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September Balance Patch #2 - Warriors

Kainzo

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Lets get this hammered out. This will contain the patch notes, I'd like to push things this friday before our Township stress test.

While this patch is mainly covering Warriors, it can definitely touch on support / rogues if need be.


Notes:

Dragoon:
Change Jump to 350 stamina.
Bash to 300 Stamina.
Disarm to 350.
DragonDash to 350.
Impale scaling damage changed to 1.3 and reduced start damage to 40.

Paladin:
Increased Divine Stun to 30s and manacost to 275, scaling changed from 0.85 to 0.9

Dreadknight:
Re-arrange skill levels, SoulLeech to Level 10, Decay to level 20.
add DarkScythe (lvl 15) skill, self only weapon buff to deal additional damage when activated.
Various changes and lessening of costs for Dreadknight skill-line ups.
 
Last edited:

Irishman81

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Lets get this hammered out. This will contain the patch notes, I'd like to push things this friday before our Township stress test.

While this patch is mainly covering Warriors, it can definitely touch on support / rogues if need be.
One thing that I think was skipped/overlooked was the cooldown on divinestun. It needs to be at 45 seconds with the other stuns, or it just makes paladin way too left click spammable
 

Jrr_

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One thing that I think was skipped/overlooked was the cooldown on divinestun. It needs to be at 45 seconds with the other stuns, or it just makes paladin way too left click spammable
Go 40 not 45, I recon.
 

Kainzo

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I this is for all skills I could get on it...
Well, as well of the above, we direly need to limit all classes to X skills. It's the first step to true balance.

Tier 0 = 5s
Tier 1 = 10s
Tier 2 = 15s
Tier 3 = 25s
Tier 4 = 30s
Tier 5 = 60s
Tier 6 = 5m+
Tier 7 = 10m+

I'd say gain a skill every 5 levels. That means 13 skills per class.
Lvl 1 - Tier 0
Lvl 5 - Tier 1
Lvl 10 - Tier 1
Lvl 15 - Tier 1
Lvl 20 - Tier 2
Lvl 25 - Tier 2
Lvl 30 - Tier 3
Lvl 35 - Tier 3
Lvl 40 - Tier 4
Lvl 45 - Tier 4
Lvl 50 - Tier 5
Lvl 55 - Tier 5
Lvl 60 - Tier 6
Lvl 65 - Tier 7
Lvl 70 - Tier 7

Something to that extent, might be too many tiers and whatever, but something like this should be something we strive for at some point.
 

malikdanab

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Sep 28, 2011
Well, as well of the above, we direly need to limit all classes to X skills. It's the first step to true balance.

Tier 0 = 5s
Tier 1 = 10s
Tier 2 = 15s
Tier 3 = 25s
Tier 4 = 30s
Tier 5 = 60s
Tier 6 = 5m+
Tier 7 = 10m+

I'd say gain a skill every 5 levels. That means 13 skills per class.
Lvl 1 - Tier 0
Lvl 5 - Tier 1
Lvl 10 - Tier 1
Lvl 15 - Tier 1
Lvl 20 - Tier 2
Lvl 25 - Tier 2
Lvl 30 - Tier 3
Lvl 35 - Tier 3
Lvl 40 - Tier 4
Lvl 45 - Tier 4
Lvl 50 - Tier 5
Lvl 55 - Tier 5
Lvl 60 - Tier 6
Lvl 65 - Tier 7
Lvl 70 - Tier 7

Something to that extent, might be too many tiers and whatever, but something like this should be something we strive for at some point.
What about classes like shaman where it needs a large skill pool since it can only use 1 totem at a time?
 

malikdanab

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Joined
Sep 28, 2011
Berserker:
  • -Maim slow increase 1.5s to 2.5s
  • -Bash CD (8 to 6) and stamina (325 to 300) decrease.
  • Cooldown changes
  • Base: 8s to 6s
  • Toss: 12s to 10s
  • Whirlwind: 18s to 15s
  • Lunge: 22s to 20s
  • Frenzy-
    • CD: 37s to 25s
    • Removed Damage modifier
  • Provoke-
    • Damage Dealt: 0.5
    • Damage
  • Melee: Increase damage by 4 at all types
  • Armor: Reduced base weight by 5
Dreadknight:
    • Increase tick rate from 3s to 1.5s
    • Damage: 10
    • Scaling: 0.375 to .25
    • Mana: 55 to 25
  • Decay: mana from 35 to 100
  • Soul leech: mana from 115 to 100
  • Added Dark Scythe at lvl 15
  • Empathy: mana 130 to 125
  • Mana Freeze
    • stamina: 300 to 250
Dragoon:
  • Jump: 450 to 350 stamina.
    Bash: 350 to 300 Stamina.
    Disarm: 400 to 350 stamina.
    Dragon Dash: 400 to 350 stamina.
  • Impale-
    • Damage: 50->40
    • Scaling: 1.625 to 1.3
Paladin:
  • Divine Stun-
    • Scaling: 0.9 to 0.85
    • CD: 20 to 30
    • Mana: 200 to 275
Cleric:
  • Wrath-
    • Scaling: 1.125 to 1.875
    • Mana: 200 to 120
    • CD: 14 to 10
 

Egorh

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Jun 30, 2011
I may be a bit late to the discussion, and I have not been able to devote any time to HC but I am going to chime in on some changes.

Berserker
  • The changes are not really needed, and overall a buff. The class is already on the strong side of the balance spectrum. It may have the lowest base damage at full health, but that damage skyrockets. If played properly the class can fully kill a semi-squishy class in about 5s while at low health
  • Maim: Unneeded
  • Bash: Unneeded
  • Toss: Unneeded
  • Whirlwind: Unneeded
  • Frenzy: Understandable if the damage modifier will be removed (considering if the damage modifier worked)
  • Provoke: I am neutral
  • Melee: NOPE. It is just going to make Berserker even more powerful at low health. For this change to happen we will need to mess with the melee damage scaling as your health goes down.
  • Armor: Neutral
 

Kainzo

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We got balance patch #3 coming up, so we can fix things we feel we overshot this time around.

I think berzerkers doing 150ish dmg a swing is nuts if that is something that can be achieved.
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
We got balance patch #3 coming up, so we can fix things we feel we overshot this time around.

I think berzerkers doing 150ish dmg a swing is nuts if that is something that can be achieved.
Atm berserker can hit 116 with 30 str, low hp, and provoke. Don't know if thats too crazy or not.
 
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