LightningCape
Holy Shit!
- Joined
- Sep 4, 2012
- Location
- Republic City, Earth Kingdom
Now, it seems like it's been a very long time since we've had a proper balance post. A post that outlines the status of balance on the server at the time it was made and what has to/can be done to fix or change it so I'll give it a try.
Also feel we need more balance team members who actively PvP
These aren't things that need to be address in the future they need to be dealt with now (yeah that sounded bratty heh). The server always seems to benefit from large balance changes which have been lacking this map. We have to deal with this stuff eventually why not now?
@Balance Team / @Kainzo
Edit-
Making a more comprehensive sum of the suggestions in the form of a more realistic patch note:
Pyromancer-
That's pretty much it. Added to OP
@Balance Team | @Kainzo
Also feel we need more balance team members who actively PvP
Current State of Balance
- Some classes are dealing more damage than should be allowed to
- This is leading to only high damage classes being picked, lots of underplayed classes, and overall PvP becoming "who can do the most damage?". Which leads to the next point
- Healers/Suppoter are lacking and do not play a big enough role in PvP
- We can deny this all we want but it's true. The current state of damage makes picking healers unnecessary. Making stronger mobs that require groups of people with healers to fight will not solve this.
- Powerful mobility skills create an imbalance
- This really shouldn't need an explanation. We can pretend that skills like blink and jump are fine but really they aren't. They make classes almost unkillable. Rogues are meant to be hard to catch that's fine. But, warriors and casters? No.
- "Broken classes"
- This goes somewhat with the first point. Some classes are in desperate need of a direction change/focus. Everytime we ignore this the list gets bigger. Current list is: Bloodmage, Beguiler, and Ninja
Class Specific States + Changes
- Pyromancer
- In my opinion this class is well-rounded and does not require any major changes
- Wizard
- This class has some issues:
- It can focus only on damage with 0 repercussions and as a result is one of the most played classes on the server. Blink's current state allows wizards to effectively outrun anyone that isn't an amazing shot with ranged skills/weapons.
- This class has some issues:
- Necromancer
- This class has some issues:
- Bonespear is broken from when it was first implemented and was never fixed. It was once a slower, wave-like skill that hit multiple enemies. Now it's instant damage with the effects coming afterward AND only hits 1 in a group.
- This class has some issues:
- Beguiler
- Revamp
- This class needs major changes. It's currently a shell of its original theme and is just all about the damage. It should be themed around trickery and confusing rather than damage.
- Revamp
- Berserker
- This class in my opinion is fairly balanced apart from some weak skills like Rupture
- Paladin
- Same as berserker, balanced but could use "more" (will address changes below)
- DreadKnight
- Regardless of what some people might say this class is in a good spot, it has debuffs, high burst damage, and decent HP
- Dragoon
- Apart from the left click damage and the rework to jump everyone has been asking for almost 2 maps now it seems fine. Lower left click damage and (if possible)** make jump behave like a lunge in combat and normally when out. I'm really tired of this "It wont be fun anymore bro" argument every time the community brings this up. Just do it **
- Ninja
- Revamp
- After the removal off blackjack (which was good) the class lost one of its best stealth skills. In general the class needs to become more stealth-like.
-
Old idea, but would like to bring it back up:
How to rework ninja:
- Remove Blitz ( Not only does it not fit ninja [I hate ninjutsu ] it's really loud aka not stealthy)
- Remove Blind (Will be explained next)
- Remove the free shurikens from backflip (Skill already has enough utility.)
- Rework Smoke Bomb: You through a smoke bomb at your feat, blinding nearby enemies.
- Cooldown: 25 Seconds
- Duration: 1.5 + 0.035 CHA
- Stamina: 200
- Range: 4 block radius
- Regent: 1 gunpowder
- MAJOR REWORK: Fade-
- Fade is now a toggle skill. When toggled it make the user invisible. When active, the users stamina will be drained and his movement will be slowed (Slow I) (This is to prevent them form just using it to get away/chase and to make it more appropriate as if they have to move more carefully) This would allow ninja to constantly go in and out of visability providing a new dynamic to the class.
- Mana: 25 mana per second.
- Stamina: 65 Stamina per second ( With this, a ninja wouldn't be able to stealth and regain his stamina mid battle)
- Cooldown: 5 seconds after you've become visible. You become visible when ever you: Take damage, deal damage, or use any skill (This includes fade which will simply reveal you.)
- Rework Eviscerate: (Renamed to Assassinate): Same everything, but requires sneak/stealth to use
- Rework Garrote: OK, IDK what happened here, but when I initially suggested garrote I suggested it as a stun. Now it's just an overall worst skill than kick: (Less damage, Less Silence, Longer Cooldown, Stealth/Sneak requirement.) How I wanted the skill is that when you are sneaking/stealthed you use a string in hand (Doesn't use the string just required in hand) and strangling the target doing damage and stunning them.
- Rework Backstab: Instead of a damage bonus, make it a on-hit effect that you gain when you have used sneak or stealth (Used once and goes away if you get out of sneak/stealth)
I know we aren't supposed "Create new skills," but in this case it's small modifiers and the only major thing is fade which is just an alteration on smoke.
- Revamp
- Ranger
- This class has some issues:
- This class falls in the group of popular classes that deal very high damage. Its skill set is great tbh but it deals a high amount of damage with both skills and normal bow dmg
- This class has some issues:
- Runeblade
- This class is fine it has some of the best dps on Herocraft atm but is kept in check with some weaknesses
- Bard
- This class has some issues:
- For a rogue the amount of armor, HP, and damage this class has is horrifying. And I play it. With full chain armor, an infinite speed III boost, and crazy bow damage (130-140) I can get at least 80dmg with envenom and warsong(disc). Needs to be more support-like.
- This class has some issues:
- Cleric
- Strong heals but that at it really has. Not much to say about it really.
- Druid
- Strong support relatively balanced but hopefully with a direction shift to support on the server its damage can be reduced.
- Bloodmage
- Revamp
- This class has somewhat lost its way imo. Its magic damage is the single highest on the server and for a class that's meant to heal through combat it does a terrible job of it. With the current damage and the push for support classes it really needs a direction refocus.
- There are threads all around the forums about how to change this class. I made a post about ideas that soonafter died. http://herocraftonline.com/main/threads/bloodmage-revamp-2-idea.49785/
- Revamp
- Disciple
- Some changes are needed
- @TrueCorruptor Feel free to chime in. Last time malik and I looked at this class it was having some attribute woes and identity crisis with magic and physical damage.
- Some changes are needed
- Shaman***
- Eh been hearing it's been having issues with damage and heals
- Will admit I've never played this class apart from the balance tests for it so I cant give an honest overview of it. @0xNaomi
- Eh been hearing it's been having issues with damage and heals
These aren't things that need to be address in the future they need to be dealt with now (yeah that sounded bratty heh). The server always seems to benefit from large balance changes which have been lacking this map. We have to deal with this stuff eventually why not now?
@Balance Team / @Kainzo
Edit-
Making a more comprehensive sum of the suggestions in the form of a more realistic patch note:
Pyromancer-
- No major changes needed
- Lower fireball damage (initial) from 95 to 70
- The damage of this skills is just nuts being able to kill a class in less than a minute (not a joke) with one skill and kiting is a problem
- Lower blink initial range from 8 to 5 and keep scaling at 0.1 per INT
- Hard to defend wizard damage by saying they're paper thin and then make it impossible to catch them
- Remove range scaling on Arcaneblast and reduce range to 6 blocks (from 12+scaling)
- This is wizard's nuke, you can try to run but most people have enough INT to give this skill a 15 block range and deal almost 300 damage. Again, nuts...
- Lower bonespear damage (initial) from 80 to 70 and if possible reduce its speed
- Having mastered this class on RPG I can say kiting with this skill is very easy. With around 30-40 INT I can get 140-150 instant dmg
- Revamp recommend by most balance team members and players. Less damage, more trickery and support
- Major direction change recommended. More stealth!
- Old idea, but would like to bring it back up:
How to rework ninja:- Remove Blitz ( Not only does it not fit ninja [I hate ninjutsu ] it's really loud aka not stealthy)
- Remove Blind (Will be explained next)
- Remove the free shurikens from backflip (Skill already has enough utility.)
- Rework Smoke Bomb: You through a smoke bomb at your feat, blinding nearby enemies.
- Cooldown: 25 Seconds
- Duration: 1.5 + 0.035 CHA
- Stamina: 200
- Range: 4 block radius
- Regent: 1 gunpowder
- MAJOR REWORK: Fade-
- Fade is now a toggle skill. When toggled it make the user invisible. When active, the users stamina will be drained and his movement will be slowed (Slow I) (This is to prevent them form just using it to get away/chase and to make it more appropriate as if they have to move more carefully) This would allow ninja to constantly go in and out of visability providing a new dynamic to the class.
- Mana: 25 mana per second.
- Stamina: 65 Stamina per second ( With this, a ninja wouldn't be able to stealth and regain his stamina mid battle)
- Cooldown: 5 seconds after you've become visible. You become visible when ever you: Take damage, deal damage, or use any skill (This includes fade which will simply reveal you.)
- Rework Eviscerate: (Renamed to Assassinate): Same everything, but requires sneak/stealth to use
- Rework Garrote: OK, IDK what happened here, but when I initially suggested garrote I suggested it as a stun. Now it's just an overall worst skill than kick: (Less damage, Less Silence, Longer Cooldown, Stealth/Sneak requirement.) How I wanted the skill is that when you are sneaking/stealthed you use a string in hand (Doesn't use the string just required in hand) and strangling the target doing damage and stunning them.
- Rework Backstab: Instead of a damage bonus, make it a on-hit effect that you gain when you have used sneak or stealth (Used once and goes away if you get out of sneak/stealth)
- Old idea, but would like to bring it back up:
- Decrease bass HP from 634 to 600
- For the amount of armor this class generally wears along with the damage it's far tankier than it needs to be
- Change explosiveshot, Add a regent of 1 gunpowder and remove the fireticks
- Although the function of this skill is currently vital for rangers it's cheap costs aren't
- Lower Aimedshot damage (initial) from 155 to 125 (OR) fix the bug that allows you to fire arrows while charging this skill
- You can shot high damage arrows while loading a high damage nuke that almost always ends the fight then and there.
- No major changes needed
- Reduce base HP
- Number up in the air
- Reduce left click damage
- Number up in the air
- No major changes needed
- No major changes needed
- Revamp recommend by most balance team members and players. Less damage and more support. Refocus on original theme
- This thread by @TrueCorruptor summarizes most of me and Malik's idea of fixing disciple attributes which are just all over the place
- http://herocraftonline.com/main/threads/disciple-stuff.50057/
- INT- forcepull, forcepush
- STR- FlyingKick
- etc
- Remove FistofJin
- Changes regarding mana, CDs, dmg, and heals. @0xNaomi
- No major changes needed
- Change Rupture bleeding from 5 damage every block to 10 damage every block (still 8 secs)
- I've seen many Berserkers complain about this skill doing next to nothing in terms of damage. After testing/looking at it the skill does seem to be lacking power considering it's not free to use
- Re-add Shadowwalk (Not sure if that was the exact skill name)
- Skill added variability to the class and pretty much every Dreadknight I've spoken says they liked the skill. Damage can be removed if needed for this to be reintroduced but I feel this would benefit the class
- Jump revamp
- Jump would function as the current jump out of combat and as a low CD, small dmg lunge during combat
- Reduce left click damage
- Class hits like a rogue at the current time. even with the jump change the would be needed
That's pretty much it. Added to OP
@Balance Team | @Kainzo
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