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Suggestion Balance Super Post

LightningCape

Holy Shit!
Joined
Sep 4, 2012
Location
Republic City, Earth Kingdom
Just the concept of multiple explosive shots screams "OP" to me (It could be done, but would be such a headache to balance.)

Though, this does remind me of an old idea I had. How it would work is make envenom not work on arrows (It's pretty bad on arrows anyway) then give different toggle-able arrows to choose from:
  • Piercing shot: Low damage, but pierces armor (Something like 65% damage)
  • Crippling Shot: Lower Damage, but slows the target (Very mild slow since we don't want another "Ice Arrow" fiasco)
  • Puncturing Shot: Lower Base damage, but applies a bleed effect (85% initial + 35% bleed)
  • Multi Shot: Low Base Damage, but shoots multiple arrows (5-6 arrows at 25% damage)
  • Standard Shot: You basic arrow with the highest base damage and now special effects.
This would require the removal of ice volley, but i don't believe it would make ranger "OP" since they could only use one arrow at a time.
No piercing shot plz. It only reminds us of the failure of heart shot last map :p
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
No piercing shot plz. It only reminds us of the failure of heart shot last map :p
Heart shot was OP, because not only did it do EXTRA damage it also pierced armor. My version is way more balanced :p. The problem with the old arrows was that every arrow was better than a standard arrow. With my idea, each arrow has drawbacks and advantages.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
The point of the balance team is to balance the current content in the game. The things we can change without heavy code modification is quite easy to do.

Not create new content or re-code things (If you can code be my guest)
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
I understand that. Too bad that a bunch of classes are in need of a rework/revamp. (Beguiler, Ninja, most of the healers...) On the bright side, most of my suggestions are simply number changes or slight alterations (adding warm-ups, removing warm -ups, etc.)
 

LightningCape

Holy Shit!
Joined
Sep 4, 2012
Location
Republic City, Earth Kingdom
I understand that. Too bad that a bunch of classes are in need of a rework/revamp. (Beguiler, Ninja, most of the healers...) On the bright side, most of my suggestions are simply number changes or slight alterations (adding warm-ups, removing warm -ups, etc.)
Most of the ninja changes can be done assuming new skills = new code because most the code is kind of already there (toggle mana drain & invis).
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
Bump
@Kainzo any work on the implementation of these changes?
Refer to my first post in this thread...

Balance handles numbers/cooldowns/durations - not re-inventing the classes. This muddies the waters of clarity.

Re-fine the list and repost or edit. I don't have time to prune through code changes and number changes. While some of them are needed, it does and will take more time and devs (@0xNaomi) can start assisting more.

Shaman class is the exception to the above, of course.
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
Simplified Number changes:

Paladin:
Magicward: increase duration from 4->6 seconds
Shields:
  • Trap Door-
    • Damage: Same
    • Protection: 10%->15%
  • Wood Door-
    • Damage: 24 ->25
    • Protection: 15%->20%
  • Iron Door-
    • Damage: 28->30
    • Protection: 20%->25%
Taunt: Scales with CHA at 0.35%
Reckoning:
Damage: 45->50
Scaling: 1.25-> 1.5​
Intervene: decreased CD from 23->20
Shieldreflect: increase duration 3->4​
Dreadknight:
Dreadaura:
  • Tick Rate: 3->2 seconds
  • Damage: 10->8
  • Scaling: 0.375->0.275
Manafreeze: duration increase from 10->15 seconds
Soulleech: Increase scaling from 0.0375->0.0500
Dragoon:
Decrease melee damage from 60->54
Fireball (Beguiler and Wizard)
Damage: 95->60
Scaling: 1.75->1.5
Beguiler:
Plaguebomb:
  • Damage: 125->100
  • Scaling: 2.875->2.500
  • Addwarm-up of 1 second
Pulse: decrease mana from 150->125
Piggify: add warm-up of 1 second
Masspiggify:
  • Range: 5->8
  • Add warm up of 1.5 seconds
Necromancer:
Plague:
  • CD: 12->15
  • Duration: 18->15
  • Damage: 13->15
  • Scaling: 0.175->2
  • Spread Radius: 3->5
  • Mana: 140->175
Ranger:
Explosiveshot: increase CD from 17->25
Change base HP from 630->580
@Kainzo is this what you mean?
 
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