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Suggestion Disciple Re-Balance

w0nd3rb0y

Legacy Supporter 5
Joined
May 4, 2012
Location
Charlotte, North Carolina
The recent disciple change was a bit too much. Here are my suggestions to get it to a more balanced spot.

Meditate CD 90>75
Chakra CD 15>13
Base Dmg Up 3 to all weapons
Either increase Push dmg/further push to compensate loss of intturpt

These changes will re-balance the class. I'm not sure, but I feel none of these changes were tested. The changes drastically reduced ability to fight.
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
The problem is trying to balance disciple as a support when its play style is like a rogue.
 

Egorh

Outcast
Legacy Supporter 7
Joined
Jun 30, 2011
There was a nerf that was never actually talked about, the base armor weight got nerfed. It went: 20 -> 16.25. That is what pushed the nerfs over the top (it already had the lowest armor weight at 20).

To help with the mana problems I would increase the mana gain on Meditate by 20% (50% -> 70%)
 

w0nd3rb0y

Legacy Supporter 5
Joined
May 4, 2012
Location
Charlotte, North Carolina
The problem is trying to balance disciple as a support when its play style is like a rogue.
It's is the combat healer. It's support skills are not strong enough to try to balance it as support. Bard has more support ability than disciple. It's role is a medium damage mini healer. It's has pretty good utility, however has low armor weight making it relatively squishy. The nerf to meditate hurt most of all because although it had good sustain, it lacked overall damage to require such a huge nerf. I can agree 60 secs may be low, but 90 is too high. Armor weight needs to be returned to normal as well. I forgot about that point. To cover your point again. Each subset of classes has hybrids. Runeblade is the caster rogue, bars is support rogue. Shaman is the support caster, etc. zerker should be the rogue warrior. IMHO zerker should have very low armor weight. I see iron helm/boots leather chest/leggings be the goal of max armor for zerker. This is off topic, however I am addressing you thought of disciple being rogue-like
 

Jrr_

Architect
Balance Team
Adventure Team
Legacy Supporter 3
Joined
Oct 27, 2012
Location
Straya
I agree with the meditate going to 75 secs and 50% mana to 70%, and increasing its base damage.
 

Egorh

Outcast
Legacy Supporter 7
Joined
Jun 30, 2011
I'd rather see the armor change reversed (instead of the left click damage increase), and the meditate changes
 

w0nd3rb0y

Legacy Supporter 5
Joined
May 4, 2012
Location
Charlotte, North Carolina
Re discussing this.

Final numbers:
Base equipment 23.75 up from 20
Base weapon Dmg up 3
Forcepush base dmg 45 up from 35
Chakra CD 13 down from 15
Meditate CD 75 down from 90
Meditate mana replenish 60% up from 50%
Fist if Jin Heath self regen 5 up from 3 (that's only 100 hp per 10 secs if every hit is landed) group regen 7 up from 5)
Fix QP
 

Jrr_

Architect
Balance Team
Adventure Team
Legacy Supporter 3
Joined
Oct 27, 2012
Location
Straya
Re discussing this.

Final numbers:
Base equipment 23.75 up from 20
Base weapon Dmg up 3
Forcepush base dmg 45 up from 35
Chakra CD 13 down from 15
Meditate CD 75 down from 90
Meditate mana replenish 60% up from 50%
Fist if Jin Heath self regen 5 up from 3 (that's only 100 hp per 10 secs if every hit is landed) group regen 7 up from 5)
Fix QP
I like it
 
M

MalaWolf

Re discussing this.

Final numbers:
Base equipment 23.75 up from 20
Base weapon Dmg up 3
Forcepush base dmg 45 up from 35
Chakra CD 13 down from 15
Meditate CD 75 down from 90
Meditate mana replenish 60% up from 50%
Fist if Jin Heath self regen 5 up from 3 (that's only 100 hp per 10 secs if every hit is landed) group regen 7 up from 5)
Fix QP

Tbh this is to op, I know that disciple was in a really good spot for a while, and people have gotten used to it. I also think that the nerfs where to strong, and does need a look at.

I would suggest, removing the damage up, chakra cd and fist of jin buff and keeping your other suggestions. (Would leave it in a good spot, but you could always test it on test server)

Base equipment 23.75 up from 20
Forcepush base dmg 45 up from 35
Meditate CD 76 down from 90
Meditate mana replenish 60% up from 50%
 

w0nd3rb0y

Legacy Supporter 5
Joined
May 4, 2012
Location
Charlotte, North Carolina
Tbh this is to op, I know that disciple was in a really good spot for a while, and people have gotten used to it. I also think that the nerfs where to strong, and does need a look at.

I would suggest, removing the damage up, chakra cd and fist of jin buff and keeping your other suggestions. (Would leave it in a good spot, but you could always test it on test server)

Base equipment 23.75 up from 20
Forcepush base dmg 45 up from 35
Meditate CD 76 down from 90
Meditate mana replenish 60% up from 50%
I would be willing to test that. The only thing I still would like to see is the chakra cd. The class feels clunky with the 2 heals only being 3 secs apart in CDs
 

peterpunx

Legacy Supporter 6
Joined
Sep 27, 2013
Feel the same as true, there was a nerf without talking about it. Go back to how it was before.
 

Dewyn

Retired Staff
Joined
Oct 23, 2014
Location
dewyn#2005
In addition (dunno if this has been said, I'm feeling tl;dr just now) FlyingKick really needs to base distance off of Strength, not Agility. Putting points into Agility to get a good range for FlyingKick leaves you without points in other categories (like Endurance, because Disciple's base armour weight is ridiculously low - I mean, Necromancer starts with 30, that's almost twice as much, and casters aren't intended for up-close combat).

EDIT: Okay, casters can do close-up combat, but I don't get why someone who specialises in physical skills (Disciple) would be able to wear less armour than someone who focuses on magic, not muscle (casters).
 
Last edited:

JupiterRome

Legacy Supporter 5
Joined
Mar 24, 2013
Location
l
In addition (dunno if this has been said, I'm feeling tl;dr just now) FlyingKick really needs to base distance off of Strength, not Agility. Putting points into Agility to get a good range for FlyingKick leaves you without points in other categories (like Endurance, because Disciple's base armour weight is ridiculously low - I mean, Necromancer starts with 30, that's almost twice as much, and casters aren't intended for up-close combat).
Flying Kick's Scaling is so bad what it scales on wont matter
 
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