TheMechaHeavy
Glowing Redstone
- Joined
- May 30, 2012
Suggestion on balancing classes out.
First off, if you disagree don't be hostile in your response, simply reply.
Gonna start off with Casters:
Pyromancer - I don't think they need 90 hatchet damage at level 60, keep in mind that is almost more than samurai at level 60. I also don't see the need for them to have kick. They already have very powerful caster skills such as fireblast and chaosorb. I really don't see why they have to shut down every other caster even more, especially wizard.
Wizard - I know everyone has been calling wizard op lately and I will not disagree. They're cooldown on bolt is ridiculously short. Ten seconds? I think that might be a little low. Other than that I think they are balaced, considering they can can 4 hit by a ninja/samurai.
Necromancer - Their DoT damage is amazing, that's why you play necro, right? Well I suggest a nerf on the range of poison. I also think the cooldown on it should be decreased considering it stacks with both decay and plague at the same time, causing massive damage towards caster classes per tick.
Beguiler - I'm going to make this plain and simple, take some time off piggify/mass piggify, it seems like forever in combat. I think it should decrease plague bomb damage slightly the more targets it hits.
Warriors:
Paladin - Why did we give paladin reckoning again? It was the one thing they needed to be extremely overpowered. I don't think the class needs a cc/forcepull, they have divine stun already. My suggestion, either scrap divine stun and increase CD on reckoning, or scrap reckoning all-together.
Dreadknight - I don't have a problem with dreadknight except empathy. It literally drops my health even as a warrior. People will defend that it takes 50 hp but honestly that is barely anything when it comes to having 1k health. Harmtouch and take some damage, empathy...GG.
Dragoon - Most annoying class on the server. Superjump CD way too short. I cannot stress that enough. People might say "It takes half of your stamina." Who cares? you superjump somewhere nobody can get you and camp up there until stamina recharges and health recharges. Even if you miss the first superjump you've still got more than half stamina to cast another, you can easily tank the damage in the 10 second interval.
Samurai - Escape artist is not needed as a samurai, they already have windwalk which is enough to catch up on lost ground from snares/slows. I think they need to decrease damage slightly on each hit.
Rogue:
Ninja - Needs a buff if you ask me. Either it's not doing enough damage or everyone else out damages them. I can't think of anything to add to them so somebody help me out with that.
Ranger - Seems fine to me, although I am a little bummed out they lost arrowstorm I think they might need a little more armor penetration so they can fight tanks like DK and paladins.
Runeblade - I don't know anything about this class but I do know they don't do enough damage. Could use some suggestions from others.
Bard - Love the class, it's fun to play and the only think I dislike about them is that they can have speed 3 for almost ever. Unless you have a necro or someone with a long DoT, there is no way to catch them.
Healer:
Cleric - Nerf self heals, I think that is already happening to all healers though. It can easily "kite and smite" and kill samurais even though it is a support healer.
Mystic - Nerf mana regeneration like crazy, keep replenish but make heals cost more mana and decrease a little more on self.
Bloodmage - Balanced if you ask me, I like the class and it has skills that make sense to me.
Disciple - The lag ruins this class, I was skirmish a disciple, he force pushed luckily, it did nothing and i got "rubber-banded" back to my original spot.
Once again, you don't have to shut down my ideas even if you disagree.