leftovers5
Legacy Supporter 8
- Joined
- Oct 28, 2011
- Location
- USA
For Dragoon discussion.
Bruiser like a DK but instead of damage and heals from dots, damage from melee and physical skills?I think we need to take a look at Dragoon. The way their currently designed, they can't really stand toe to toe vs almost any class. I understand their heavy mobility, but a hit and run class does no good when both sides can heal equally as fast. I'm going to be brainstorming some possible changes to make this class more appealing in other fields than the fact they can't be caught.
Edit: As an explanation I believe Dragoons are bruisers and need to be adjusted to fit that role.
Bruiser like a DK but instead of damage and heals from dots, damage from melee and physical skills?
I think it would be pretty cool, almost like when you are fighting a heavy boss fight. The boss has mobility such as being able to jump around due to its strength, but it is not flying all over the place. While at the same time the boss can deal some pretty heavy damage.Kinda, I spent a few hours making notes trying to find a balance for when fighting Melee or Range to keep it fair. I think I found a good balance, I'll post it when I get home and can type it all out. What do you think of the idea?
This would be pretty cool, because at the moment dragoons can only really tank damage or run away. Maybe a slightly higher cd on spear so that dragoon doesn't destroy casters but other than that i like it.Ok, well here goes a long post following my notes today about how I believe we can fix Dragoon.
Firstly, some facts.
Dragoons have the third highest Health, at 1025.
Dragoons have the second highest Warrior Damage, at 76 (Diamond).
Dragoons have Extremely high Mobility
They lack any sort of "Fear Presence" during a fight.
They have High CC
Their Stamina cost are far too high to be successful.
Stamina CostJump - 7/20 (3.5) Stamina per use. 4 CDBash - 7/20 (3.5) Stamina per use. 4 CDDisarm - 9/20 (4.5) Stamina per use. 10 CDImpale - 9/20 (4.5) Stamina per use. 76 damage Affected via armor 10 CDSpear - 6/20 (4.5) Stamina per use. 82 damage affected via armor 10 CDTremor - 11/20 (5.5) Stamina per use. 95 damage affected via armor 7 CDSuperjump - 11/20 (5.5) Stamina per use. 10 CDDamagesBash - 95 Damage, affected by armor.Impale - 76 Damage, affected by armor.Spear - 82 Damage, affected by armor.Tremor - 95 Damage, affected by armor.CooldownsJump - 4 second CDBash - 4 second CDDisarm - 10 second CDImpale - 10 second CDSpear - 10 second CDTremor - 7 second CDSuperjump - 10 second CDHow can we fix this?We need to adjust Dragoon to have a much stronger presence in a fight, other than "Oh, hit the Dragoon till they run". However, we have to keep a balance between their Mobility and Casters/Healers, who would be greatly affected by Dragoon Buffs.*Keep in mind, these changes are dependent on all of the changes together, don't take them as one*Their Health is currently 1025, I think if we lower it to around 980-1000 it would flow more with these changes.Their Damage is 76, and as the second highest Warrior Damage they are 16 points behind Samurai, the leader in damage. I think we need to increase it somewhere around 82-85 damage.Spell ChangesJump - Raise the CD to 8-10 seconds, lower the Stamina cost to 4/20 (2) Stamina.Bash - Lower the Stamina cost to 6/20 (3) Stamina.Impale - Lower the Stamina cost to 6/20 (3) Stamina, increase the Slow Duration from 2 seconds to 4, leaving it slightly lower then a Empathy slow. Increase its damage to 100 and make it unaffected by armor. Spear - Increase the Stamina cost to 7/20 (3.5) Stamina. Put the damage at 80 unaffected by armor. Either leave, or raise the CD from 10 to 12 seconds.Tremor - Lower the Stamina cost to 8/20 (4) Stamina. Increase the damage to 90-100 unaffected by armor. Increase the CD from 7 to 12-15.Superjump - Lower the Stamina cost to 10/20 (5) Stamina. Add a 1 second Warm-up, and increase the CD to 15 seconds.
name: Dragoon
permitted-skills:
Potion:
level: 1
Taunt:
level: 1
mana: 0
cooldown: 5000
stamina: 7
Disarm:
level: 1
mana: 0
cooldown: 10000
stamina: 8
Bash:
level: 1
mana: 0
cooldown: 4000
stamina: 6
Strike:
level: 1
mana: 0
cooldown: 6000
stamina: 4
Jump:
level: 10
mana: 0
cooldown: 5000
stamina: 6
Cleave:
level: 20
mana: 0
cooldown: 6000
weapons:
- WOOD_SPADE
- STONE_SPADE
- GOLD_SPADE
- DIAMOND_SPADE
- IRON_SPADE
stamina: 7
Tumble:
level: 25
Impale:
level: 35
mana: 0
cooldown: 10000
stamina: 8
Spear:
level: 45
mana: 5
cooldown: 10000
stamina: 6
SuperJump:
level: 55
mana: 0
cooldown: 10000
stamina: 10
Tremor:
level: 60
mana: 20
cooldown: 7000
stamina: 10
item-damage:
Wood_Spade: 23
Stone_Spade: 31
Iron_Spade: 36
Diamond_Spade: 43
Gold_Spade: 48
item-damage-level:
Wood_Spade: 0.2
Stone_Spade: 0.35
Iron_Spade: 0.45
Diamond_Spade: 0.55
Gold_Spade: 0.65
base-max-health: 760
mana-regen: 5
max-health-per-level: 4.5
expLoss: 0.06
wildcard-permission: true
max-level: 60
recipes: [ default ]
c12095
Some of those numbers you posted are just plain wrong.
Here's the updated info in case you need it - fix what you can about your post and I'll re-read it.
Code:name: Dragoon permitted-skills: Potion: level: 1 Taunt: level: 1 mana: 0 cooldown: 5000 stamina: 7 Disarm: level: 1 mana: 0 cooldown: 10000 stamina: 8 Bash: level: 1 mana: 0 cooldown: 4000 stamina: 6 Strike: level: 1 mana: 0 cooldown: 6000 stamina: 4 Jump: level: 10 mana: 0 cooldown: 5000 stamina: 6 Cleave: level: 20 mana: 0 cooldown: 6000 weapons: - WOOD_SPADE - STONE_SPADE - GOLD_SPADE - DIAMOND_SPADE - IRON_SPADE stamina: 7 Tumble: level: 25 Impale: level: 35 mana: 0 cooldown: 10000 stamina: 8 Spear: level: 45 mana: 5 cooldown: 10000 stamina: 6 SuperJump: level: 55 mana: 0 cooldown: 10000 stamina: 10 Tremor: level: 60 mana: 20 cooldown: 7000 stamina: 10 item-damage: Wood_Spade: 23 Stone_Spade: 31 Iron_Spade: 36 Diamond_Spade: 43 Gold_Spade: 48 item-damage-level: Wood_Spade: 0.2 Stone_Spade: 0.35 Iron_Spade: 0.45 Diamond_Spade: 0.55 Gold_Spade: 0.65 base-max-health: 760 mana-regen: 5 max-health-per-level: 4.5 expLoss: 0.06 wildcard-permission: true max-level: 60 recipes: [ default ]
A warm up on jump would make them complete garbage.I agree to increase the cooldown on jump as how frustrating it is when a dragoon just jumps away to eat some bread or either just flee from a battle. A warm up would make a nice touch to em.
A warm up on jump would make them complete garbage.
I agree that Dragoon is one of the stronger classes in the game right now, but i do not believe their damage is the issue. It is still very sub-par in teamfights, and assuming that two evenly matched players were to go "head to head", the dragoon would lose if he did not incorporate some sort of higher level strategy. I don't think lowering their damage is the solution.I'm not sure if anyone will agree with me, but my town and I have been talking and we seem to be able to agree on the fact that dragoon has a huge advantage over many classes. Mostly because they can escape easily by using jump, heal, then jump back to pvp once more.
I suggest lowering their spade output damage from 76 to 70 or something along the lines of reducing their damage output. Almost every one of their skills, bash, spear, tremor, impale, dish out a lot of damage when used together. In addition, two of their skills slow the target and have another skill to catch up to a target.
The status of dragoons aren't bad at the moment, but I feel that if dragoon is played correctly, it is extremely strong, sometimes, a bit too strong. Thoughts?