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Idea's for Samurai's.

arcanegrove

Obsidian
Joined
Oct 31, 2011
Samurai's, masters of parrying and swords. When I think of a blade master, I think of a powerful, 2-handed sword damage dealer. With abilities like bleed and cleave and 12 dmg with a gold sword, they should be able to take any other class 1v1. Then why can't they? I think I have an answer to that, and also why they are almost no mach to any caster. Samurai's should be somthing close to a arms warrior in WoW. Bleeds and slows, massive weapon dmg and AoE along with a charge skill. Here are my idea's to making samurai's more even against other classes and also being much more fun. This is what I think a samurai's skills should be.


• Disarm: ( LVL)1. ( MANA)10. (COOLDOWN)10 secs

(DESCRIPTION): Disarms the target for 5 secs.


• Taunt: ( LVL)1. ( MANA)10. (COOLDOWN)10 secs

(DESCRIPTION): Taunts all monsters the the caster in a 10 block R


• Bleed: ( LVL)10. ( MANA)10. (COOLDOWN)2 secs.

(DESCRIPTION): Target bleed for 10 Dmg every 3 secs for 10 secs.


• Improved bleeds: ( LVL)20. ( MANA)passive. (COOLDOWN)0 secs

(DESCRIPTION): Your bleeds cause the target to take 3 more Dmg.


• Blade grasp: ( LVL)33. ( MANA)40. (COOLDOWN)3 mins

(DESCRIPTION): Increases chance to block melee attacks by up to 55% at lvl 55


• Shattering throw: ( LVL)43. ( MANA)50. (COOLDOWN)15 secs

(DESCRIPTION): Throw your weapon at the target, stunning them for 3 secs and doing 1.5 wepon


• Inversion: ( LVL)50. ( MANA)35. (COOLDOWN)30 secs

(DESCRIPTION): Deals 75% Dmg as targets mana depletion.


• Blade master: ( LVL)55. ( MANA)passive. (COOLDOWN)0 secs

(DESCRIPTION): Attacks with your sword have a 20% chance of causing the target to bleed for 2 every
3 secs for 10 secs, stacking up to 3 times. Attacks with your sword also have a 5%
Chance of dealing a "mortal strike", dealing 2.0 weapon Dmg, slowing and reducing
Healing done to target by 15%


This is what I feel a samurai should look like. Bleed, mortal strike, attack with wepon. This Rot will give them a chance to be one of those classes that can stand their own against any class, like a DK, BUT, they have no healing so they won't be invincable. I find this would make the Samurai a very fun and strong class to play. I opplogize for the typing errors and if a skills and be created, although I think they all can. Please give me your info on these ideas for the sammy class. :)
 

jmoney222

Legacy Supporter 5
Joined
Apr 22, 2011
Location
Texas
Those are pretty creative ideas. They are somewhat OP but with proper balancing, they could definitely work out in my opinion.
wow this is so op.

BTW dread knights are not op anymore they were nerfed.
Don't just say that it's OP and leave it at that. If you think it's crazy OP or whatever give him ideas to balance it.
 

arcanegrove

Obsidian
Joined
Oct 31, 2011
Thanks for positive feedback! I think that Mabby without HS it would be a little more balanced. But I also think that they should be able to get close to, if not beat, most classes 1v1. I have no intention of making samurai an OP class,if you feel lke there is a skill that can be tweaked a little, PLEASE post.in my opinion, OP classes are not any fun at all, no challeng, no adrenalin, what's better then being able to finally beat a guy 1v1 after a long battle? I want to try to make every class able to beat every class, and in the state that samurai's are in, that couldn't happen. I wish that dragons and Sammy's could have a different source of energy, like rage in WoW. It builds up as they attack with their weapons. It would make them a much more balanced class AND, with more skills, much more fun. Editing original post now.
 

jbird112233

Legacy Supporter 7
Joined
Jun 28, 2011
I think that samurai's don't need Impale or charge. Those skills make the dragoon unique.
 

arcanegrove

Obsidian
Joined
Oct 31, 2011
I agree jbird, but, a melee class with no source if getting to his enemy??? Any class could kite them and take 'em down. charge is a necicary skill for a Dmg oriented melee class with not much defense. As for impale, I feel that all warrior classes should have some form of keeping their enemies in melee range. Dk's have ranged, dragoons have jump, charge and impale, and pallys are tanks. What do Sammy's have? Cleave. That's it! They should at least have 1 of the 2 skill, if not both. Also, a dragoon has jump, and that really what makes their class unique. A couple shared skills wouldn't hurt.
 

Wolfzee

ICE ICE ICE!
Joined
Jun 27, 2011
I feel these ideas are quite cool, however for a class that is supposed to rely on its main weapon and not skills, these seem a little OP. Samurai's have the highest base damage for warrior, so giving them more skills, would take away the feel of samurai. These are just my thoughts.
 

arcanegrove

Obsidian
Joined
Oct 31, 2011
Hmmmmmm, then, didn't think of it that way. If what you propose is true, then instead of skills, how about passives? Although I do feel they should have a couple more skills, such as bladestorm and impale or charge to give them at least a small bit a skill requirement to play them and also to get them into position to use their main Dmg dealer, I think that what you say is true. Thank you for that post, it really helped.
 

Wolfzee

ICE ICE ICE!
Joined
Jun 27, 2011
I could definitley see more passives being implimented. And possibly a few more skills. Passives that relate toward damage, right?
 
Joined
Sep 10, 2011
IMO (as a master samurai) They are fine as is, though they generally lose to dreadknights and paladins, most classes but caster specs will lose to them, they are tanks. Leave samurai as it is.
 

arcanegrove

Obsidian
Joined
Oct 31, 2011
Yes wolf, I was thinking of somthing along the lines of "Improved bleed" "mortal strike" and " oprotunity"
 
Joined
Sep 10, 2011
Holy mother of god this is even worse. bleed- 30 dmg in 9 seconds is ridiculous, mortal wound is 20 dmg + a 50 damage bleed? are you kidding me?! No, samurai is not going to be made OP over my dead body. They aren't meant to win against tanks most of the time or casters. Its simply the nature of this system.

Charge- unique skill to dragoon (and juggernaut) samurais should not be a mobile attacker, thats the job of goons
imp bleed- pointless skill that honestly would not do much
opportunity- With the suggestion made about mortal wound would make samurai ridiculous
blade master- would mean you do 17 damage and a bleed, again far to much damage in a passive skill.

btw DK's were nerfed fairly hard, so i suggest removing the whole DK excuse to make samurai OP thing.

Leave samurai is it is. its one of the few classes that people DONT complain about being OP, yet you still can win fights with it.

As a master samurai, please dont make samurai OP, it just results in bitching and a severe nerf on the class, and I dont want that.

My 2 cents,
-Stealth
 

arcanegrove

Obsidian
Joined
Oct 31, 2011
Edited again, sorry about the mortal strike bleed Dmg, ment to put it at 3, meaning it would be 12. First, I want to know how you feel about if they are right now. All my reference is the wiki and other player.s so that means that I don't know how they do against any class and all of my ideas are based of of the wiki and how abilities counter act other abilities. My idea of a samurai is a melee caster. Think of geomancer, now instead of shooting fireballs, think of dealing 10 Dmg with a sword. Now, instead of deepfreeze, add bleed. The resemblence is incredible, samurai's are supposed to be able to do big number Dmg, at the same time, not having very much survivability, making them a lot like a tanking caster. BUT, because of their much higher survivability, their Dmg gets a little reduced as well. I'm not trying to make them OP, I just feel like they are lacking somthing, being able to count how many abilities you have on 1 hand doesn't seem right to me. Now, I also realize that they are a weapon class, so why not put in a couple passives? It wouldn't make them OP, but, you would have a chance of doing a small, attack, or increases how much Dmg you deal to other players. I feel that all the skills and passives I've suggested could be easily implemented. While still keeping the feel of a samurai, you would also notice that not much at all would change( Except for the fact you'ed have so much more fun playing them, I think). Bleed would stay the same, mortal strike replace cleave, blade storme replace inversion, and... you would have a few passives that could change the tide of a battle, with a little luck.
 

c12095

Holy Shit!
Joined
Jun 22, 2011
Edited again, sorry about the mortal strike bleed Dmg, ment to put it at 3, meaning it would be 12. First, I want to know how you feel about if they are right now. All my reference is the wiki and other player.s so that means that I don't know how they do against any class and all of my ideas are based of of the wiki and how abilities counter act other abilities. My idea of a samurai is a melee caster. Think of geomancer, now instead of shooting fireballs, think of dealing 10 Dmg with a sword. Now, instead of deepfreeze, add bleed. The resemblence is incredible, samurai's are supposed to be able to do big number Dmg, at the same time, not having very much survivability, making them a lot like a tanking caster. BUT, because of their much higher survivability, their Dmg gets a little reduced as well. I'm not trying to make them OP, I just feel like they are lacking somthing, being able to count how many abilities you have on 1 hand doesn't seem right to me. Now, I also realize that they are a weapon class, so why not put in a couple passives? It wouldn't make them OP, but, you would have a chance of doing a small, attack, or increases how much Dmg you deal to other players. I feel that all the skills and passives I've suggested could be easily implemented. While still keeping the feel of a samurai, you would also notice that not much at all would change( Except for the fact you'ed have so much more fun playing them, I think). Bleed would stay the same, mortal strike replace cleave, blade storme replace inversion, and... you would have a few passives that could change the tide of a battle, with a little luck.

You really should play the class before you make a thread about suggestions for them. The wiki can be wrong, and in no way reflects a classes ability in game.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
This is the only thing I can really get out of this suggestion.

"More important abilities at middle levels rather than max level"

I can agree here, we may need to tune it differently so the "mega bad ass" is in middle and the additive / helpful is near the end.
 
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