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Class revamps + Level Increase

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Kainzo

The Disposable Hero
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Founder
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Jan 7, 2011
Location
The 7th Circle of Heaven
Balance Team | Founder | Admins | Moderators

Alright - so we're looking at having a level increase to Level 65...

We want to re-vamp classes, re-align skills for better level experiences and chop skills that no longer make sense for X class or be replaced by Y skill.


All 207 skills.
Code:
              Bolt        DivineStun        Firewave          Iceblade      PickPocket    Shield            Taunt
Absorb        Boltstorm  Doomwave          Fireworks          Icebolt        Piggify      ShieldReflect      Telekinesis
Accelerando    BowStrength Drainsoul        Fishing            Impale        PlagueBomb    Shock              Teleport
Alchemy        Breed      DropTheBass      Flameshield        Impermanence  Plague        Silence            Terror
Antidote      Camouflage  Duskblade        FlyingKick        Inversion      PoisonArrow  SmeltGold          Toxicblade
Arcaneblast    Cauldron    Empathy          Forage            Invigorate    Poison        SmeltIron          Track
Backflip      Chakra      EnchantingBook    ForcePull          Invuln        Port          Smite              Transfuse
Backstab      Chant      Enchant          ForcePush          IronFist      Potion        Smoke              TransmuteOre
Balance        ChaosOrb    Endurance        ForgeChainBoots    Jump          Pray          Sneak              Tremor
Bandage        Charge      Energize          ForgeChainChest    Kick          Pulse        SoulBond          Tumble
Barrage        Cleave      Engrave          ForgeChainHelmet  Layhands      Purge        SoulFire          Ultravision
Bash          Confuse    Envenom          ForgeChainLeggings Light          Quake        SoulLeech          VillagerTrade
Battery        Constrict  EscapeArtist      FullHeal          Manaburn      QuantumLeap  Spear              Voidsong
BecomeDeath    Consume    Eviscerate        Garrote            ManaFreeze    Quicken      StealEssence      Warp
Beguile        Conviction  Excavate          Gate              ManaShield    Reborn        Strike            Warsong
Blackjack      Curse      Exchange          Gift              Manasong      Recall        SummonArrow        Web
Bladedance    Darkbolt    ExplosiveFireball Gills              Mark          Reckoning    SummonBat          Windwalk
Bladegrasp    DarkRitual  Fade              GroupHeal          MassPiggify    Reflect      SummonChicken      Wisdom
Blaze          Decay      FarSight          GroupTeleport      Meditate      Rejuvenate    SummonCow          Withering
Blight        Decimation  Fearless          GuardianAngel      Megabolt      Repair        Summonfood        Wolf
Blind          Deconstruct FireArmor        Harmshield        MelodicBinding Replenish    SummonMooshroomCow Woodcutting
Blink          DeepFreeze  FireArrow        Harmtouch          Might          Revive        SummonPickaxe
Blitz          Despair    Fireball          HealingBloom      Mining        Root          SummonPig
BloodBond      Disarm      Fireballx        HealingChorus      Monetize      Runeword      SummonSheep
Bloodlust      Disenchant  Fireblade        Hellgate          MortalWound    Safefall      Superheat
BoastfulBellow Disgrace    Fireblast        Herbalism          One            SafefallOther SuperJump
BoilBlood      Dispel      Firebolt          IceArrow          Overgrowth    Scan          Syphon

Unused skills
Code:
Absorb      Charge        Endurance        Gate      Quicken
Arcaneblast Confuse        Exchange          Inversion  Safefall
Barrage    Darkbolt      ExplosiveFireball Manaburn  SoulBond
Blight      Decimation    Fireballx        ManaShield
Blind      DeepFreeze    Firebolt          Monetize
Bloodlust  Doomwave      Fireworks        PickPocket
Boltstorm  EnchantingBook Garrote          Quake

These are the titles we'll need to revamp / change for the new / old titles.
Code:
  Ranger: '&8[&aRanger&8]:PREFIX'
  Ninja: '&8[&aNinja&8]:PREFIX'
  Runeblade: '&8[&aRuneblade&8]:PREFIX'
  Bard: '&8[&aBard&8]:PREFIX'
  Paladin: '&8[&cPaladin&8]:PREFIX'
  Samurai: '&8[&cSamurai&8]:PREFIX'
  Dragoon: '&8[&cDragoon&8]:PREFIX'
  Dreadknight: '&8[&cDreadknight&8]:PREFIX'
  Beguiler: '&8[&bBeguiler&8]:PREFIX'
  Necromancer: '&8[&bNecro&8]:PREFIX'
  Wizard: '&8[&bWizard&8]:PREFIX'
  Pyromancer: '&8[&bPyromancer&8]:PREFIX'
  Cleric: '&8[&dCleric&8]:PREFIX'
  Mystic: '&8[&dMystic&8]:PREFIX'
  Disciple: '&8[&dDisciple&8]:PREFIX'
  Bloodmage: '&8[&dBloodmage&8]:PREFIX'
  starfounder: '&8<&4&l*&8>:SUFFIX'
  Banker: '&a[&eBanker&a]:PREFIX'
  Architect: '&e[&aArchitect&e]:PREFIX'
  Admin: '&8[&4Admin&8]:PREFIX'
  Mod: '&c[&5Mod&c]:PREFIX'
  Founder: '&4&oFounder&8-:PREFIX'
  Coder: '&d[&bDev&d]:PREFIX'
  Proctor: '&6[&dProctor&6]:PREFIX'
  Guide: '&6[&9Guide&6]:PREFIX'
  Sproctor: '&e[&dS.Proctor&e]:PREFIX'
  Sguide: '&e[&9S.Guide&e]:PREFIX'
  Loremaster: '&5[&6Loremaster&5]:PREFIX'
  Zo: '&0[&4Zo&0]:PREFIX'
  ROGUE: '&7[&aRogue&7]:PREFIX'
  newRanger: '&8[&aWarder&8]:PREFIX'
  newNinja: '&8[&aShinobi&8]:PREFIX'
  newRuneblade: '&8[&aRune&8]:PREFIX'
  newBard: '&8[&aMinstrel&8]:PREFIX'
  WARRIOR: '&7[&cWarrior&7]:PREFIX'
  newPaladin: '&8[&cCrusader&8]:PREFIX'
  newSamurai: '&8[&cRonin&8]:PREFIX'
  newDragoon: '&8[&cSkylance&8]:PREFIX'
  newDreadknight: '&8[&cReaver&8]:PREFIX'
  CASTER: '&7[&bCaster&7]:PREFIX'
  newBeguiler: '&8[&bPhantasm&8]:PREFIX'
  newCleric: '&8[&dVicar&8]:PREFIX'
  newNecromancer: '&8[&bHeretic&8]:PREFIX'
  newWizard: '&8[&bEvoker&8]:PREFIX'
  newPyromancer: '&8[&bPyromaniac&8]:PREFIX'
  HEALER: '&7[&dHealer&7]:PREFIX'
  newMystic: '&8[&dMystical&8]:PREFIX'
  newDisciple: '&8[&dApostle&8]:PREFIX'
  newBloodmage: '&8[&dLeech&8]:PREFIX'
  CRAFTER: '&7[&9Crafter&7]:PREFIX'
  Merchant: '&8[&9Merchant&8]:PREFIX'
  Enchanter: '&8[&9Enchanter&8]:PREFIX'
  Mason: '&8[&9Mason&8]:PREFIX'
  Scribe: '&8[&9Scribe&8]:PREFIX'
  Engineer: '&8[&9Engineer&8]:PREFIX'
  Farmer: '&8[&9Farmer&8]:PREFIX'
  Smith: '&8[&9Smith&8]:PREFIX'
  Miner: '&8[&9Miner&8]:PREFIX'
  Alchemist: '&8[&9Alchemist&8]:PREFIX'

I will be editing this post with what we need in order to get this done in the next 2-3 weeks (or sooner)
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
Class Overview / Revamps:

(up for suggestions too!)

Combat Class = level 60 -> 65
Crafter master = 30 -> 20

Paladin =
Dreadknight = Adopt a necromancer skill
Samurai = Add another skill
Dragoon = Another offensive ability?

Ninja =
Runeblade = Re-vamp entire Rune system with the help of Delfofthebla
Ranger = Remove Firearrow in place of a Target Cast, movement increase spell
Bard = Add a stamina regeneration song

Mystic =
Cleric = Remove might (give to Mystic or Paladin), lower duration of GuardianAngel, maybe lower armor use
Disciple =
Bloodmage =

Pyromancer =
Wizard =
Necromancer =
Beguiler = Add a trick sheep-explosion effect
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
This is now being updated on the main page.



Revamp Notes: Updated (5/04)



Overall:
  • All DOTs have had duration increased and tick dmg increased to compensate.
  • All combat classes now master at level-65
  • Ranger
    • Track now has a cooldown of 60 seconds, reagent is Compass.
    • Removed FireArrow
    • Added HeartShot (Armor penetrating arrow /w bonus damage)
  • Ninja
    • Re-arrange when skills are gained to a better leveling experience.
    • Add Blind
    • Slightly reduce per-level-gain for weapons.
  • Runeblade (Overall)
    • Remove most skills
    • Impelement New Rune System
    • Skills
  • Bard
  • Mystic
    • HealingBloom now heals the proper range and heals 25 per tick.
    • Remove Smite, Add Ire (Earth based Direct Damage)
    • Remove Bandage | Pray
    • Add Soothe | Chloroblast | Chlorobon
  • Cleric
    • GuardianAngel - reduced to 3s duration, deals 100 dmg to the user.
    • Remove Might | Bandage | Pray | Chant
    • Add SacredWord | Remedy | SacredTouch
    • Add Anathema: Divine Power smashes your target dealing damage, long cast.
  • Bloodmage
    • Bloodbond mana cost increased to 5m
    • Silence duration reduced to 3s
    • Add Awaken, Bloodmage Revive.
    • Remove Bandage | Chant
    • Add Infusion | BloodGift
    • BloodBond properly grants hit points back to party members
  • Disiciple
    • Add QuiveringPalm (Does base damage and adds a debuff to the target which takes 50% more damage for 5s)
    • Remove Bandage | Pray
    • Add Mend | Renewal
  • Paladin
    • Add HolyStrike - a holy damage based melee attack.
    • Remove Pray
    • Add Revive (65) | Might | Absolution
    • Remove Diamond Leggings
  • Dreadknight
    • Add in Shadowstep (short-range teleport to victim's back)
    • Add Harrow (life drain usable only at victim's back)
    • Empathy now properly checks your hit points when deciding damage amount.
    • Remove SoulLeech
    • Remove Disarm
    • Terror is now silencable.
    • Remove Diamond Helm & Boots
    • Add Diamond Leggings
  • Samurai
    • Reduced movement speed of Windwalk to 2.0 from 3.0
    • Slightly reduce overall weapon damage.
    • Add AsuraSlash: Evil Sword ability which damages the Samurai as well as the victim.
    • Remove Iron Boots
    • Add Iron Helmet & Diamond Helmet,
  • Dragoon
    • Add LunarLance: Deals minor damage but also burns the victim's mana.
    • Remove Diamond Leggings
    • Add Diamond Boots and Iron Boots
  • Wizard
    • Re-arrange when skills are gained to a better leveling experience.
    • Add Arcaneblast (4s cast, 300 direct dmg ability)
  • Beguiler
    • Remove Purge.
    • Remove Might
    • Add FauxBomb (mirror of PlagueBomb) - Deals no damage.
  • Pryomancer
    • Add a damage over time skill
    • Add melee-debuff, Curse
    • Reduce weapon damage slightly
    • Rename Blaze to Inferno
  • Necromancer
    • Re-arrange when skills are gained to a better leveling experience.
    • Add Blight.
  • Crafter
    • Masters at level 20.
    • Skills re-aligned to level 20 mastery.
    • Warp takes you to the safe-spot of your current world
    • Remove Overgrowth from all specs, except Farmer.
 

leftovers5

Legacy Supporter 8
Joined
Oct 28, 2011
Location
USA
Paladin = Not sure about this one.
Dreadknight = Decimation?
Samurai = Add another skill - should not be offensive.
Dragoon = Add a Samurai skill?

Ninja = Add either an offensive or utility skill. Leaning towards offensive.
Runeblade = Re-vamp entire Rune system with the help of Delfofthebla - Agreed.
Ranger = What happened to Roadkill909 's Ranger Revamp?
Bard = Add a stamina regeneration song - Agreed.

Mystic = Replenish at 20, down from 55.
Revive at 45, down from 50.
Chant at 50, down from 51.
Either put Forage at 21 or remove it.
Buff HealingBloom to 250 hp over 20 sec, previously 200 hp over 20 sec. Fix radius.
Remove Invigorate.
Add the new 65 skill to be "EntanglingRoots" or something of the sort that slows movement while dealing low damage.
Cleric = Remove might (give to Beguiler or Paladin), lower duration of GuardianAngel, maybe lower armor use.
Disciple = Add a skill to reduce all physical damage taken by 10? IronSkin?
Bloodmage = Absorb?

Pyromancer = ExplosiveFireball? Fireballx? Firebolt?
Wizard = ManaShield?
Necromancer = Darkbolt?
Beguiler = Add a trick sheep-explosion effect - Agreed.
 

Licksterboy

Legacy Supporter 3
Joined
Jul 16, 2012
Location
USA
The question is: What skills do we want to add?

Paladin = Add might, it will make this class very interesting, the mana will need to be reworked for most of it's skills though because conviction uses most of it. Unless we want paladins to chose whether to use conviction or might.
Dreadknight = Adopt a necromancer skill- Not really sure about this
Samurai = Add another skill- I agree, it should definitely not be offensive.
Dragoon = This class could use another skill, but something else would have to be changed, this class is already very strong.

Ninja = Not sure yet
Runeblade = Re-vamp entire Rune system with the help of @Delfofthebla :)
Ranger = Remove Firearrow in place of a Target Cast, movement increase spell. Most definitely a movement increase skill, could probably be named hunt or something, their ice arrow would probably have to be lessened though.
Bard = Add a stamina regeneration song- Yep!

Mystic = Skill rework needed, healingbloom buffed, possibly a mana regeneration skill similar to healingbloom but gives mana?
Cleric = Remove might (give to Beguiler or Paladin- Yes), lower duration of GuardianAngel, maybe lower armor use
Disciple =
Bloodmage = I think bloodmage should be a bit more support, possibly buff bloodbond, or even make it similar to what someone suggested on the forum: Link your blood to a target and you two share the damage. (Something along those lines) OR, give bloodmage a passive lifesteal, or even a DoT AoE that heals party members.

Pyromancer = Not sure
Wizard = Not sure
Necromancer = Not sure
Beguiler = Add a trick sheep-explosion effect- Yes! Do we want to remove might from beguiler? I feel that beguiler should only have wisdom since it's a caster, thoughts?

Is there a way to see what each skill does, for example, I would love to see what quake and soulbond do?

Also, I am assuming most classes will need some sort of skill rework if we are adding/removing skills? AND... are the class changes found here: http://www.herocraftonline.com/main/threads/balance-report-clarification-4-12-13.36168/ being implented with the class revamps?
 

Roadkill909

ICE ICE ICE!
Joined
Feb 4, 2012
Location
United States
Ranger = What happened to Roadkill909 's Ranger Revamp?

I have been far too busy with classes to see it tested and balanced properly. An older version was on the test server when I was active. I thought I gave kainzo the latest version, along with files for Ranger's Dexterity and ImbueArrow skills. Let me know if you want the download links, Kainzo.

The revamp could add new skills for ranger like dexterity (easier switching of arrows), piercing arrow (ignores armor), and Wither Arrow (drains health, stam, mana). ImbueArrow was designed to revamp existing ammo powers
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
I have been far too busy with classes to see it tested and balanced properly. An older version was on the test server when I was active. I thought I gave kainzo the latest version, along with files for Ranger's Dexterity and ImbueArrow skills. Let me know if you want the download links, Kainzo.

The revamp could add new skills for ranger like dexterity (easier switching of arrows), piercing arrow (ignores armor), and Wither Arrow (drains health, stam, mana). ImbueArrow was designed to revamp existing ammo powers
Hmm I'm all for piercing arrow and witherArrow :p
 

Alator

Ancient Soul
Staff member
Moderator
Legacy Supporter 7
Remastered Tier 2 Supporter
Joined
Jan 17, 2011
For the titles, can't we just use the 'new' ones i.e. newmystic?

I'll take a look-see at the skills later and offer flavor choices. I'll leave the balance choices to the rest of you. ;)
 

Delfofthebla

Legacy Supporter 4
Retired Staff
Joined
Nov 25, 2012
Location
United States
When it comes to adding in new abilities, I think some special care is needed. Most of the classes are, in my opinion, at a very good place right now in terms of balance. Increasing the level cap, and then adding new abilities to them, could very easily destroy the integrity of the class.

Necromancer, Samurai, Beguiler, Wizard, and Dragoon are some classes that fall under this category. The classes I mention are very powerful, and with an additional ability to back up their arsenal, it just might tip them way over the edge.

Paladin = I really don't have any input here atm.

Dreadknight = Adopting a Necromancer skill sounds fine, but most of the Necromancer skills are far too powerful to be added to the arsenal of the DK. I think that rather than bringing over one of the Necromancer's abilities, you would be better off creating something new again.

The DK does have a distinct lack of chasing capability, so perhaps you could play with the idea of giving them them a very weak version of Web? Perhaps half the radius / duration, keep the warmup, and toss it over their way. This could very possibly be overpowered as hell however, so you'd really have to test it extensively in order to really decide if it was a good idea.

Samurai = Samurai feels pretty "complete" to me. Adding in a new skill would, in my opinion, completely break this class. Samurai is well known to be the strongest 1v1 class in pvp, as well as one of the best teamfighters around. Their ability to dish out large amounts of damage while being unhindered by anyone is absolutely insane. They're scary, they're strong, and they're fun to play. Truly a "complete" class.

Because of this, I can't think of any changes that would really "fit" here.

Dragoon = I like the idea of the Dragoon having another offensive ability, to make them more fun to "fight" with. Currently, their bread and butter for combat is strike and cleave--Warrior abilities. Impale is nice, but due to the large stamina cost and lackluster slow, it's very situational. In a teamfight, the Dragoon is quite a weak class. They really don't have much going for them in a larger skirmish. They can survive, sure, but they will die a lot faster than they will take anyone out. Their only real role involves soaking up large amounts of damage and running away to recover--which isn't particularly enjoyable.

Giving the Dragoon another offensive ability would be nice, as it increases their viability in teamfights, but that doesn't necessarily mean it has to be a straight up "combat" ability.

Anything I can think of is a little lackluster at this time. I toyed around with a few ideas, but I can't say any of them are honing true with me. In the end, I think the best idea is to not give them something that will give them as much combat viability as a samurai, dk, ninja, or the current runeblade. They are supposed to be the mobile raider. They use the terrain and their wits to gain the advantage over their enemies--not ability spamming / left clicking until they win.

So once again, I feel like they could use an ability, and it would make Dragoon more fun to play, but Dragoon is a very powerful class right now, and this one ability could really buff them too much if we aren't careful.

Ninja = The Herocraft Ninja functions more like an "Assassin / Rogue" than anything, and I think that that is a good thing. It's a really fun class despite his lacking amount of "combat" abilities. Their skillset manages to compliment their playstyle without making it too frustrating or boring. If they receive any additional abilities, I think it's important to maintain his current concept.

I'd first like to address Thievery. I personally do not think that this plugin needs to come back. For as long as it remains, there will be the possibility of exploitation. Additionally, it's just not that important to the "vibe / lore / concept" of the class. Cool, perhaps, useful, maybe. But necessary? No.

Aside from that, I think that they should have their ability to use bows removed, and then replace this with the ability to throw Shuriken. I heard from a friend of mine that this had already been accomplished on another server, so I'd like to see if something similar can be done on Herocraft. It fits right in with the Ninja concept, and would be a great skill addition to the class.

You could make it work with say. flint, to where a right click fires a projectile, similar to a fireball, that does a small amount of physical damage. This would have a very low cooldown cooldown and only really be limited by the amount of flint the Ninja carries.

And finally, I think that Blackjack needs to be more "sneaky".

Similarly to their Sneak and Fade skills, I do not think that Blackjack needs to announce itself to the whole world. The ninja requires stealth and discretion in order to kill his targets, and blackjack is one of his strongest abilities for accomplishing this. However, when using Blackjack, it tells eeeeveryone around you that you've "prepared" it. They see this, and they know that they are in danger. Even if you prepare your blackjack far away from your target, they will eventually see "So and So has sheathed their blackjack!" The same sense of impending doom and alertness is given.

The fact that he has to forgo using it before a fight just because he's afraid of the chat messages is really unfortunate.

Runeblade = http://www.herocraftonline.com/main/threads/runeblade-overhaul-revamp.36326/

Ranger = Personally, I think the whole class could use a complete rework. It sounds like Roadkill has been doing just that, and I'd love to see more on this. I believe that their current playstyle and ability mechanics are both lacking in terms of viability as well as enjoyment. There just isn't anything that really drives the class, and for that reason, I think a rework is necessary.

If a rework does not occur, there are a couple things that I think can be done to grant some love to the class. I made a post in a suggestion thread containing my thoughts here: http://www.herocraftonline.com/main/threads/rangers.36158/#post-306544

Bard = I think adding in a stamina regeneration song would be nice. I also think that they should have their Bow damage increased to 100, which I could elaborate on a bit if anyone cares enough.

Mystic = No comments at this time.

Cleric = Removing Might is a good idea, they don't really need to be able to give out this buff in my opinion. As far as new abilities go however, I've got nothing.

Disciple = No comments at this time.

Bloodmage = The Bloodmage is a concept I've seen in only a few RPG games. I was surprised when I saw that Herocraft had one. However, I don't really feel like it "plays" like the previous blood mages that I've seen in other games.

I think the best Bloodmage implementation I've ever seen was in Vanguard: Saga of Heroes. This class was freakin amazing. It could spec into insane levels of damage, (on par with most DPS classes) while also being able to heal their party members. They had two lines of heals, ones that were stand-alone, and ones that were dependent on the damage you were doing. If you got the right gear/stats for it, you could actually tank for your group. You'd deal enough damage / healing to maintain aggro, while also sustaining your own life with your insane amount of lifesteal. (This was uncommon, and usually required a backup healer, but the point is that it was possible) I think that it was one of the most fun classes I've ever played in any MMO game to date.

The Herocraft Bloodmage, well, not so much. They play more akin to a Necromancer, Druid, or perhaps even a Warlock. They kite you around in circles while dealing damage over time and keeping you constricted. The only "blood magy" aspect of the class is that it drains life and uses a small amount of his HP for some of his abilities.

I just don't know if the "concept" is where it needs to be. Sure, it's functional, and possibly even a fun class to play--but is it really a Bloodmage? I think this one would need more discussion before I could say anything else at this time.

Pyromancer = My thoughts on the Pyromancer: http://www.herocraftonline.com/main/threads/lets-talk-about-the-pyromancer.35328/

That post has a lot of nitty gritty mechanics written up in there, but I think that the information contained within it is important when considering the future of the Pyromancer.

I've thought about this a lot, and I really think that the Pyromancer could use some love. It's a great concept with a lot of potential, I just don't see the potential actually being used properly.

Someone once brought up Dark Souls (Kainzo perhaps?) in reference to the Pyromancer. I think this is a good reference. It shows that the Pyromancer doesn't have to be entirely focused around fire. They use dark magic--they curse, they twist, and the distort. Adding in another ability to give it a push towards this direction is something I think would be worthwhile.

So here's what I propose.

1. Remove Fire Weapon
The Pyromancer already has any player that he targets on fire 100% of the time. Between Fireball, Blaze, Fire Armor, and Chaos Orb, it is very rare that a player fighting the Pyromancer is not on fire. It's unnecessary fluff that doesn't actually aid him in any way.

2. Add Curse
One of the biggest weaknesses of the Pyromancer is that he a melee caster that can't actually fight any melee classes. In a straight up fight, despite the Pyromancer's large amount of weapon damage, he does not have the ability to defeat another melee. If he wishes to fight a melee class, he must kite them using Fireball and Wither.

By adding the "Curse" ability, you allow them to stand a chance. It also, coincidentally, fits right in with their theme of dark magic. It would add a bit of "melee" flavor to the Pyromancer without directly buffing their melee damage.

3. Rework Chaos Orb
Chaos orb is an interesting ability. When Ender Pearls were enabled, it allowed you to get through 1x1 holes, jump up ledges, and even juke your enemies by throwing it off of a cliff. Yet, it was also your highest damaging ability. You could try and use it for utility, to gain an edge on your opponent, (and sometimes as an escape mechanic), but if you did so, you lost a large amount of potential damage. It was truly an interesting ability.

However, due to the Ender Pearling fiasco that resulted in many players using Ender Pearls and Chaos Orb to travel through LWC doors and solid blocks, the ability has lost it's luster. Now, I'll admit, I'm almost entirely at fault for this, as I was one of the first players to truly abuse it in an open fashion. I chaos orb'd through more walls that I could possibly imagine, and I did it right in front of the very players that hid behind them. I was told it was legal, so I did it. And I didn't stop until I was told that I couldn't do so anymore.

I miss the ability a bit, but even when the skill worked properly, I felt as though it wasn't strong enough. The projectile speed was far, far too slow, and the distance was so pitiful I actually laughed for a good 10 minutes the first time I used it. It had a unique "raiding" utility, but as far as combat was concerned, it was an unreliable piece of garbage that never actually landed when you really needed it to.

So, how do we rework this ability? What should it do? Should it be scrapped until Ender Pearls are re-enabled? Should it be left as is and a completely new ability replace it? I don't quite know. I'd like to see some feedback on this from the rest of the balance team before I talk anymore about it.

4. Rebalance Wither
Wither wither wither. I have a love / hate relationship with this ability. Due to the minecraft mechanics I've mentioned in my suggestion post, Wither basically grants complete immunity to all melee damage while it ticks on a target. This means that whenever a Pyromancer uses Wither, he is forced to rely completely on his spells in order to damage the target, as his axe will connect once, maybe twice, during the entire duration of with Wither effect. Even still, I don't think it's a good idea to remove this ability from the Pyromancer. I think it's possible to integrate this awkward mechanic into the Pyromancer skillset without completely destroying it.

So here's what you do.
First, reduce the cast range on Wither by 1-2 blocks. This prevents it from being used purely as a "kiting" ability. A Pyromancer will no longer be able to spam wither / fireball / blaze and run in circles while he runs at a safe distance. If he wants to wither, he should have to be close. The Pyromancer is a melee caster--force him into melee.

Second, increase the damage. Make it a crucial part of the Pyromancer's skillset. Sure, they could "not" use wither, but they should be forced to make up for their lack of withering with something else. It will be impossible for the Pyromancer to deal any decent amount of Axe damage while the withering effect is present, so it's important for the ability to deal damage on it's own.

And finally, reduce the duration. It should be a "short burst" of damage to an enemy. Don't force the Pyromancer, or his target, to be locked into a witherfest. The Pyromancer should have an opportunity to deal axe damage when he wants to, and the target should feel as though a powerful ability has worn off and that he is now able to react.

5. Reduce Their Axe Damage.
With an increase in effectiveness of their withering ability, and an additional ability behind their belts to aid them in melee combat (Curse), it's important to not let them keep too much of an edge here. The bulk of the Pyromancer's damage should come from his abilities--not his left clicks. Reducing his damage ensures that he doesn't have such destructive power against light armored classes, and still stands on the same level as the other melee.

Wizard = The class seems fairly complete. The biggest thing that is wrong with the class is that root does not function properly. As mentioned in my post here: http://www.herocraftonline.com/main/threads/root-doesnt-work.28562/#post-304738

I don't know what else I would change to the class. I remember testing Doomwave with Kainzo a little while ago, and it was, while somewhat derpy, also somewhat cool. Problem is, with the current Ender Pearl situation, I don't see that hitting live any time soon.

Necromancer = Necromancer is an insanely powerful class with a wide array of unique abilities. The fighting style is also pretty unique. I really don't see anything else needing changed here.

Beguiler = Originally, I was very against the idea of adding a fake sheep. If that were all that was being done, I'd still agree. However, I think that adding in this new ability, while also taking the time to balance out their other abilities (Primarily Plague Bomb) this could be a great addition to the class.

Here's what I would do to the Beguiler in this update.

1. Add Faux Bomb (as described in Dsawemd's original suggestion post.)

2. Increase the cooldown of Plague Bomb by 3-6 seconds.

3. Reduce the damage of Plague Bomb by 10-30 damage.

4. Reduce the duration of Piggify by 1 second.

5. Alter Quantum leap so that it does not "spin you" around. Currently, if two players are looking straight at each other, and one of them quantom leaps the other, you are left with the exact same situation. If it was a true quantom leap, the player's should have their backs to each other after the switch. But instead, the two of them switch places, but are still facing each other. It's as if the skill copies what direction the caster is facing, and then applies it to the target. I do not think that this skill should do this.

Now that quantum leap is only usable on players, I think adding in more viability to the skill is necessary. By adjusting this skill to not alter the direction that a player is facing, it will allow you to juke out your opponents. You could essentially dodge skills by using this ability, and it would be a really fun mechanic for the player.

6. Remove Purge.
This ability doesn't really seem to have any functionality that Dispel does not. It has a limited use in comparison, and doesn't actually work half the time. It seems to actually help an enemy player rather than help you. I could do some testing again to elaborate further if you desire, but I really don't think any players would argue against removing this ability.

Lickster mentioned wanting to remove Might from Beguiler. I don't really think that's all that necessary. Beguiler is a very "support-esque" class, and I think allowing them to keep both buffs is a fine idea.

Overall, the idea behind my suggestions here is to reduce the strength of their damage / lockdown capabilities, but still keep them very "trickster" oriented. Let the Beguiler play with his target in the palms of his hands, but don't let him have complete destructive control.

-----------------
EDIT: I think that's just about it for now. I know it's quite a large wall of text, but I felt that it was all necessary. All the more so with the current state the balance team is in.
 

Kainzo

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Please note;
Not every class is in need of a large revamp.
Not every class will get a new skill (or needs one)
I do believe we can re-arrange classes so that skills are better spread. We don't direly need the best move of a class at the last level.
 

Kainzo

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For the titles, can't we just use the 'new' ones i.e. newmystic?

I'll take a look-see at the skills later and offer flavor choices. I'll leave the balance choices to the rest of you. ;)
Yes, that's why I put them here - just wanted to see if any last minute changes were needed.
 

Delfofthebla

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Please note;
Not every class is in need of a large revamp.
Not every class will get a new skill (or needs one)
I do believe we can re-arrange classes so that skills are better spread. We don't direly need the best move of a class at the last level.
I wasn't sure if you were devoted to adding new abilities to all classes or not. It's great that you aren't, because, just as you stated, I do not believe every class needs a new skill. The large majority of classes on Herocraft are perfectly fine in terms of skill choices, and the balance all seems pretty close for most of them. Simply moving abilities around to smooth out the leveling process would be a great change to the server.

I know we've talked about the Runeblade rework, and I'm pretty devoted to creating the concept I described to you, but I definitely believe that Ranger is in need of one as well, especially if Roadkill has already been working on it. And while I did list quite a lot of changes for Pyromancer, I think that they are very simple changes that are easy to implement, and go a long way in terms of altering it's playstyle.

When you get the chance, I'd like it if you could go over my post and pick it apart--tell me what you agree with, disagree with, and will absolutely not do under any circumstances. Shove it down my throat and give it to me straight. Thanks.
 

Licksterboy

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When it comes to adding in new abilities, I think some special care is needed. Most of the classes are, in my opinion, at a very good place right now in terms of balance. Increasing the level cap, and then adding new abilities to them, could very easily destroy the integrity of the class.

Necromancer, Samurai, Beguiler, Wizard, and Dragoon are some classes that fall under this category. The classes I mention are very powerful, and with an additional ability to back up their arsenal, it just might tip them way over the edge.

Paladin = I really don't have any input here atm.

Dreadknight = Adopting a Necromancer skill sounds fine, but most of the Necromancer skills are far too powerful to be added to the arsenal of the DK. I think that rather than bringing over one of the Necromancer's abilities, you would be better off creating something new again.

The DK does have a distinct lack of chasing capability, so perhaps you could play with the idea of giving them them a very weak version of Web? Perhaps half the radius / duration, keep the warmup, and toss it over their way. This could very possibly be overpowered as hell however, so you'd really have to test it extensively in order to really decide if it was a good idea.

Samurai = Samurai feels pretty "complete" to me. Adding in a new skill would, in my opinion, completely break this class. Samurai is well known to be the strongest 1v1 class in pvp, as well as one of the best teamfighters around. Their ability to dish out large amounts of damage while being unhindered by anyone is absolutely insane. They're scary, they're strong, and they're fun to play. Truly a "complete" class.

Because of this, I can't think of any changes that would really "fit" here.

Dragoon = I like the idea of the Dragoon having another offensive ability, to make them more fun to "fight" with. Currently, their bread and butter for combat is strike and cleave--Warrior abilities. Impale is nice, but due to the large stamina cost and lackluster slow, it's very situational. In a teamfight, the Dragoon is quite a weak class. They really don't have much going for them in a larger skirmish. They can survive, sure, but they will die a lot faster than they will take anyone out. Their only real role involves soaking up large amounts of damage and running away to recover--which isn't particularly enjoyable.

Giving the Dragoon another offensive ability would be nice, as it increases their viability in teamfights, but that doesn't necessarily mean it has to be a straight up "combat" ability.

Anything I can think of is a little lackluster at this time. I toyed around with a few ideas, but I can't say any of them are honing true with me. In the end, I think the best idea is to not give them something that will give them as much combat viability as a samurai, dk, ninja, or the current runeblade. They are supposed to be the mobile raider. They use the terrain and their wits to gain the advantage over their enemies--not ability spamming / left clicking until they win.

So once again, I feel like they could use an ability, and it would make Dragoon more fun to play, but Dragoon is a very powerful class right now, and this one ability could really buff them too much if we aren't careful.

Ninja = The Herocraft Ninja functions more like an "Assassin / Rogue" than anything, and I think that that is a good thing. It's a really fun class despite his lacking amount of "combat" abilities. Their skillset manages to compliment their playstyle without making it too frustrating or boring. If they receive any additional abilities, I think it's important to maintain his current concept.

I'd first like to address Thievery. I personally do not think that this plugin needs to come back. For as long as it remains, there will be the possibility of exploitation. Additionally, it's just not that important to the "vibe / lore / concept" of the class. Cool, perhaps, useful, maybe. But necessary? No.

Aside from that, I think that they should have their ability to use bows removed, and then replace this with the ability to throw Shuriken. I heard from a friend of mine that this had already been accomplished on another server, so I'd like to see if something similar can be done on Herocraft. It fits right in with the Ninja concept, and would be a great skill addition to the class.

You could make it work with say. flint, to where a right click fires a projectile, similar to a fireball, that does a small amount of physical damage. This would have a very low cooldown cooldown and only really be limited by the amount of flint the Ninja carries.

Runeblade = http://www.herocraftonline.com/main/threads/runeblade-overhaul-revamp.36326/

Ranger = Personally, I think the whole class could use a complete rework. It sounds like Roadkill has been doing just that, and I'd love to see more on this. I believe that their current playstyle and ability mechanics are both lacking in terms of viability as well as enjoyment. There just isn't anything that really drives the class, and for that reason, I think a rework is necessary.

If a rework does not occur, there are a couple things that I think can be done to grant some love to the class. I made a post in a suggestion thread containing my thoughts here: http://www.herocraftonline.com/main/threads/rangers.36158/#post-306544

Bard = I think adding in a stamina regeneration song would be nice. I also think that they should have their Bow damage increased to 100, which I could elaborate on a bit if anyone cares enough.

Mystic = No comments at this time.

Cleric = Removing Might is a good idea, they don't really need to be able to give out this buff in my opinion. As far as new abilities go however, I've got nothing.

Disciple = No comments at this time.

Bloodmage = The Bloodmage is a concept I've seen in only a few RPG games. I was surprised when I saw that Herocraft had one. However, I don't really feel like it "plays" like the previous blood mages that I've seen in other games.

I think the best Bloodmage implementation I've ever seen was in Vanguard: Saga of Heroes. This class was freakin amazing. It could spec into insane levels of damage, (on par with most DPS classes) while also being able to heal their party members. They had two lines of heals, ones that were stand-alone, and ones that were dependent on the damage you were doing. If you got the right gear/stats for it, you could actually tank for your group. You'd deal enough damage / healing to maintain aggro, while also sustaining your own life with your insane amount of lifesteal. (This was uncommon, and usually required a backup healer, but the point is that it was possible) I think that it was one of the most fun classes I've ever played in any MMO game to date.

The Herocraft Bloodmage, well, not so much. They play more akin to a Necromancer, Druid, or perhaps even a Warlock. They kite you around in circles while dealing damage over time and keeping you constricted. The only "blood magy" aspect of the class is that it drains life and uses a small amount of his HP for some of his abilities.

I just don't know if the "concept" is where it needs to be. Sure, it's functional, and possibly even a fun class to play--but is it really a Bloodmage? I think this one would need more discussion before I could say anything else at this time.

Pyromancer = My thoughts on the Pyromancer: http://www.herocraftonline.com/main/threads/lets-talk-about-the-pyromancer.35328/

That post has a lot of nitty gritty mechanics written up in there, but I think that the information contained within it is important when considering the future of the Pyromancer.

I've thought about this a lot, and I really think that the Pyromancer could use some love. It's a great concept with a lot of potential, I just don't see the potential actually being used properly.

Someone once brought up Dark Souls (Kainzo perhaps?) in reference to the Pyromancer. I think this is a good reference. It shows that the Pyromancer doesn't have to be entirely focused around fire. They use dark magic--they curse, they twist, and the distort. Adding in another ability to give it a push towards this direction is something I think would be worthwhile.

So here's what I propose.

1. Remove Fire Weapon
The Pyromancer already has any player that he targets on fire 100% of the time. Between Fireball, Blaze, Fire Armor, and Chaos Orb, it is very rare that a player fighting the Pyromancer is not on fire. It's unnecessary fluff that doesn't actually aid him in any way.

2. Add Curse
One of the biggest weaknesses of the Pyromancer is that he a melee caster that can't actually fight any melee classes. In a straight up fight, despite the Pyromancer's large amount of weapon damage, he does not have the ability to defeat another melee. If he wishes to fight a melee class, he must kite them using Fireball and Wither.

By adding the "Curse" ability, you allow them to stand a chance. It also, coincidentally, fits right in with their theme of dark magic. It would add a bit of "melee" flavor to the Pyromancer without directly buffing their melee damage.

3. Rework Chaos Orb
Chaos orb is an interesting ability. When Ender Pearls were enabled, it allowed you to get through 1x1 holes, jump up ledges, and even juke your enemies by throwing it off of a cliff. Yet, it was also your highest damaging ability. You could try and use it for utility, to gain an edge on your opponent, (and sometimes as an escape mechanic), but if you did so, you lost a large amount of potential damage. It was truly an interesting ability.

However, due to the Ender Pearling fiasco that resulted in many players using Ender Pearls and Chaos Orb to travel through LWC doors and solid blocks, the ability has lost it's luster. Now, I'll admit, I'm almost entirely at fault for this, as I was one of the first players to truly abuse it in an open fashion. I chaos orb'd through more walls that I could possibly imagine, and I did it right in front of the very players that hid behind them. I was told it was legal, so I did it. And I didn't stop until I was told that I couldn't do so anymore.

I miss the ability a bit, but even when the skill worked properly, I felt as though it wasn't strong enough. The projectile speed was far, far too slow, and the distance was so pitiful I actually laughed for a good 10 minutes the first time I used it. It had a unique "raiding" utility, but as far as combat was concerned, it was an unreliable piece of garbage that never actually landed when you really needed it to.

So, how do we rework this ability? What should it do? Should it be scrapped until Ender Pearls are re-enabled? Should it be left as is and a completely new ability replace it? I don't quite know. I'd like to see some feedback on this from the rest of the balance team before I talk anymore about it.

4. Rebalance Wither
Wither wither wither. I have a love / hate relationship with this ability. Due to the minecraft mechanics I've mentioned in my suggestion post, Wither basically grants complete immunity to all melee damage while it ticks on a target. This means that whenever a Pyromancer uses Wither, he is forced to rely completely on his spells in order to damage the target, as his axe will connect once, maybe twice, during the entire duration of with Wither effect. Even still, I don't think it's a good idea to remove this ability from the Pyromancer. I think it's possible to integrate this awkward mechanic into the Pyromancer skillset without completely destroying it.

So here's what you do.
First, reduce the cast range on Wither by 1-2 blocks. This prevents it from being used purely as a "kiting" ability. A Pyromancer will no longer be able to spam wither / fireball / blaze and run in circles while he runs at a safe distance. If he wants to wither, he should have to be close. The Pyromancer is a melee caster--force him into melee.

Second, increase the damage. Make it a crucial part of the Pyromancer's skillset. Sure, they could "not" use wither, but they should be forced to make up for their lack of withering with something else. It will be impossible for the Pyromancer to deal any decent amount of Axe damage while the withering effect is present, so it's important for the ability to deal damage on it's own.

And finally, reduce the duration. It should be a "short burst" of damage to an enemy. Don't force the Pyromancer, or his target, to be locked into a witherfest. The Pyromancer should have an opportunity to deal axe damage when he wants to, and the target should feel as though a powerful ability has worn off and that he is now able to react.

5. Reduce Their Axe Damage.
With an increase in effectiveness of their withering ability, and an additional ability behind their belts to aid them in melee combat (Curse), it's important to not let them keep too much of an edge here. The bulk of the Pyromancer's damage should come from his abilities--not his left clicks. Reducing his damage ensures that he doesn't have such destructive power against light armored classes, and still stands on the same level as the other melee.

Wizard = The class seems fairly complete. The biggest thing that is wrong with the class is that root does not function properly. As mentioned in my post here: http://www.herocraftonline.com/main/threads/root-doesnt-work.28562/#post-304738

I don't know what else I would change to the class. I remember testing Doomwave with Kainzo a little while ago, and it was, while somewhat derpy, also somewhat cool. Problem is, with the current Ender Pearl situation, I don't see that hitting live any time soon.

Necromancer = Necromancer is an insanely powerful class with a wide array of unique abilities. The fighting style is also pretty unique. I really don't see anything else needing changed here.

Beguiler = Originally, I was very against the idea of adding a fake sheep. If that were all that was being done, I'd still agree. However, I think that adding in this new ability, while also taking the time to balance out their other abilities (Primarily Plague Bomb) this could be a great addition to the class.

Here's what I would do to the Beguiler in this update.

1. Add Faux Bomb (as described in Dsawemd's original suggestion post.)

2. Increase the cooldown of Plague Bomb by 3-6 seconds.

3. Reduce the damage of Plague Bomb by 10-30 damage.

4. Reduce the duration of Piggify by 1 second.

5. Alter Quantum leap so that it does not "spin you" around. Currently, if two players are looking straight at each other, and one of them quantom leaps the other, you are left with the exact same situation. If it was a true quantom leap, the player's should have their backs to each other after the switch. But instead, the two of them switch places, but are still facing each other. It's as if the skill copies what direction the caster is facing, and then applies it to the target. I do not think that this skill should do this.

Now that quantum leap is only usable on players, I think adding in more viability to the skill is necessary. By adjusting this skill to not alter the direction that a player is facing, it will allow you to juke out your opponents. You could essentially dodge skills by using this ability, and it would be a really fun mechanic for the player.

6. Remove Purge.
This ability doesn't really seem to have any functionality that Dispel does not. It has a limited use in comparison, and doesn't actually work half the time. It seems to actually help an enemy player rather than help you. I could do some testing again to elaborate further if you desire, but I really don't think any players would argue against removing this ability.

Lickster mentioned wanting to remove Might from Beguiler. I don't really think that's all that necessary. Beguiler is a very "support-esque" class, and I think allowing them to keep both buffs is a fine idea.

Overall, the idea behind my suggestions here is to reduce the strength of their damage / lockdown capabilities, but still keep them very "trickster" oriented. Let the Beguiler play with his target in the palms of his hands, but don't let him have complete destructive control.

-----------------
EDIT: I think that's just about it for now. I know it's quite a large wall of text, but I felt that it was all necessary. All the more so with the current state the balance team is in.
I agree with almost all of this. The beguiler changes should definitely be put in, I've been wanting the class to get some reductions for a while now.

Also, we discussed about giving paladin might, what are your thoughts about that? (Obviously something would have to be deducted)

Along with the runeblade rework, I feel like the following classes need a similar type of rework: Mystic (possibly?), ranger, bloodmage, and pyromancer. All of these classes have been picked apart already and obviously need some attention.
 

Delfofthebla

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Also, we discussed about giving paladin might, what are your thoughts about that? (Obviously something would have to be deducted)
I think this fits the class, but I think Paladin is a really powerful class that doesn't really need anything new. Sure, you could add might, but you'd have to take things away from them to balance this out. Is it worth trying to finding a new level of balance for a class that's already got it? I'm not so sure.
 

Delfofthebla

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I edited this into my post above, but I'm putting it in another post just in case all of you had read the original already.

Regarding Ninja:

Similarly to their Sneak and Fade skills, I do not think that Blackjack needs to announce itself to the whole world. The ninja requires stealth and discretion in order to kill his targets, and blackjack is one of his strongest abilities for accomplishing this. However, when using Blackjack, it tells eeeeveryone around you that you've "prepared" it. They see this, and they know that they are in danger. Even if you prepare your blackjack far away from your target, they will eventually see "So and So has sheathed their blackjack!" The same sense of impending doom and alertness is given.

The fact that he has to forgo using it before a gank just because he's afraid of the chat messages is really unfortunate.
 

Delfofthebla

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Unused skills
Code:
Absorb      Charge        Endurance        Gate      Quicken
Arcaneblast Confuse        Exchange          Inversion  Safefall
Barrage    Darkbolt      ExplosiveFireball Manaburn  SoulBond
Blight      Decimation    Fireballx        ManaShield
Blind      DeepFreeze    Firebolt          Monetize
Bloodlust  Doomwave      Fireworks        PickPocket
Boltstorm  EnchantingBook Garrote          Quake
I will be editing this post with what we need in order to get this done in the next 2-3 weeks (or sooner)
Is it possible to get a brief description for each of these abilities? I'm kind of curious what some of the less obvious ones do.

Namely:
Absorb
Arcaneblast
Blight
Bloodlust
Boltstorm
Charge
Darkbolt
Decimation
Exchange
Firebolt
Gate
Inversion
Quake
Quicken
SoulBond
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
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Location
The 7th Circle of Heaven
Balance Team :
Absorb - absorbs X% incoming damage.
Arcaneblast - almost the same as fireblast but different colors.
Blight - 200 dmg dot (configurable dmg)
Bloodlust - Increasese dmg by a %
Boltstorm - A dot that strikes everything around you with a low-level bolt
Charge - Lunges at your opponent
Darkbolt - Uses a different projectile type, similar to Fireball (bug and works in pvp-off)
Decimation - Uses a different projectile type, similar to Fireball (bug and works in pvp-off)
Exchange - Changes GOLD to COINS
Firebolt - Uses a different projectile type, similar to Fireball (bug and works in pvp-off)
Gate - Similar to Warp or Port but is not complete yet
Inversion - Deals damage based on how low health you are compared to your target.
Quake - Deals damage to victims around you depending on how much falling damage you received.
Quicken - Increases movement speed
SoulBond - Splits damage taken between you and your ally.
 

Kainzo

The Disposable Hero
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So - I was thinking about GuardianAngel ... it provides group invuln... I want to make this require a health-cost to hurt the user and decrease the duration slightly. Thoughts?

Delfofthebla

In regards to the DK gap-closer, we should either create Shadowstep - which teleports you behind your target. (We may need to check line of sight if we can cause we wouldnt want a free warp/teleporter/blink) heh.

We could add in a health-cost or high mana cost to make it less appealing to use all the time.
 

yoIyo

Obsidian
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Location
Highland, California
Kainzo DK is warrior class, Shadowstep wouldn't suit it, Dk fits the role of a tank. Shadowstep would be a nice skill for Ninja or something that fits the role of an assassin.
 

Licksterboy

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Jul 16, 2012
Location
USA
Balance Team :
Absorb - absorbs X% incoming damage.
Arcaneblast - almost the same as fireblast but different colors.
Blight - 200 dmg dot (configurable dmg)
Bloodlust - Increasese dmg by a %
Boltstorm - A dot that strikes everything around you with a low-level bolt
Charge - Lunges at your opponent
Darkbolt - Uses a different projectile type, similar to Fireball (bug and works in pvp-off)
Decimation - Uses a different projectile type, similar to Fireball (bug and works in pvp-off)
Exchange - Changes GOLD to COINS
Firebolt - Uses a different projectile type, similar to Fireball (bug and works in pvp-off)
Gate - Similar to Warp or Port but is not complete yet
Inversion - Deals damage based on how low health you are compared to your target.
Quake - Deals damage to victims around you depending on how much falling damage you received.
Quicken - Increases movement speed
SoulBond - Splits damage taken between you and your ally.
Some of these skills sound really exciting.

A few that caught my attention:

Soulbond- Could be added to bloodmage to give it a more supportive role

Boltsorm- Might be a better replacement for storm

Quake- Possibly a good skill for dragoon

Regarding Guardian Angel, perhaps it could be made so the cleric absorbs the damage taken by all allies but the damage is reduced by 80% or so. I feel that if the cleric would take damage on activation, it would seem more like a bloodmage skill.
 
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