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Class revamps + Level Increase

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Licksterboy

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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.
Like the others said, shadow step would be a good ninja skill, it would get them more backstabs.
 

Kainzo

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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.

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.

I'm going to go over this is great detail and offer counters and agrees - when time of course is allowed
 

Delfofthebla

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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.
Thanks. Some of these are interesting, but I'm not sure any of them are really worth bringing back into HC at this time.

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.
I really don't see guardian angel as the "problem" skill. If you want to reduce the duration by 0.5 to 1.0 seconds, that should be fine, but any changes other than that would be excessive. A health cost seems a bit out of place here too, and I'm not sure it would really change the balance of the ability.

The main issue with clerics is their health / armor levels combined with the strength of their powerful healing. Their "teamfight presence" is really strong. Guardian angel undoubtedly plays a hand in this, but I'm not sure that's where the main issue lies.

Regarding the DK, the class has a lot of skills. It's actually quite overwhelming for a lot of DK players to be able to accurately use all of their abilities during combat. While at first glance they don't appear to have more than any other class, the nature of their mechanics and functionality cause the player to feel overwhelmed and distraught. Between their inherited Warrior abilities and their plethora of unique skills, it's a lot to take in in the middle of a fight--it's just too hard to do everything the class can do.

However, a gap closing ability is exactly what the DK needs. Unfortunately, if they have it, it adds to the pool of skills they have to "think about" when fighting, and it also pushes their balance into the realm of "too strong". If we were to develop this and add it in, some rebalancing would need to occur for other skills, or the class stats themselves. I'd even wager that it'd be better to take a skill out if this were to be added. But I haven't played a DK first hand, so I can really only relay my experience in fighting them and the second-hand information from my fellow townmates who have played it.

I'd like to see what everyone else thinks about this.

As far as the "theme" issues that YoIyo mentioned, I don't really agree. While yes, it would "fit" with a Ninja, I don't believe it is a skill that the Ninja needs. Besides, nothing really seems "off" about a 'master of death' creeping out of the shadows to rip you a new one.

I'm going to go over this is great detail and offer counters and agrees - when time of course is allowed
Sounds good.
 

iHazBryn

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Canada
100% agree. This would do well for the level 65 Ninja skill.
I think that ninja's don't exactly need a gap closer. Maybe only make the range 5-6 blocks so that it is used as more of a way to get in a few backstab's and confuse the enemy, rather than a chasing skill. They already have backflip and quicken, they don't need more mobility.

I do think the skill as a concept is really cool.
 

Delfofthebla

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I think that ninja's don't exactly need a gap closer. Maybe only make the range 5-6 blocks so that it is used as more of a way to get in a few backstab's and confuse the enemy, rather than a chasing skill. They already have backflip and quicken, they don't need more mobility.

I do think the skill as a concept is really cool.
Agreed. Backflip is already a semi-decent gap closer, and I really don't think Ninja's need a way to get "guaranteed" backstabs. If this skill is implemented, I think it's better suited for DK, as Kainzo is wanting.
 

yoIyo

Obsidian
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Jun 22, 2011
Location
Highland, California
DK's have 2 slow abilities, in what world does it need this "gap closer", Kainzo think of dragoon's in Zeal when they had charge. There was no escape. DK's have the ability to slow, DoT, Tank, and nuke. There is no need for this skill.
 

Kainzo

The Disposable Hero
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Shadowstep and Harrow are in the design direction for Dreadknight.

It is your job to balance it. SoulLeech needs to be removed and hp may need to come down slightly.

Shadowstep -> to their back
Harrow -> can only life-drain BEHIND the user.
Remove SoulLeech as its a duplicate skill and un-necessary with Harrow.
 

Delfofthebla

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Shadowstep and Harrow are in the design direction for Dreadknight.

It is your job to balance it. SoulLeech and hp may need to come down slightly.
Well, here's my take on how things should be. I'd need to playtest it a bit to be honest, but these are, in my opinion, good ballpark numbers to start with.

Shadowstep:
Range: 7 blocks
Cooldown: 25 seconds

Harrow:
Damage Bonus: 5
Healing Per Hit: 10

Terror
- Make this an interruptable ability. Currently, silence/interrupts do not stop it, and they should.

Remove Bash and Disarm from their skillset. This will make combat easier to manage for the Dreadknight player, and also help balance their destructive power. The DK is supposed to be the "spellcaster warrior", and because of this, they need a lot of new skills. The current Dreadknight has those skills. Even more-so with the addition of Shadowstep and Harrow.

However, I just don't feel that there is a need for him to inherit so much from his previous class. He has several tools at his disposal that replace Bash and Disarm. He can silence / interrupt with terror, and "disarm" with curse. He does not need to keep all of his warrior abilities, and having them causes a "brain overload" for the dreadknight player, and balance issues for the class.
 

yoIyo

Obsidian
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Location
Highland, California
Removal of Disarm will make DK lose it's edge on fighting melee's... Isn't the job of the tank to be disruptive and protective of its allies? If you don't want DK being a "Tank", Remove the Diamond gear, And do a complete overhaul if you want them to be the "caster warrior.
"
 

Delfofthebla

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I can see disarm being removed - bash... not sure about this.
Shadowstep and Harrow are in the design direction for Dreadknight.

It is your job to balance it. SoulLeech needs to be removed and hp may need to come down slightly.

Shadowstep -> to their back
Harrow -> can only life-drain BEHIND the user.
Remove SoulLeech as its a duplicate skill and un-necessary with Harrow.
Looks like you edited your post after I typed up my reply. :p

This makes me rethink my previous suggestions. If soulleech is no longer a skill, and harrow replaces it, this drastically improves the DK's ability to fight in melee combat.

I was originally under the impression that harrow would be a natural passive, but if it is an active skill, this changes things.

I also discussed the state of Dreadknight with a few of my fellow townmates (who actively play the class) and they gave me a bit more insight on some things. I now agree that Bash should not be removed from the class, but I still stand by the Disarm suggestion.

Shadowstep:
Range: 7 blocks
Cooldown: 25 seconds

(Same as prior suggestion)

Curse:
- Duration: 12 seconds

Increase duration slightly in response to the removal of disarm.

Harrow:
- Damage: 100
- Healing: 200
- Cooldown: 30 seconds

In my opinion, Harrow should definitely be more of a "healing" skill than a damaging one. I'm also assuming that the 30% healing reduction is in place here for these numbers.

Terror
- Make this an interruptable ability. Currently, silence/interrupts do not stop it, and they should.

(Same as prior suggestion)


And finally, bash needs to be fixed so that it does not penetrate armor. We have tested this on the test server and it is indeed still functioning like it does on live. (I have a feeling that it has been working this way since the Heroes damage revamp.)

Removal of Disarm will make DK lose it's edge on fighting melee's... Isn't the job of the tank to be disruptive and protective of its allies? If you don't want DK being a "Tank", Remove the Diamond gear, And do a complete overhaul if you want them to be the "caster warrior.
"
This will definitely lower their ability to fight melee, but they are already really good at doing this. With their plethora of armor penetrating abilities, they have the tools to defeat most warriors. True, disarm is another one of those tools, but they still have curse. Yet, somehow, most DK players do not ever even use the ability. They rely on disarm and never even bother with cursing their targets.

Some do however, and when they do, I feel as though it's really strong. Possibly stronger than it should be. Removing disarm will force them into relying on curse, while also making it easier for the Dreadknight to "use all of his abilities" in a fight.
 

Delfofthebla

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Kainzo the mana cost isnt the problem but the cost of stam drops half or below.. I say lower or remove the stam cost from the Skill/spell.
I like this idea. Keep the mana cost, ditch the stam cost.
These class revamps are now going to test, so make sure to hop on and see it - already pushed to level 65.
Can we see all classes pushed to 65 on test? It'd be nice to be able to start playtesting their new damage / health numbers, regardless of whether or not they have any new skills.
 

Kainzo

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I like this idea. Keep the mana cost, ditch the stam cost.

Can we see all classes pushed to 65 on test? It'd be nice to be able to start playtesting their new damage / health numbers, regardless of whether or not they have any new skills.
Have you checked.. they should be all 65
 

Delfofthebla

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I've been doing some extensive testing with the classes in order to determine their balance and level of "enjoyment" with the new changes.

RUNEBLADE
People are generally happy with how the Runeblade is playing, both in terms of balance as well as enjoyment.​
I still think I need to test things against some casters more, but for the most part I think it's in a good place.​

DREADKNIGHT
The Dreadknight is kind of a mess at the moment. This class has always had a lot of trouble due to the melee range warmup skills and the lack of chasability. Most people find it insanely hard to get their skills off, and usually become frustrated and agitated due to this. They also are typically overwhelmed by the large number of skill usage necessary in combat in order to win their fights. It's just not a fun class to play right now, and to top it off, even if you play it correctly, it isn't very strong.​
Removing Disarm and SoulLeech was a step in the right direction. One less warmup to handle in combat is making things slightly more bearable for the player. However, Harrow is unfortunately almost as difficult to get off. Even with Shadowstep to aid them, it's too hard to get the skill to activate on your desired target. This is making it almost as unenjoyable as soulleech, and thus, I think the skill needs to be improved.​
Shadowstep isn't strong enough either. The range is very short right now (4-5 blocks) and that's making it a very lackluster ability. It doesn't serve to close any gaps, and it doesn't really help as much at getting of harrow as you'd like. If this skill is meant to aid in applying harrow, it needs to be buffed.​
Curse isn't as strong as the tooltip implies. One would think that a 50% chance to miss would mean you are being hit 50% less, but this isn't true at all. It seems the "miss" occurs even if you can't hit the target. It's based on how fast the player clicks, not how often they hit them. So by spamming click faster, the player can essentially pummel their way through the miss chance, and still hit you almost as often as they normally would be able to. I'd like to make a point that this an issue for the Pyromancer class as well.​
PROPOSED CHANGES
Increase range of Shadowstep by 1-2 blocks​
Increase range of Harrow by 1 block, or allow this skill to be used from all angles.​
Increase curse miss chance to 65-75%.​

PYROMANCER
Playing this on the test server has really made me realize how much I miss the Chaos Orb Teleport. It's unfortunate that this won't be re-implemented for a long time.​
As I described earlier with DK, Curse isn't as powerful as the tooltip implies. Melee still absolutely destroy the Pyromancer in any melee confrontation. If the Pyromancer wishes to fight any melee, he still has to kite.​
PROPOSED CHANGES
Increase curse miss chance to 65-75%.​
OTHER THOUGHTS​
Kainzo, you mentioned that you were thinking about adding another skill to the Pyromancer. I'd like to hear more about this when you get the chance.​

RANGER
The Ranger is still, in my, and many other player's opinions, not in a good place. He lacks mobility. He can't chase, he can't escape. He can't "raid" he can't travel. Additionally, if we are not implementing roadkill's HeroArrows plugin, I think that the current Hero Arrow system needs to be altered.​
You once mentioned that you were planning on adding a targetable speed buff. I don't know if making this skill targetable is really the right way to go. This makes the ranger a support class more than a selfish damage dealing class, which is how I believe it should be. I think making it self only is a perfectly valid idea.​
PROPOSED CHANGES
Remove initial cost from all Arrow Types. Allow the Ranger to freely switch between his arrows, but still make each arrow cost mana.​
Add One or Windwalk to the Ranger. Possibly rename the skill to something like "FleetFoot". While One and Windwalk are extremely powerful abilities that give melee classes an unfair advantage in fights, I think that either of these abilities would be perfectly acceptable to add to the ranger. He cannot abuse the speed as much as a melee can, and would instead be able to use it in a more legitimate manner.​
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That's all I got for now.
 
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