- Joined
- Jun 16, 2011
You misread, I said no one would argue that dragoons cannot escape.
You misread, I said no one would argue that dragoons cannot escape.
blink should be able to be used in combat, just non-pvp sources while in pvp combat should give the last person to hit you the kill. and this has nothing to do with balance, just ELO that everyone seems obsessed about.
This is true but (to me) that's not how it came out in your last message. My mistake.You misread, I said no one would argue that dragoons cannot escape.
Making a more comprehensive sum of the suggestions in the form of a more realistic patch note:
DreadKnight-
@Balance Team | @Kainzo
- 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
seems alright, no blind however, unless the duration is lass than 3 seconds which would make the slow near-useless. blind also functions as a silence currently, and most people just remove the blind effect with the addition of optifine void partical removal.Beguiler
- A lot of people have been throwing ideas down to make the class more balanced-less of an easy high burst mage, more of a support
- What I have come up with (not all my ideas)
- Plaguebomb-too much initial damage on a fairly low cooldown (and is easy to hit)
- Cut the initial damage in half
- Have a plague dot afterwards that does the remaining damage
- Piggify/Masspiggify/Entangle
- Having both piggify and an aoe piggify was always pretty ridiculous. When they got removed for crashing the server entangle got implemented-honestly it is still a very strong class without its piggifies
- Personally I could see entangle stay, or piggify get reimplemented, but not masspigify.
- It would be a bit bad to just completely remove a skill from the game without a change that will help accomplish the same thing--just not as effectively (read on)
- Fauxbomb-most of the community recognizes this as the most useless skill
- Since Beguiler is suppose to be a trickster, it has two sheep bombs that the enemy can not tell the difference. The problem is no one bothers using Faux bomb because it doesn't actually do anything-it wastes mana
- The new Faux bomb will be an AOE CC. It could be only a slow. Or slow and blind, slow and nausea.
I'm pretty neutral on most of the changes, but I'd like to make a few comments.snip~
I'm pretty neutral on most of the changes, but I'd like to make a few comments.
* Necromancer BoneSpear
I don't know who sped it up, but there was a reason it was so low. It needed to function as a "projectile". It was not ever meant to be as fast as it is now. I personally just suggest reducing it's speed to what it was before, and leaving the rest of it alone.
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Whatever happens, happens, but just thought I'd lay down my inactive 2 cents.
Kinda pasted in the idea from an earlier thread for Ninja. Didn't notice re-adding a stun. Not interested in that. But I will ask how you think it will "destroy the concept of the class".I'm pretty neutral on most of the changes, but I'd like to make a few comments.
* Berserker Rupture
The skill was meant to counter movement based classes. However, the original iterations of the skill made it very high DPS for regular melee combat, and straight up 100% victory vs. mobility. There was a lot of subtle tweaking before it arrived at where it is now. You're probably right that it needs buffed, but I'll just say it's important to be very careful with those numbers. Also, nerfing dragoon jump essentially cuts half the reason for this skill existing.
* Ninja Rework
I pretty much disagree in every way possible, as I feel this really destroys the concept of the class, but if it happens, it happens. The only thing I agree with is removing shurikens from Backflip, and maybe the eviscerate change. I tried removing shurikens from backflip before though, and Kainzo wouldn't let me.* Dragoon Jump
As far as garrote is concerned, it was a skill thrown together in about 3 seconds to shut people up about blackjack. There was no balance considerations made for the skill, and I creating it while I was waiting in queue for a moba. However, I suggest keeping it a silence rather than a stun. Stuns piss people off, and have a lot of balance issues for left-click based classes. If it needs a buff, buff it, but I'd advise against using another stun, unless you wish to see the blackjack rage come back.
The rework you mentioned is the least destructive I've seen out of all the suggestions, but I still disagree with it.* Beguiler Revamp
Haven't read any details of the revamp itself, but it's probably a good idea to rework it at this point. Most of the die-hard fans of the old Beguiler are inactive, and it's probably a good time to do it.* Necromancer BoneSpear
I don't know who sped it up, but there was a reason it was so slow. It needed to function as a "projectile". It was not ever meant to be as fast as it is now. I personally just suggest reducing it's speed to what it was before, and leaving the rest of it alone.
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Whatever happens, happens, but just thought I'd lay down my inactive 2 cents.
* NinjaKinda pasted in the idea from an earlier thread for Ninja. Didn't notice re-adding a stun. Not interested in that. But I will ask how you think it will "destroy the concept of the class".
Would also like to know why you disagree with the jump change. It's not even a nerf it would literally have the same function just out of combat.
Yes it would literally have the same function, again just out of combat. We're recommending these changes for a few reasons. If you're happy to use for the description of ninja then why not use Dragoon's? A warrior the leaps into battle and uses thier amazing agility to close gaps. The suggested change doesn't affect that at all. Want to jump into combat? Do it with the current jump. Got your opponent on the run? Close the gap with a skill that has almost the same look as jump but costs less stamina and does some damage.*
* Dragoon
If it was "literally" the same function, you wouldn't be recommending the change at all, am I right? Jump is used for a lot more than just lunging at an opponent. It's use to scale small hills quickly, create gaps between you and your opponent, and gain ground when they are too far away. And of course, the one you care about, it's useful for running away. The amount of crying people do in regards to this is just flat out hilarious. I've never agreed with the community on this one, and likely never will.
And the "fun" argument again. Maybe I just don't get it but I don't see this as viable seeing as how the term "fun" is so objective. One could even argue that someone might find this change fun. Do people complain as much as with jump escapes than they do with ninja smoke? No. Reason is ninjas aren't tanky and left click for less.*
The skill is so amazing because it has so many uses, and allows you to outperform and outplay most opponents. It's just...fun. Adding a forced target to this skill would remove a lot of the adaptability, and thus, make it less fun. Indeed, it can be aggravating to have every Dragoon that you are "winning against" run away from you, but there are other ways to handle that.
Same with this. The GTP thing. You want to summon an army to gank a town? No problem. You want to get people to spawn for a profit? Be my guest. Having a wizard sitting in an undercity on the other side of the map ready to gtp people out of a 8v8 for example. That shouldn't be allowed.*
And other than that, I just plain don't like the suggestion. I rage a little every time I see people crying their brains out and asking for stuff they don't fully understand. (The no GTP in Combat is an example of something else I would never have liked to see the light of day.)
The fact of the matter is, people see stuff like this, and they just get mad. They don't care about the integrity of the class, or even the idea of possible benefits for it existing. There's no suggestions of adding counterplay, or even suggestions of how to fix the problem without removing it all-together. They just want to be sure that it never happens to them again, and so that's what they suggest. "Prevent Skill A in combat. Remove Skill B from Class C. Class D did this-and-that and I died. Fix it!"
I'm just not a fan of complying to the communities' ignorant suggestions based off of random complaints. If there's merit to a complaint, I'd rather find my own way, or ignore it entirely.
I think there damage is in a good spot. The only change I think is needed that involves a damaging skill is the range on arcane blast (you can't really run from it unless you have a mobility skill)ive played alot of wizard and i think after our last nerfs to them its fine