- Joined
- Jun 30, 2011
There was four of us talking and discussing balance here is what we talked about. We also included T2 skills and some things that were mentioned during the last balance meeting
It is important to note that we do not know what was actually implemented from the last balance meeting (we mainly went off of visions and the files in git hub)
These changes have not been implemented because we need to bounce this off the rest of the [USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38]@Balance Team[/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP]. I'll have to properly learn how to implement the changes from Malik
Changed - Green
Code Required - Blue
Need Attention - Red
Warriors
It is important to note that we do not know what was actually implemented from the last balance meeting (we mainly went off of visions and the files in git hub)
These changes have not been implemented because we need to bounce this off the rest of the [USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38][USERGROUP=38]@Balance Team[/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP][/USERGROUP]. I'll have to properly learn how to implement the changes from Malik
Changed - Green
Code Required - Blue
Need Attention - Red
Warriors
- Paladin - This class took a really hard hit and not only was it 1v1 potential killed but also a lot of its use in a teamfight. The big buffs here are the scaling increase on absolution and the taunt cooldown reduction
- Strike --> Stamina: 400 -> 350
- Bash --> Stamina: 400 -> 350
- DivineStun --> Mana: 275 -> 225
- Absolution --> Healing Scaling per Wisdom: 2.5 -> 3.25
- Taunt --> Cooldown: 15s -> 10s
- Rally - A very underwhelming T2 skill, we talked about this change in the balance meeting
- Allow allies to be bound and disallow the use on yourself
- When you rally to an ally give the ally 2s invulnerability
- Dreadknight - We believed that this class was in a pretty good spot; its on the strong side. We haven't seen enough of the class recently to know if something is too strong or too weak
- Dragoon
- Armor: Chainmail Chest -> Iron Chest
- Spear --> Stamina: 300 -> 200
- Impale --> Stamina: 300 -> 250
- Superjump - Overall it is not a usefull T2 skill when you can't use it in combat
- Allow to be used in combat
- Increase cooldown to 1 minute 30s
- Berserker - This class is in a decent spot. We had talked about adding nausea/blind/slow to throwaxe but after playing berserker for a bit I realized that it doesn't really need this kind of effect
- ThrowAxe
- Range Scaling: 0.5 per str -> 0.1 per str
- Cooldown: 1s -> 10s
- Add an interrupt
- Frenzy --> Fix the skill description (or the skill) it was never made completely clear to me which was wrong
- Bladegrasp - It really does not match up with the other 15 minute cooldown skills
- Duration: 5s -> 3s
- Cooldown: 15m -> 1m30s
- ThrowAxe
- Samurai - Even with broken skills this class is on par with what we consider 'balanced'
- Honor --> Broken; does not kill the user or even damage them but gives 5 constitution (does not properly give the 5 strength)
- Murasame --> Broken; the heal does not work
- Bladegrasp - It really does not match up with the other 15 minute cooldown skills
- Duration: 5s -> 3s
- Cooldown: 15m -> 1m30s
- Ninja - Ninja was really broken for a bit with a stun but now that it is gone the class is pretty much balanced except the constant escape
- Smoke: 35s -> 60s
- Runeblade - We discussed changing RuneWord to increase all damage by 25% but after going back over things and talking with other people the four of us have come to a conclusion that it is a bad idea. It already has the damage to deal with any class, it doesn't need anymore
- T2 Skill - it is practically envenom and should be replaced with another skill (undecided)
- Bard - Overall Bard does very well in a teamfight; it can properly rotate between the needed skills to keep the party buffed. Its problem is its solo play (stamina costs)
- HealingChorus --> Stamina: 300 -> 250
- VoidSong --> Stamina: 325 -> 250
- DoomstarRequiem - I do not know if @malikdanab has made the appropriate number changes to this skill yet
- Stamina: 400 -> 250
- Cooldown (do not know the actual current cooldown): 20s
- Knockback: This needs to be increased to be more 'useful' right now it is extremely wimpy
- Ranger - the arrow damage is too low; arrow damage got fixed but was never brought up to par for ranger
- Against unarmored a fully charged arrow did about 150 damage. When you add in armor values and projectile protection that damage goes down by a very large amount. We thought that increasing this 'base damage' we found by 100 will help bring the class up to par
- Arrow Damage: 150 -> 250
- Disciple - The class is in a good spot! Not really priority
- Bloodmage - Good in teamfights, lacks in 1v1s; overall it is in a good spot.
- BloodWell - Currently broken. At the moment it is just blooddrinker for Bloodmage. I am a bit confused on what is suppose to actually be happening with the skill (everyone helps heal the party or something), but until it is actually working we can't judge it
- Druid - The main problem we came up with was that you died before your heals would even be helpful/take effect. There are many ways to go about this problem. The best would be to practically rework the class but for now we believed that a armor buff will help the class
- Armor(4.5 -> 5) :
- Leather Helm -> Chain Helm
- Leather Boots -> Chain Boots
- T2 Skill: Group Teleport -> AOE Root (specifics not decided)
- Armor(4.5 -> 5) :
- Cleric - Overall we believe that cleric has too much duelling potential. The solution would be to remove wrath and compensate in other areas but for now we decided to leave it alone
- Necromancer - Its damage is very lacking and underwhelming. It also has a temporary, useless T2 skill
- Bonespear --> Damage: 80 -> 140
- Drainsoul --> Damage: 35 -> 55
- Wizard - We decided that overall wizard is in a good spot. The problem is in the T2 skill. While testing this we found that the channel/root/warmup process is kinda glitchy; what is the goal of the skill and what is suppose to be happening.
- Beguiler - All of us thought that the class is in a balanced spot. People complain about mana costs but what you are getting out of the skills you use your mana on is very good. A whole lot of damage and CC
- Pyromancer - The class is pretty much a mess and deserves a rework but for now some mana reductions will have to suffice
- Mana Pool: Increase by 100 (base)
- InfernoFlash --> Mana: 110 -> 85
- InfernoOrb --> Mana: 110 -> 85
- DragonsBreath --> Mana: 130 -> 105
- DarkBlade --> Mana: Change to 0
- Shaman - ShockTotem to stronk
- ShockTotem
- Cooldown: Already bumped up
- Range (12 at lvl 61, base 6): 6 --> 4
- The strong part of this skill is the constant knockback, it ticks often. A shaman can effectively kite around this totem while the people inside its range get constantly knocked back. Our solution is to get rid of the knockback applied by the constant damage (like whirlwind or piercing strike)
- ShockTotem
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