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Suggestion All classes need these minor changes

E

eagles90809

Warriors:

Samurai- most people who play samurai think that it is under powered at the moment, but people who play other classes agree that samurai is a very hard class to beat. IMO samurai should lose mortal wound, and have it replaced with a passive/toggle skill. Skill: MortalStrike, cuts healing in half when toggled ON, but lose 15 damage per hit when toggled ON. Skill: Bleed should get a 50 damage buff, Skill: One's speed effect's time should be reduced, and since samurais are the "rogues" of the warrior class (which balance team members must agree with because they made it a class that must be done to get assassin, the rogue legendary) they should lose Skill: disarm. This would balance them a bit more.

Dreadknight- DK's got balanced with the last nerf, but by taking away their diamond armor and replacing it with iron (leaving them with full iron armor) and giving a 55 damage buff to Skill: Decay, it would increase the role-playing part of a DK.
ALTERNATIVE- add the 55 damage buff to the Skill: Soulleech, instead of the buff to Skill: Decay. (this would be more beneficial to Dreadknights [from their standpoint] because of the "heal-back" part of Skill: Soulleech.
ALTERNATIVE 2- buff Skill: Decay, by 27 damage, and buff Skill: Soulleech, by 27 damage.
I like the Harmtouch change/nerf with the level progression adding damage

Paladin- Paladins are pretty overpowered IMO mainly because of Skill: Pray. A Paladin's Pray should not heal for more than 200 HP if balance team members intend to keep it with Paladin. An alternative to Skill: Pray could be Skill: Focus, caster channels all of his energy into his legs, silencing him and slowing him for 4 seconds but making him immovable by all skills or hits (force push, force pull, iron fist, tremor, spear are negated) also melee attacks do not push caster back.

Dragoon-
Perfectly balanced



Rogues:

Ranger- Ranger needed the already implemented, Skill: Arrowstorm, nerf because it was definitely over-powered. I think that if it was nerfed one step further by not applying the arrow buff skills, then Skill: IceArrow, could be fixed and re-implemented, and the class would still be balanced.

Thief- Thieves should have a higher chance to have backstab activation. Also, thieves should get Skill: Garrote, think about the RPG part of thief. A thief falls down behind their enemy and garrotes their neck with his rope, that sounds pretty badass.

Ninja- Ninja is very balanced. The only change that I suggest is having Ninjas loose Skill: Garrote. It fits the RPG of Thief a lot more.
Bard- Bard is a support class and should be played as such. I think that removing Skill: Pulse, could make it better fit the support role that it strictly is. Adding Skill: Safefall All, which casts Safefall on all party members could give them that one more support skill that is needed. I also suggest that Bards' buffs should be stronger as the caster progresses levels, similar to Necromancers' Skill: Drainsoul, and Dreadknights' Skill: Harmtouch.


Casters:

Wizard- with the new mana changes, Wizards are much more viable, especially in group fights. The only two changes that I suggest for Wizard would be to buff Skill: Blink by 5 blocks, returning it to its former glory, and to remove the warmup on Skill: Bolt.

Geomancer: Geo's should lose Skill: Reflect because it does not fit their RPG aspect. Also, the warmup on Skill: Deepfreeze should be removed because it ruins their combo, if this means that their damage output must be reduced then so be it.

Beguiler- Beguiler is no longer a shit class since Skill: Plaguebomb was buffed. Their new level 40 mobility skill was also a nice addition. I suggest that Beguilers should receive Skill: Stealessence. Also, I suggest that their group-buffs be stronger as they level up.

Necromancer- Necro was recently balanced because of the new mana changes. I suggest that Skill: Despair, should effect the caster too with both the small damage, and the blinding effect. Also, Necro's should receive Skill: Pulse, in order to be more viable in a Mob Arena.


Healers:

Cleric- Cleric has always had a bit too much damage output as a healer, their Skill: Might, should max their hoe's damage at 45. Also, Cleric's Skill: Might, duration is way too long, at 300 seconds, it is quite overpowered, since Bards' Skill: Might, is only a 40 second buff. These durations should be swapped, making a Bard have a better Skill: Might than a Cleric's. I do not know if this can be coded to implement, but Skill: FullHeal should not be able to heal the caster to full, only the members in his party. This should also bring with it a shorter warmup.

Druid-
Balanced

Bloodmage-
See TeddyTazer's post in suggestions about Bloodmage. He is spot on.
Disciple-
Also see TeddyTazer's suggestion about Disciples in suggestions.
 
Joined
Nov 7, 2011
Ah ok, I guess that would be cool, but a small buff to their axe damage could be nice to. Full iron armor gives 7.5 armor points and if you use the helm and boots, it gives a 0.5 boost I believe. Not exact, but around that area, so I don't really see much of a difference. :/
 
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eagles90809

Armor is measured differently in HC than MC. armor points mean nothing
 
Joined
Nov 7, 2011
Wow, we learn new things everyday...I guess that could be necessary, but why is decay and Soulleech being the most focus? What about Empathy? Terror? You think the others are balanced?
 
A

alexhoff1

wizard buff = needed and very nice thing to do :3

though, you need to have a clear NERF disciples on there.. they are simply overpowered fighting casters. (any disc noob can beat a maxed wizard, due to all the skills they have.)
 
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eagles90809

If you drop a "disagree" rating on this post, please leave a comment on what you disagree with to give me a better idea on what needs to be changed.
I'd love to hear all opinions
 

macura

Diamond
Joined
May 2, 2012
I like your idea about the blink buff but i think that the removal of bolt warmup might be a little overpowered. I would suggest a shorter warmup like .5 seconds instead of 1 or the removal of the warmup on shock which imo makes the skill so much less useful. I think that too many wizard skills have warmups and this would be awesome.
 

Scycor

Legacy Supporter 3
Joined
Dec 29, 2011
I would tell you exactly why I disagree, however id'e rather not get into a huge argument about it.
 
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eagles90809

How does web ruin the combo? It helps it. Gives an easier target to plague, drainsoul, and decay. Right ALL NECROS?
 
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alexhoff1

macura, I like your suggestion so much I need to make more accounts.

shock is useless with less damage then full fireball damage... totally not a good enough skill to be used.
 
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