can have two binds on the same key. So overall, with either of these methods, you ONLY have 3 keys for macros. Now you compare that to the old system, there would be way much more macros to bind.
 

Dreamcycler

Legacy Supporter 5
Joined
Jun 18, 2012
Update
1.) Remove professions ability to warp to spawn. Remember wizards selling gtp's to spawn? Or running to a near hero gate, begging your local druid or wizard? Those were better days.
2.)Buff souls dropped by mining, or the exchange rate of gold (1 for 2?) Also make it so everyone not just town bankers can sell gold.
3.) Bring back the no griefing rule (people are taking the floors and walls or just taking down the entire buildings of shops for no reason... no one should have to put a residence on their shop.)
4.) Remove nether port at spawn
5.) Fix dungeon boss spawns, necropolis and elven palace both have gold block boss spawns that just don't spawn anything when they used to work ( also boost boss item drop rate)
6.) Wont happen, but bring graveyards back.

Class balance stuff
1.) Give necromancer web again
2.) Slightly nerf firerune damage on runeblade
3.) Slightly buff samurai sword damage
4.) Bindable heals, make druid/cleric viable again
5.) Buff dreadknight overall, it's not doing well
6.) Nerf accelerando speed, but make it not break on damage anymore
@Kainzo @Balance Team #Makeherocraftgreatagain
 

Pugglez_

Legacy Supporter 3
Joined
Jun 11, 2011
Update
1.) Remove professions ability to warp to spawn. Remember wizards selling gtp's to spawn? Or running to a near hero gate, begging your local druid or wizard? Those were better days.
2.)Buff souls dropped by mining, or the exchange rate of gold (1 for 2?) Also make it so everyone not just town bankers can sell gold.
3.) Bring back the no griefing rule (people are taking the floors and walls or just taking down the entire buildings of shops for no reason... no one should have to put a residence on their shop.)
4.) Remove nether port at spawn
5.) Fix dungeon boss spawns, necropolis and elven palace both have gold block boss spawns that just don't spawn anything when they used to work ( also boost boss item drop rate)
6.) Wont happen, but bring graveyards back.
1. This can bring some income to Wizards; however, like every map, there will always be that one wizard who undercuts everyone and brings the price down. But personally, I think the ability to warp to spawn for professions should remain. It would get annoying spending more than 10 minutes sprinting to hero gates or spawn. Also, with our custom terrain, there are a lot more humongous mountains and hills that are just a pain to go over.
2.No comment on this one.
3. I don't really care about this rule because I don't even build but I'd like to know the reason why we removed the no griefing rule.
4. While I do agree this will make Hellgate actually have a use, I still think the Nether portal should remain. This will make it for newer players or groups to build themselves up quicker and catch up to those other groups who have been playing the map for quite a while.
5. I don't PvE, so no comment.
6. As it is, there isn't a lot of PvP'ers nowadays in the first place. Although Herogate fights are annoying as they are just endless re spawn camping, at least they bring in a lot of PvP. Splitting that will greatly reduce PvP activity in the server.

Class balance stuff
1.) Give necromancer web again
2.) Slightly nerf firerune damage on runeblade
3.) Slightly buff samurai sword damage
4.) Bindable heals, make druid/cleric viable again
5.) Buff dreadknight overall, it's not doing well
6.) Nerf accelerando speed, but make it not break on damage anymore
@Kainzo @Balance Team #Makeherocraftgreatagain
1. No. Necromancer already has really good damage and decent sustain, with an AoE blind and silence.
2. Maybe a small hit to Firerune's base damage or mana cost increase. @Balance Team
3. No, Samurai actually has really good damage and high DPS. In fact, I actually think its base health should be nerfed slightly as it is way too tanky for the damage it deals.
4. Already explained why I think we should stay with the current system we have now. Cleric is viable if you know how to heal and is still viable even if you are slightly bad at healing because scaling of the heals are really good. But I do agree Druid is not viable right now. But with slight tweaks, it should be much better. In fact, I posted a suggestion in Druid today at the 1.9 Balance thread.
5. Haven't played Dreadknight this map, so I have nothing to comment on this.
6. No. There's a reason why it was decided for Speed potions to break in combat. Even Speed 1 is a huge advantage over someone who doesn't have one in PvP.
 

Dreamcycler

Legacy Supporter 5
Joined
Jun 18, 2012
1. This can bring some income to Wizards; however, like every map, there will always be that one wizard who undercuts everyone and brings the price down. But personally, I think the ability to warp to spawn for professions should remain. It would get annoying spending more than 10 minutes sprinting to hero gates or spawn. Also, with our custom terrain, there are a lot more humongous mountains and hills that are just a pain to go over.
3. I don't really care about this rule because I don't even build but I'd like to know the reason why we removed the no griefing rule.
4. While I do agree this will make Hellgate actually have a use, I still think the Nether portal should remain. This will make it for newer players or




1. No. Necromancer already has really good damage and decent sustain, with an AoE blind and silence.
2. Maybe a small hit to Firerune's base damage or mana cost increase. @Balance Team
3. No, Samurai actually has really good damage and high DPS. In fact, I actually think its base health should be nerfed slightly as it is way too tanky for the damage it deals.
4. Already explained why I think we should stay with the current system we have now. Cleric is viable if you know how to heal and is still viable even if you are slightly bad at healing because scaling of the heals are really good. But I do agree Druid is not viable right now. But with slight tweaks, it should be much better. In fact, I posted a suggestion in Druid today at the 1.9 Balance thread.
5. Haven't played Dreadknight this map, so I have nothing to comment on this.
6. No. There's a reason why it was decided for Speed potions to break in combat. Even Speed 1 is a huge advantage over someone who doesn't have one in PvP.


1. Fair enough i suppose, and it's too far in this map to even make this change unfortunately (Undercutting isn't really a problem though, sure it was annoying but that's how herocraft economy has always worked)
3. It's annoying, I don't mind pillars or digging around towns, but people just mindlessly breaking stuff for the heck of it get's irritating after awhile.
4. Fair enough, i suppose server pop isn't healthy enough for necro hellgate transport anyway.



1. I think you really overestimate Necromancer, maybe it looks good on paper or maybe it's just me but I've fought a couple since I've come back and they seem to be really struggling. It's very easy to keep up with them compared to literally any of the other caster classes, and their damage output is ok not great. Maybe add a slow instead of web again?
2. Mana increase wouldn't make a difference, I've just seen a lot of RB's spam clicking as fast as possible to get rid of all of their runes and still do decent damage a swing despite it not being a charged up swing.
3. Not sure about samurai tbh, seems like it's in a pretty good spot. I was only comparing it to other classes damage output on left click really, like it's strange that shaman does more on hit than a samurai, thanks 1.9.
4. Still missing bindable heals
5. Haven't played it either so I'm no expert, but Dk seems to be very easy to kite, and it's damage output is rather low overall, it's only real benefit right now of course is being tanky.
6. Fair enough I guess
 

Egorh

Outcast
Legacy Supporter 7
Joined
Jun 30, 2011
6. No. There's a reason why it was decided for Speed potions to break in combat. Even Speed 1 is a huge advantage over someone who doesn't have one in PvP.
Speed pots were removed because they directly take away from Heroes. People would avoid using their speed skill so it wouldn't mess with the speed pot. Provided certain advantages to some classes, so on so forth.

The accelerondo proposal and the speed pot change should not be so easily compared. We can easily change numbers, durations, and so on so forth with accelerondo.

I don't know if it will be too OP to change it or not but the change shouldn't be thrown out the door because of speed pots.
 

Pugglez_

Legacy Supporter 3
Joined
Jun 11, 2011
1. I think you really overestimate Necromancer, maybe it looks good on paper or maybe it's just me but I've fought a couple since I've come back and they seem to be really struggling. It's very easy to keep up with them compared to literally any of the other caster classes, and their damage output is ok not great. Maybe add a slow instead of web again?
2. Mana increase wouldn't make a difference, I've just seen a lot of RB's spam clicking as fast as possible to get rid of all of their runes and still do decent damage a swing despite it not being a charged up swing.
3. Not sure about samurai tbh, seems like it's in a pretty good spot. I was only comparing it to other classes damage output on left click really, like it's strange that shaman does more on hit than a samurai, thanks 1.9.
1. I have played Necromancer this map and it is easily one of the strongest classes right now. It's a class that you can actually use to kill max level players as a Necromancer below level 30. Its damage may not seem much, but thats because most of its damage is DoTs so you don't notice the "burst" too much. To give you an idea, 2 bonespears + decay + plague + drain soul is enough to get me half HP as dragoon.
2. Runeblade's damage doesn't come from charged up swings or melee in general, it comes from their runes. One of the problems with Runeblade is that after you use all your runes to burst someone down, you still have so much more mana left to burst a second person down easily. And one of the reasons for that is because you can store 3 runes before the fight happens.
3. Shaman actually does way too much damage as a support, but I don't think we're gonna be seeing a nerf to it anytime soon as long as that person exists :p

Speed pots were removed because they directly take away from Heroes. People would avoid using their speed skill so it wouldn't mess with the speed pot. Provided certain advantages to some classes, so on so forth.

The accelerondo proposal and the speed pot change should not be so easily compared. We can easily change numbers, durations, and so on so forth with accelerondo.

I don't know if it will be too OP to change it or not but the change shouldn't be thrown out the door because of speed pots.
If we are gonna make it so Accelerando does not break in combat, I think Speed 1 is the highest buff we can give it to. I know Speed 1's effect is barely noticeable, but at the same time Speed 2 puts way too big of an advantage. But I guess we could make it Speed 2 but low duration.

So then the decision lies in wether we should make Accelerando stay as a skill that is useful for very fast traveling and very high potential escape or make it usable in combat but lower its use in faster traveling or potential escape.[/QUOTE]
 
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joshtsai

Legacy Supporter 2
Joined
May 23, 2012
i hope you guys realize the only reason why this -tp shit is still a thing is because nobody plays anymore. If we had 10v10s etc it would be IMPOSSIBLE to use this new system effectively. HEalers would be relegated to using AOE heals almost exclusively. It is IMPOSSIBLE to consistently target individuals in large teamfights where people are running through people constantly. I haven't complained yet because it is possible to use the new system in small fights...definetly not large fights --Coming from somebody who played this class more than anyone over the past few maps

also for potions creating a "huge advantage" against others who don't have them... well so does armor... so do weapons... so does macro mod... potions are very common especially with merchants selling them. We allow HP pots even though they give classes without heals the ability to heal. I don't see the difference with speed pots. The only negative is that accelerando cancels them out...who cares? Bard is the best team fight class without using accelerando anyway...a fair trade off IMO.

I don't even want to get started on left clicks. 1.9 left click timers suck. 1.9 left click timers suck. 1.9 left click timers suck.
Also why disciple is the only real healer getting played a lot, only 1 targeted heal that really is only used on self most of the time.
 

victim130

Legacy Supporter 8
Joined
Jan 20, 2011
Update
1.) Remove professions ability to warp to spawn. Remember wizards selling gtp's to spawn? Or running to a near hero gate, begging your local druid or wizard? Those were better days.
2.)Buff souls dropped by mining, or the exchange rate of gold (1 for 2?) Also make it so everyone not just town bankers can sell gold.
3.) Bring back the no griefing rule (people are taking the floors and walls or just taking down the entire buildings of shops for no reason... no one should have to put a residence on their shop.)
4.) Remove nether port at spawn
5.) Fix dungeon boss spawns, necropolis and elven palace both have gold block boss spawns that just don't spawn anything when they used to work ( also boost boss item drop rate)
6.) Wont happen, but bring graveyards back.

Class balance stuff
1.) Give necromancer web again
2.) Slightly nerf firerune damage on runeblade
3.) Slightly buff samurai sword damage
4.) Bindable heals, make druid/cleric viable again
5.) Buff dreadknight overall, it's not doing well
6.) Nerf accelerando speed, but make it not break on damage anymore
@Kainzo @Balance Team #Makeherocraftgreatagain



The biggest thing about @Dreamcycler 's ideas is that they will bring back the old feel of Herocraft that we all loved. You guys are super afraid of it, but sometimes change isn't good. Graveyards allowed players to spawn around the area and was a great reason to build around. This promoted towns to build near each other and ally or fight each other. Not allowing griefing was great because it made the landscape look good. A great looking server promotes fun. Instead of what it is now, which only promotes this gross feel. Why buy a huge map that looks awesome only to allow us to ruin it?

Allowing ports to be important used to be complained about a lot, but it promoted economy and interacting with players. It made it so that you needed a wizard and you needed a necro and a druid could be the half-way wizard/cleric it was meant to be. The scary bit is that you are afraid of the current playerbase not enjoying the older ways, but honestly, the older ways are what made Herocraft a 200+ player server.

As for class balance, I think each class is going to need an overhaul to match this new system. If that is too much to handle at this time, it might be best to revert to the spam click system. The issue is that some classes didn't take the hit as hard as others. IE: Runeblade. And now you have a balance fiasco on your hands that I don't think you have the team to handle. Especially with @Pugglez_ calling out the balance team means you got a bad member either with a false accusation or with someone swaying balance in their favor.

First things first, pick a system. Spam or wait click. If you want to stay with this system, then remove spamy classes ability to spam or reduce their effectiveness for doing so. Example being Runeblade: Make their runes have a cooldown. They can chase and run very effectively with their blink, they can stand to last a bit longer in combat at least. So if they can only apply runes preemptively or once every 8 seconds or so, it emphasizes the idea of rogue classes being about being sneaky and striking at the right times, rather than brainless spam. @Kainzo

TLDR: We need some of the old reasons we played back, it will help the server more than what we are currently doing.

PS: I'm not trying to doomsay, Herocraft may be underpopped, but its still alive enough to play. I only hope to have you read this Kain and maybe decide on some things.
 

Egorh

Outcast
Legacy Supporter 7
Joined
Jun 30, 2011
The biggest thing about @Dreamcycler 's ideas is that they will bring back the old feel of Herocraft that we all loved. You guys are super afraid of it, but sometimes change isn't good. Graveyards allowed players to spawn around the area and was a great reason to build around. This promoted towns to build near each other and ally or fight each other. Not allowing griefing was great because it made the landscape look good. A great looking server promotes fun. Instead of what it is now, which only promotes this gross feel. Why buy a huge map that looks awesome only to allow us to ruin it?

Allowing ports to be important used to be complained about a lot, but it promoted economy and interacting with players. It made it so that you needed a wizard and you needed a necro and a druid could be the half-way wizard/cleric it was meant to be. The scary bit is that you are afraid of the current playerbase not enjoying the older ways, but honestly, the older ways are what made Herocraft a 200+ player server.

As for class balance, I think each class is going to need an overhaul to match this new system. If that is too much to handle at this time, it might be best to revert to the spam click system. The issue is that some classes didn't take the hit as hard as others. IE: Runeblade. And now you have a balance fiasco on your hands that I don't think you have the team to handle. Especially with @Pugglez_ calling out the balance team means you got a bad member either with a false accusation or with someone swaying balance in their favor.

First things first, pick a system. Spam or wait click. If you want to stay with this system, then remove spamy classes ability to spam or reduce their effectiveness for doing so. Example being Runeblade: Make their runes have a cooldown. They can chase and run very effectively with their blink, they can stand to last a bit longer in combat at least. So if they can only apply runes preemptively or once every 8 seconds or so, it emphasizes the idea of rogue classes being about being sneaky and striking at the right times, rather than brainless spam. @Kainzo

TLDR: We need some of the old reasons we played back, it will help the server more than what we are currently doing.

PS: I'm not trying to doomsay, Herocraft may be underpopped, but its still alive enough to play. I only hope to have you read this Kain and maybe decide on some things.
There is already a whole massive thread about the 1.9 attack speed and what we got was a 'not going to happen'. For such a big change that drives a lot of people away, it wont be reverted even considering the new system is not giving anything 'good' to us.
 

victim130

Legacy Supporter 8
Joined
Jan 20, 2011
There is already a whole massive thread about the 1.9 attack speed and what we got was a 'not going to happen'. For such a big change that drives a lot of people away, it wont be reverted even considering the new system is not giving anything 'good' to us.
I like the system, it just needs some heavy changes to heroes to work right.
 

Egorh

Outcast
Legacy Supporter 7
Joined
Jun 30, 2011
I like the system, it just needs some heavy changes to heroes to work right.
Sadly heavy changes to fix all the problems with the attack speed requires reworking close to every class that uses attack speed so it fits and flows well, Runeblade being the exception. Why stick with a system that will require a lot of work on everything to keep things together instead of setting all attack speed to a reasonable value (like being able to swing 8 times in a second, the average click speed someone will get)

The gain from attack speed is really not much considering how I've seen it drive away enough people (at least from certain classes). So much time is/can be wasted trying to get everything to be smooth when a perfectly good solution is much more easily achievable. A server like Badlion has both 1.8 and 1.9 versions. The 1.8 version is much more populated simply because people do not enjoy the new slow paced pvp of 1.9. I feel like this feeling is even more amplified when you add in Heroes (our fix does not need to be 'reverting versions', just setting the attack speed appropriately)
 
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Ice

Heroes Never Die
Joined
Sep 20, 2015
Also why disciple is the only real healer getting played a lot, only 1 targeted heal that really is only used on self most of the time.
It's cuz Disciple's kit is overloaded, CC, heals, self sustain, damage, disruption. It's a jack of all trades that ends up out classing some classes when it really shouldn't (See Druid)

I think all, and I mean ALL classes should be given an overhaul. I remember Kainzo saying he wanted to rework all the classes, and I agree with him.

Also @victim130 Balance Team is very obviously biased :p some members have good intentions but others just join the team to keep their favorite class in favor/OP. Hell even Pugglez knows it and yet they don't care. Kainzo doesn't care about the Balance Team nor the current state of classes because he doesn't even know his own Heroes classes. I'm not trying to flame him, but it's true; to know the classes and meta you have to play the game and he simply doesn't have time for it.
 

Pugglez_

Legacy Supporter 3
Joined
Jun 11, 2011
As for class balance, I think each class is going to need an overhaul to match this new system. If that is too much to handle at this time, it might be best to revert to the spam click system. The issue is that some classes didn't take the hit as hard as others. IE: Runeblade. And now you have a balance fiasco on your hands that I don't think you have the team to handle.

First things first, pick a system. Spam or wait click. If you want to stay with this system, then remove spamy classes ability to spam or reduce their effectiveness for doing so. Example being Runeblade: Make their runes have a cooldown. They can chase and run very effectively with their blink, they can stand to last a bit longer in combat at least. So if they can only apply runes preemptively or once every 8 seconds or so, it emphasizes the idea of rogue classes being about being sneaky and striking at the right times, rather than brainless spam. @Kainzo

TLDR: We need some of the old reasons we played back, it will help the server more than what we are currently doing.
Like you said it yourself, "sometimes change isn't good." And the 1.9 attack system is one of those changes that isn't good. Since you bring up the subject of the "old feel of Herocraft that everyone loved," if you look at the previous maps back then, you would notice that most things were very simple. No complicated or complex plugins and content. If you ask many PvPers what maps they enjoyed the most when it comes to PvP activity, majority would say either Dragonrade or Bastion. And in either those maps, classes were also simple. PvP was fast-paced and simple. No attributes and no enchanted gear. If you lose to someone in a duel, you lose fairly. No overpowered gear to put your excuses to; and best of all you instantly got to keep their stuff as there were no death chests. With 1.9 attack system, you just lose that fast paced PvP feeling when your a melee class. In a group fight right now with the 1.9 attack system, there are so many skills being used and so many things happening, but as a melee user you're in a fight trying to time your hits and it just feels so slow and awkward compared to how much is happening in the group fight.
 

Pugglez_

Legacy Supporter 3
Joined
Jun 11, 2011
And like Egorh said, why should we switch to a system (referring to the 1.9 attack system) that requires a lot of work to balance it when we can just revert to the old system that was already a lot stable and much easier to deal with?

An overhaul of all the classes could work if there were actually people very committed to fixing it. But let's face it, this server is run by volunteers. We contribute to the server when we feel like it and have no obligation to dedicate our own time to do things for the server. And let's face the hard truth: we just do not have as big as a player base as before and we certainly do not have as active of a staff as before. Why stick to a system that would take months, or probably even more than a year like previous works to balance (for example: Dungeons which took more than a year just to come out after it was initially planned and the Adventure Map which has been in planning and building for a very long time now and is nowhere close to being done) when we can fix the present state by reverting to a system that was more stable and balanced.
 
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Egorh

Outcast
Legacy Supporter 7
Joined
Jun 30, 2011
There are two major things that have affected class balance, 1.9 changes (attack speed, and velocity on arrows) and healing targeted system. I despise attack speed with a passion and although I don't like the new healing system it is going to be easier to slightly redesign the healers than to overhaul all attack speed classes.

The people stepping up to do said work have no real reason to do it. Especially when somethings are ignored or shut down by Kainzo. Think back to the original Soul wielder thread, it got so much flame and hate because people did not want it. Some months later T3 classes are introduced (basically Soul wielder).
 
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