TheEthanEffect
TNT
- Joined
- Aug 26, 2011
(Edited for sake of formatting and visual appeal)
Before I start this post, I want to make two points clear right off the bat:
1) Apples are broken. They do this thing where you keep chomping on them but they aren't consumed unless you're standing still.
2) If you have not played a Dragoon with the new changes, then you cannot speak with any sort of authority on how it affects the class. Just as I don't try to tell Wizards what they need and don't need in terms of doing their job despite never having played one, please do not try to come across as an expert. You will only make a fool of yourself. That being said, you are more than welcome to post feedback regarding what you as a member of your respective class experiences when in combat with Dragoons. Former Dragoons are welcome to chime in, but if you haven't been part of the skill cost experiments over the past few days, please be advised that the actual execution of the proposed changes has been far from what's listed on paper, and there are many factors to take into account.
I also request that anyone who wishes to add to this thread does so in an objective, professional manner. Please save insults, flames, and trolling for other threads. I love a good flamewar, but an objective discussion about the technical aspects of a class is not the place for one. Thank you for this courtesy.
THE DRAGOON
The Dragoon class, particularly its signature skill Jump, has been an object of controversy, and has held an air of mystery and elitism, for quite some time. With Kainzo's recent investigations and experimentations into class balance to take new factors, both from standard Minecraft and from his own inspirations, it's to be expected that the Dragoon class would receive a review and alterations based upon the evolution of the server. Change begets change, as the saying goes. In this post, I will endeavor to first define the role of the Dragoon, discuss the execution of its class role in the Herocraft world, and then examine why it is perceived in the light that it is. I will conclude by offering personal insights and suggestions that I have developed from considerations drawn from my experience as a Dragoon, be they buffs or nerfs, to facilitate a proper mixture of the Dragoon class and to assist the developers in making changes so that it may better fulfill the role they intend it to.
- THE ROLE
When in development or review of a class, the first step that must be taken to ensure optimum integration efficiency is to define the intended role of said class. Only after a definitive purpose has been decided upon can true balancing begin. Multiple factors must be factored into these design specifications, the most significant being how the class interacts with others, where it is strong, and where it is vulnerable. Because of this truth, the only logical place for me to begin my review of the Dragoon is to define its role. While I cannot speak for Kainzo's initial intentions for the class, I can make an educated guess based upon the long term capabilities and specifications that have remained constant during my time on Herocraft. My personal perception of the Dragoon's role, and thus the focus this post will be centered upon, is as follows:
The purpose of the Dragoon is to serve as aerial cavalry to harass and neutralize enemy ranged units while his teammates better equipped to deal damage engage heavier opposing classes from the front. The Dragoon is a tactical fighter, relying on his mobility to rapidly deploy to the point of his choosing on the field, where he may quickly make surgical strikes against his target before retreating to both regenerate mana and health, and to escape from the much greater damage dealing capabilities of the other Warrior and Rogue classes.
- OVERVIEW
My time in Herocraft has been spent almost entirely as a Dragoon, with the sole exceptions of the two times I had to level the Warrior path (thank you so much for Bite, BTW). During this, I have battled against every class in Herocraft (with the exception of Bloodmage, which I've never even seen in use), including other Dragoons of a higher level. During this, I have learned certain intricacies about Dragoon battle tactics that lead to victory, and those that lead to defeat. The key to success as a Dragoon is to know your role in a fight, what you can handle, what you can't, and the difference between when it's time to jump back and catch your breath versus when it's time to book it and get the hell out of Dodge.
- IMPLEMENTATION
After review of the intended purpose (unless Kainzo had something radically different in mind) of the class, and the mindset required to best fulfill the role, we shall take survey of what mechanical tools the Dragoon has at his disposal. (DISCLAIMER: I'm writing this after work before going to bed. This list is accurate as of early Wednesday morning EST. Due to the constant tweaks being made, I'll refrain from posting specifics on mana and cooldowns, and just give generalizations.)
Weapon of Choice: Spear (Diamond Shovel): 7 Damage
Helmet: Chainmail
Chest: Iron
Leggings: Diamond
Boots: Chainmail
Max HP: 109.5
Max MP: 100 (Constant)
Skills:
Taunt - Standard Warrior skill, PvE (Irrelevant)
Disarm - Standard Warrior skill. 3 second duration, moderate mana use, 15 second cooldown.
Jump - Signature skill. Medium mana use, long cooldown, temporary lesser fall protection.
Tumble - Passive. Shared with rogues. Ignores falling damage from certain heights.
Cleave - PvE skill (Irrelevant). On the chance that this has been altered to affect players too, 12.6 damage to all forward targets. Medium mana use, medium cooldown.
Charge - This wasn't working properly when I tried it out. I'm told it's like old charge, but with a stun added in.
Impale - 15 damage + slow effect, medium mana use, moderate cooldown. Can be quite difficult to use at times.
Quake - When you take falling damage, targets nearby take 25% of the same. Passive. Not toggleable.
Super Jump - Huge jump. High mana use. Currently not working due to anti-cheat.
Summarized Dealing Capability:
Standard Attack - 7 Damage
Impale (moderate cooldown) - 15 Damage.
For purposes of comparison:
Now that you've viewed the other warrior classes, you can see their purposes quite clearly defined by their equipment, attributes, and skills. With that in mind, let's look at Dragoons again in the same display format.
Looking at that again after looking at the other warriors, you're probably starting to see a bit of an anomaly. If you're having trouble seeing this, compare each class by armor, HP, weapon damage, and skills in each category. I'm not going to waste my time or yours by comparing Dragoons to Paladins and Dreadknights. The lists above show quite clearly the extreme difference in defensive capability, and in the case of the Dreadknight, the extreme difference in damage dealing potential. Dragoons do have a slight advantage in terms of standard attack damage, but the Dreadknight can quickly outpace that with his skills, especially since they are magic oriented and bypass armor. However, at first glance, Samurai and Dragoons look pretty similar. Let's compare them more in depth. As some of the loudest complainers about Dragoons and Jump are Samurai, this is only fitting.
Category: Armor
Category: HP
Category: Standard Attack
Category: Damage Abilities
Category: Defensive Abilities
Category: Utility Abilities
Overall Class Power
========
Dragoon vs. Samurai
Winner: ???
Dragoon vs. All Classes (including other Dragoons)
Winner: ???
Despite the fact that I have spent a great amount of time comparing the implementation of the Dragoon class and how it relates to the other warriors, there is one hugely important factor that I cannot take into account. It is the most important factor, but it is the most abstract and most dynamic in change, and no one can make a reliable prediction as to the effect it will have in a battle. Nothing impacts the outcome of an engagement moreso than player skill. Be it reaction time, terrain familiarity, reflexes, or even teamwork with other characters, an underpowered class played by a skilled player stands a strong chance of victory against an overpowered class played by a bad player every time.
- PERCEPTION
The comparisons above do a fine job of showing the power of the other warrior classes, and the technical inferiority of the Dragoon on those levels. The Dragoon's power comes not from the tools it is given, as evidenced by the performance of skilled Dragoons in battle despite these disadvantages , but the potential in which they may be used by those dedicated to mastering the skill needed to use them. ALL classes have the potential to exceed their technical specifications. The difference is that while the other warrior (and other path) classes provide plenty of technical capability to perform their intended role, a Dragoon NEEDS to fully exploit what meager tools he is given to simply survive, and to prosper. It is merely a case of people who are content with settling to use only a fraction of what they are given being upset that other players are using their class to the fullest, and they don't like this. To draw comparison to another game, it's like the casual players in WoW complaining that they don't have access to the items that dedicated raiding guilds are pulling out of the high end dungeons they spend hours and hours in every week, wiping time after time as they learn encounters.
If you will notice carefully, there has been almost no complaint about a Dragoon's performance in melee combat. Nearly all complaints have been centered around Jump, specifically Dragoons jumping away from combat. This is not due to the Dragoon being overpowered. This is far from the case. If it was, there'd be complaints about how the Dragoon is brutal in combat and impossible to stop. There is almost none of that, with the sole true exception being a specced warrior in the midst of a group of unspecs. The issue most people are raising is the fact that Dragoons are always jumping AWAY from a fight. This is not an issue with class balance in combat. This is an issue with people feeling that all battles, solo or group, should end in a kill. The fact of the matter is that most complaints directed at Dragoons are not directed at Dragoons themselves, they're directed at the role Dragoons fulfill and the way they are employed.
- SUGGESTIONS
I've always been one of an open mind, even when it comes to my own class. I'm every bit as willing to accept a nerf as I am a buff if it's genuinely merited. I personally think Dragoons were fine as they were. However, if changes, positive or negative, are necessary, then role of the class must be examined.
Dragoons have three areas of focus:
1) Maneuverability to dictate terms of the fight, striking when the time is right and pulling back to wait.
2) Identifying, targeting, and neutralizing vulnerable enemies while avoiding dangerous ones, fighting through attrition.
3) Lasting long enough while in close combat to deal enough damage to make a difference.
Two of these areas should be considered primary, with the third as secondary.
- CONCLUSION
This analysis has taken quite some time to compile, and I thank you for reading it. It is my sincerest hope that the efforts I have taken to present it are of benefit, and that my observations are given some measure of thought by both players and developers. I have remained open to the thought of both addition and subtraction of benefits to the Dragoon class, and all suggestions I have made have been with the sole intent of optimizing the class so it may better accomplish the role it is meant to fill, and thus bettering the enjoyment of Herocraft for our server as a whole. I do ask that those who read this article also remain open to the idea of any change that may be made to the Dragoon class. I also restate my request that any discussion in this thread remain civil, and centered around the Dragoon class, keeping flames and trolling for other areas. And finally, I also humbly request that, if nothing else, if you read not a single word nor acknowledge a single thought nor heed a single suggestion...
Please, at least fix the apples.
Before I start this post, I want to make two points clear right off the bat:
1) Apples are broken. They do this thing where you keep chomping on them but they aren't consumed unless you're standing still.
2) If you have not played a Dragoon with the new changes, then you cannot speak with any sort of authority on how it affects the class. Just as I don't try to tell Wizards what they need and don't need in terms of doing their job despite never having played one, please do not try to come across as an expert. You will only make a fool of yourself. That being said, you are more than welcome to post feedback regarding what you as a member of your respective class experiences when in combat with Dragoons. Former Dragoons are welcome to chime in, but if you haven't been part of the skill cost experiments over the past few days, please be advised that the actual execution of the proposed changes has been far from what's listed on paper, and there are many factors to take into account.
I also request that anyone who wishes to add to this thread does so in an objective, professional manner. Please save insults, flames, and trolling for other threads. I love a good flamewar, but an objective discussion about the technical aspects of a class is not the place for one. Thank you for this courtesy.
THE DRAGOON
The Dragoon class, particularly its signature skill Jump, has been an object of controversy, and has held an air of mystery and elitism, for quite some time. With Kainzo's recent investigations and experimentations into class balance to take new factors, both from standard Minecraft and from his own inspirations, it's to be expected that the Dragoon class would receive a review and alterations based upon the evolution of the server. Change begets change, as the saying goes. In this post, I will endeavor to first define the role of the Dragoon, discuss the execution of its class role in the Herocraft world, and then examine why it is perceived in the light that it is. I will conclude by offering personal insights and suggestions that I have developed from considerations drawn from my experience as a Dragoon, be they buffs or nerfs, to facilitate a proper mixture of the Dragoon class and to assist the developers in making changes so that it may better fulfill the role they intend it to.
- THE ROLE
When in development or review of a class, the first step that must be taken to ensure optimum integration efficiency is to define the intended role of said class. Only after a definitive purpose has been decided upon can true balancing begin. Multiple factors must be factored into these design specifications, the most significant being how the class interacts with others, where it is strong, and where it is vulnerable. Because of this truth, the only logical place for me to begin my review of the Dragoon is to define its role. While I cannot speak for Kainzo's initial intentions for the class, I can make an educated guess based upon the long term capabilities and specifications that have remained constant during my time on Herocraft. My personal perception of the Dragoon's role, and thus the focus this post will be centered upon, is as follows:
The purpose of the Dragoon is to serve as aerial cavalry to harass and neutralize enemy ranged units while his teammates better equipped to deal damage engage heavier opposing classes from the front. The Dragoon is a tactical fighter, relying on his mobility to rapidly deploy to the point of his choosing on the field, where he may quickly make surgical strikes against his target before retreating to both regenerate mana and health, and to escape from the much greater damage dealing capabilities of the other Warrior and Rogue classes.
- OVERVIEW
My time in Herocraft has been spent almost entirely as a Dragoon, with the sole exceptions of the two times I had to level the Warrior path (thank you so much for Bite, BTW). During this, I have battled against every class in Herocraft (with the exception of Bloodmage, which I've never even seen in use), including other Dragoons of a higher level. During this, I have learned certain intricacies about Dragoon battle tactics that lead to victory, and those that lead to defeat. The key to success as a Dragoon is to know your role in a fight, what you can handle, what you can't, and the difference between when it's time to jump back and catch your breath versus when it's time to book it and get the hell out of Dodge.
Unlike other classes, most of a Dragoon's primary advantages (and requirements) are of a psychological nature. Tactical awareness and the ability to quickly adapt a maneuver while still maintaining contingency plans are the utmost of these. A Dragoon who becomes trapped and is unable to maneuver will quickly die if his enemy is capable of capitalizing on it.
Discipline and self-control come in second. To properly play as a Dragoon, you have to survive as a Dragoon. When entering an engagement, identify your opponents (using /hero who if necessary) and factor in all knowledge you have of them and their combat styles, if any. Our community is small enough that this is not a Herculean feat. After taking stock of your opponents, separate them into those who may be safely defeated, versus those who will not go down so easily. Decide upon your strike tactics, such as where you intend to launch from, how much damage you intend to do, when you intended to leave, and possible escape points should things go wrong during the strike. When you have made these calculations IT IS VITAL THAT YOU STICK TO THEM AND DO NOT DEVIATE UNLESS THE BATTLE SITUATION SHIFTS. When you leap into a fight, do only what you intended to do, and then exit. Resist the urge to pursue out of blood lust, especially a retreating enemy, as you will wind up using more mana and shifting further from your intended position on the battlefield, and your lack of ability to do heavy damage means it may take you awhile to finish him off, during which time the battle may change against you. Never allow the taunting of others to deter you from your attack plan. Those who complain of Dragoons using Jump to retreat don't know how the class is played, and may well be upset and frustrated because they didn't get their kill. You can use this to your advantage. If someone doesn't understand how the class is played, then it's quite likely they don't know how to efficiently fight against it. Never allow yourself to be flustered, never allow yourself to get angry, and remain calm at all times, even if you get ambushed. Never panic. A clear mind plots and executes tactics properly, while a clouded one tends to lead to mistakes, sometimes even unintended physical reactions like a misclick. Mistakes such as these are bad enough for normal classes. For a class that requires the level of precision and expertise that the Dragoon does, they can be deadly.
Conversely, as discipline is an asset required of a Dragoon, the lack of it in our opponents is something we can exploit easily, especially when it comes to fighting ranged classes. As evidenced by the numerous complaints of non-Dragoons who feel that Jump is overpowered, despite having no comprehension of how it is used, more than a few people are intimidated and/or frustrated by it, and are thus more likely to allow adrenaline to influence their combat tactics when they see it used. Heavy damage dealers who want to win a battle will become angered when you jump away to recover, and ranged classes who suddenly find themselves being hit in the face with a spear will frequently panic, disengaging and running in the exact opposite direction of their teammates in an attempt to escape, sometimes making a break for a Town Hall if one is nearby. If you do your due diligence as a Dragoon and assess the terrain surrounding the battlefield before the engagement, you'll have an advantage over them should you choose to pursue, which is only a good idea in specific cases like that of a high probability of returning to combat and further endangering you and your teammates. Another factor to take into account here is that sometimes a player who disengages from a battle and runs may hesitate to return to the fight if he escaped with his life, especially if he's on a kill streak, whereas after a death this will become irrelevant. With the recent addition of Graveyards, this is something else to consider. It's impossible for me to tell you exactly what to do in all combat circumstances. You will have to evaluate the situation for yourself and act on it accordingly, learning from the mistakes you make. This process is part of the path to becoming an expert Dragoon.
Discipline and self-control come in second. To properly play as a Dragoon, you have to survive as a Dragoon. When entering an engagement, identify your opponents (using /hero who if necessary) and factor in all knowledge you have of them and their combat styles, if any. Our community is small enough that this is not a Herculean feat. After taking stock of your opponents, separate them into those who may be safely defeated, versus those who will not go down so easily. Decide upon your strike tactics, such as where you intend to launch from, how much damage you intend to do, when you intended to leave, and possible escape points should things go wrong during the strike. When you have made these calculations IT IS VITAL THAT YOU STICK TO THEM AND DO NOT DEVIATE UNLESS THE BATTLE SITUATION SHIFTS. When you leap into a fight, do only what you intended to do, and then exit. Resist the urge to pursue out of blood lust, especially a retreating enemy, as you will wind up using more mana and shifting further from your intended position on the battlefield, and your lack of ability to do heavy damage means it may take you awhile to finish him off, during which time the battle may change against you. Never allow the taunting of others to deter you from your attack plan. Those who complain of Dragoons using Jump to retreat don't know how the class is played, and may well be upset and frustrated because they didn't get their kill. You can use this to your advantage. If someone doesn't understand how the class is played, then it's quite likely they don't know how to efficiently fight against it. Never allow yourself to be flustered, never allow yourself to get angry, and remain calm at all times, even if you get ambushed. Never panic. A clear mind plots and executes tactics properly, while a clouded one tends to lead to mistakes, sometimes even unintended physical reactions like a misclick. Mistakes such as these are bad enough for normal classes. For a class that requires the level of precision and expertise that the Dragoon does, they can be deadly.
Conversely, as discipline is an asset required of a Dragoon, the lack of it in our opponents is something we can exploit easily, especially when it comes to fighting ranged classes. As evidenced by the numerous complaints of non-Dragoons who feel that Jump is overpowered, despite having no comprehension of how it is used, more than a few people are intimidated and/or frustrated by it, and are thus more likely to allow adrenaline to influence their combat tactics when they see it used. Heavy damage dealers who want to win a battle will become angered when you jump away to recover, and ranged classes who suddenly find themselves being hit in the face with a spear will frequently panic, disengaging and running in the exact opposite direction of their teammates in an attempt to escape, sometimes making a break for a Town Hall if one is nearby. If you do your due diligence as a Dragoon and assess the terrain surrounding the battlefield before the engagement, you'll have an advantage over them should you choose to pursue, which is only a good idea in specific cases like that of a high probability of returning to combat and further endangering you and your teammates. Another factor to take into account here is that sometimes a player who disengages from a battle and runs may hesitate to return to the fight if he escaped with his life, especially if he's on a kill streak, whereas after a death this will become irrelevant. With the recent addition of Graveyards, this is something else to consider. It's impossible for me to tell you exactly what to do in all combat circumstances. You will have to evaluate the situation for yourself and act on it accordingly, learning from the mistakes you make. This process is part of the path to becoming an expert Dragoon.
- IMPLEMENTATION
After review of the intended purpose (unless Kainzo had something radically different in mind) of the class, and the mindset required to best fulfill the role, we shall take survey of what mechanical tools the Dragoon has at his disposal. (DISCLAIMER: I'm writing this after work before going to bed. This list is accurate as of early Wednesday morning EST. Due to the constant tweaks being made, I'll refrain from posting specifics on mana and cooldowns, and just give generalizations.)
Weapon of Choice: Spear (Diamond Shovel): 7 Damage
Helmet: Chainmail
Chest: Iron
Leggings: Diamond
Boots: Chainmail
Max HP: 109.5
Max MP: 100 (Constant)
Skills:
Taunt - Standard Warrior skill, PvE (Irrelevant)
Disarm - Standard Warrior skill. 3 second duration, moderate mana use, 15 second cooldown.
Jump - Signature skill. Medium mana use, long cooldown, temporary lesser fall protection.
Tumble - Passive. Shared with rogues. Ignores falling damage from certain heights.
Cleave - PvE skill (Irrelevant). On the chance that this has been altered to affect players too, 12.6 damage to all forward targets. Medium mana use, medium cooldown.
Charge - This wasn't working properly when I tried it out. I'm told it's like old charge, but with a stun added in.
Impale - 15 damage + slow effect, medium mana use, moderate cooldown. Can be quite difficult to use at times.
Quake - When you take falling damage, targets nearby take 25% of the same. Passive. Not toggleable.
Super Jump - Huge jump. High mana use. Currently not working due to anti-cheat.
Summarized Dealing Capability:
Standard Attack - 7 Damage
Impale (moderate cooldown) - 15 Damage.
For purposes of comparison:
**Paladin**
Helmet: Iron
Chest: Diamond
Leggings: Diamond
Boots: Iron
Max HP: 134
Standard Attack: 5 Damage
Damage Abilities:
-Soulfire (Useless in rain or near water)
Defensive Capabilities:
-Disarm
-Shield
-Endurance
-Invulnerability
Utility Abilities:
-Lay Hands
-Pray
-Soulbond
-Revive
**Dreadknight**
Helmet: Iron
Chest: Diamond
Leggings: Iron
Boots: Iron
Max HP: 123
Standard Attack: 6 Damage
Damage Abilities:
-Harm Touch
-Decay
-Drain Soul
-Empathy
(All magic based, bypass armor)
Defensive Abilities:
-Disarm
-Endurance
-Curse
Utility Abilities:
-Become Death
-Manafreeze
-Soulbond
**Samurai**
Helmet: Iron
Chest: Chain
Leggings: Chain
Boots: Iron
Max HP: 107.5
Standard Attack: 10 Damage
Damage Abilities:
-Bleed
-Inversion
(Should Cleave become PvP, it will be the same as Dragoons, but will do 18 damage)
Defensive Abilities:
-Disarm
-Bladegrasp
Utility Abilities:
-None
Helmet: Iron
Chest: Diamond
Leggings: Diamond
Boots: Iron
Max HP: 134
Standard Attack: 5 Damage
Damage Abilities:
-Soulfire (Useless in rain or near water)
Defensive Capabilities:
-Disarm
-Shield
-Endurance
-Invulnerability
Utility Abilities:
-Lay Hands
-Pray
-Soulbond
-Revive
**Dreadknight**
Helmet: Iron
Chest: Diamond
Leggings: Iron
Boots: Iron
Max HP: 123
Standard Attack: 6 Damage
Damage Abilities:
-Harm Touch
-Decay
-Drain Soul
-Empathy
(All magic based, bypass armor)
Defensive Abilities:
-Disarm
-Endurance
-Curse
Utility Abilities:
-Become Death
-Manafreeze
-Soulbond
**Samurai**
Helmet: Iron
Chest: Chain
Leggings: Chain
Boots: Iron
Max HP: 107.5
Standard Attack: 10 Damage
Damage Abilities:
-Bleed
-Inversion
(Should Cleave become PvP, it will be the same as Dragoons, but will do 18 damage)
Defensive Abilities:
-Disarm
-Bladegrasp
Utility Abilities:
-None
Now that you've viewed the other warrior classes, you can see their purposes quite clearly defined by their equipment, attributes, and skills. With that in mind, let's look at Dragoons again in the same display format.
**Dragoon**
Helm: Chain
Chest: Iron
Leggings: Diamond
Boots: Chain
Max HP: 109.5
Standard Attack: 7 Damage
Damage Abilities:
-Impale
-Quake
Defensive Abilities:
-Disarm
Utility Abilities:
-Jump
-Tumble
-Charge
-Super Jump
Helm: Chain
Chest: Iron
Leggings: Diamond
Boots: Chain
Max HP: 109.5
Standard Attack: 7 Damage
Damage Abilities:
-Impale
-Quake
Defensive Abilities:
-Disarm
Utility Abilities:
-Jump
-Tumble
-Charge
-Super Jump
Category: Armor
Dragoon
*Chain Helm
*Iron Chest
*Diamond Leggings
*Chain Boots
Samurai
*Iron Helm
*Chain Chest
*Chain Leggings
*Iron Boots
Analysis: On initial observation, the presence of diamond armor with the Dragoon while not with the Samurai gives the edge to the Dragoon. Looking deeper, however, you can see that both classes still have two pieces of chain, with Samurai having Iron in the "weaker" helm and boot slots and chain in the stronger chest and leggings. The presence of iron over chain gives the Samurai the advantage there. Next, let's bring in chests. Dragoons have the advantage here, with iron compared to the Samurai chain. However, as Samurai are already at an advantage in two of the other slots, the Samurai is still ahead overall here. Then comes the game maker. The Dragoon's diamond leggings are vastly superior to the chainmail the Samurai gets. If both classes were equal before this, then the Dragoon would be the winner by far. However, up until you factor in leggings, the Samurai is still ahead. This makes the difference in Samurai and Dragoon defense smaller than it first appears.
Winner : Dragoon
*Chain Helm
*Iron Chest
*Diamond Leggings
*Chain Boots
Samurai
*Iron Helm
*Chain Chest
*Chain Leggings
*Iron Boots
Analysis: On initial observation, the presence of diamond armor with the Dragoon while not with the Samurai gives the edge to the Dragoon. Looking deeper, however, you can see that both classes still have two pieces of chain, with Samurai having Iron in the "weaker" helm and boot slots and chain in the stronger chest and leggings. The presence of iron over chain gives the Samurai the advantage there. Next, let's bring in chests. Dragoons have the advantage here, with iron compared to the Samurai chain. However, as Samurai are already at an advantage in two of the other slots, the Samurai is still ahead overall here. Then comes the game maker. The Dragoon's diamond leggings are vastly superior to the chainmail the Samurai gets. If both classes were equal before this, then the Dragoon would be the winner by far. However, up until you factor in leggings, the Samurai is still ahead. This makes the difference in Samurai and Dragoon defense smaller than it first appears.
Winner : Dragoon
Dragoon = 109.5
Samurai = 107.5
Analysis: A 2HP difference isn't even enough to talk about when you consider lag and other issues. For all intents and purposes, this may make a difference one time out of a thousand.
Winner: Push
Samurai = 107.5
Analysis: A 2HP difference isn't even enough to talk about when you consider lag and other issues. For all intents and purposes, this may make a difference one time out of a thousand.
Winner: Push
Dragoon: 7 Damage
Samurai: 10 Damage
Analysis: The Samurai has a massive advantage here, and that three damage per swing racks up quickly. The math presents itself plainly: The Dragoon will have to swing three times to do 1 damage more than a Samurai who swings twice.
Winner: Samurai
Samurai: 10 Damage
Analysis: The Samurai has a massive advantage here, and that three damage per swing racks up quickly. The math presents itself plainly: The Dragoon will have to swing three times to do 1 damage more than a Samurai who swings twice.
Winner: Samurai
Dragoon: Impale, Quake
Samurai: Bleed, Inversion
Analysis: While the number of damage skills being equal may seem balanced, in practice, this is far from the case. In fact, the Samurai begins to show its massive offensive advantage even more here. Pushing aside the previously established standard damage, let's look at the skills. First, toss Quake out the window, as it's completely useless. For reference, it deals 25% of all incurred falling damage the Dragoon takes to all targets within a small radius. The near identical amounts of HP between the Dragoon and Samurai mean that a fall that would kill a Dragoon would deal only 27.5 damage (rounded up) to the Samurai. Lol. This leaves us with Impale, versus Bleed and Inversion. Impale is supposed to hit for 15 damage (I don't know if this is affected by armor or not) and slow the target for 5 seconds, costing 20 mana and having a 6 second cooldown. I believe it was intended to have an increased range over a standard attack, but in practice, it doesn't seem to. While not having played a Samurai, and thus not being able to accurately describe the abilities (come to think of it, I don't know any master Samurai who could talk about Inversion), I can run the documented numbers. If listed properly, Bleed deals 10 damage every three seconds, for ten seconds. It requires 10 mana, and has a 2 second cooldown. In terms of damage potential, this is superior to Impale due to its persistence over time. However, Impale has a slowing effect that can assist the Dragoon in getting in a few extra hits. Factor in standard damage dealing differential, and it's difficult to determine which attribute is superior. Personal experience with Impale leads me to believe Bleed is probably better, as Impale eats up a Dragoon's Jump mana and the Dragoon can't always stick around to take full advantage, but the power of slow cannot be ignored. I'd call this a push. That's all the Dragoon has for offense, but the Samurai still has one trick up his sleeve: Inversion. The application of Inversion in practice is not something I know anyone who can testify to, but if it really does do 75% of a target's missing mana and only takes 60 mana out of a pool where Bleed's 10% consumption and Disarm's 15% with a 15 second cooldown, this could hit REALLY fucking hard. I'm not quite sure where Mortal Strike and some of the other Samurai abilities went, but this is enough to give the Samurai the advantage.
Winner: Samurai
Samurai: Bleed, Inversion
Analysis: While the number of damage skills being equal may seem balanced, in practice, this is far from the case. In fact, the Samurai begins to show its massive offensive advantage even more here. Pushing aside the previously established standard damage, let's look at the skills. First, toss Quake out the window, as it's completely useless. For reference, it deals 25% of all incurred falling damage the Dragoon takes to all targets within a small radius. The near identical amounts of HP between the Dragoon and Samurai mean that a fall that would kill a Dragoon would deal only 27.5 damage (rounded up) to the Samurai. Lol. This leaves us with Impale, versus Bleed and Inversion. Impale is supposed to hit for 15 damage (I don't know if this is affected by armor or not) and slow the target for 5 seconds, costing 20 mana and having a 6 second cooldown. I believe it was intended to have an increased range over a standard attack, but in practice, it doesn't seem to. While not having played a Samurai, and thus not being able to accurately describe the abilities (come to think of it, I don't know any master Samurai who could talk about Inversion), I can run the documented numbers. If listed properly, Bleed deals 10 damage every three seconds, for ten seconds. It requires 10 mana, and has a 2 second cooldown. In terms of damage potential, this is superior to Impale due to its persistence over time. However, Impale has a slowing effect that can assist the Dragoon in getting in a few extra hits. Factor in standard damage dealing differential, and it's difficult to determine which attribute is superior. Personal experience with Impale leads me to believe Bleed is probably better, as Impale eats up a Dragoon's Jump mana and the Dragoon can't always stick around to take full advantage, but the power of slow cannot be ignored. I'd call this a push. That's all the Dragoon has for offense, but the Samurai still has one trick up his sleeve: Inversion. The application of Inversion in practice is not something I know anyone who can testify to, but if it really does do 75% of a target's missing mana and only takes 60 mana out of a pool where Bleed's 10% consumption and Disarm's 15% with a 15 second cooldown, this could hit REALLY fucking hard. I'm not quite sure where Mortal Strike and some of the other Samurai abilities went, but this is enough to give the Samurai the advantage.
Winner: Samurai
Dragoon: Disarm
Samurai: Disarm, Blade Grasp
Analysis: Blade Grasp. The small advantage in armor a Dragoon has is now nullified by the Samurai's extremely effective signature skill, that makes them arguably the best melee tank in Herocraft while active. There's not too much to say here. Samurai wins, hands down.
Winner: Samurai
Samurai: Disarm, Blade Grasp
Analysis: Blade Grasp. The small advantage in armor a Dragoon has is now nullified by the Samurai's extremely effective signature skill, that makes them arguably the best melee tank in Herocraft while active. There's not too much to say here. Samurai wins, hands down.
Winner: Samurai
Dragoon: Jump, Tumble, Charge, Super Jump
Samurai: None
Analysis: This is where the Dragoon class is made. Its entire functionality is based around mobility. Its weakness in terms of defense and in damage dealing capability means that it cannot engage in prolonged combat against the other melee classes that have a much higher damage output, so the Dragoon must pick and choose his battles carefully. Its lack of ability to deal the damage required to bring down a class with even moderate defense immediately necessitates the need to make multiple strikes, getting in and getting out before being overwhelmed, and being patient to wait for their next opportunity. Mobility and tactics are the sole things the Dragoon has working for it as a class, so these advantages must be fully exploited. An expert Dragoon who has mastered this art is capable of bringing down multiple opponents of higher levels. The Dragoon's utility abilities are what makes the class. Without this, players have no other option than to run in and swing their shovels, becoming glorified Diet Samurai.
Winner: Dragoon
Samurai: None
Analysis: This is where the Dragoon class is made. Its entire functionality is based around mobility. Its weakness in terms of defense and in damage dealing capability means that it cannot engage in prolonged combat against the other melee classes that have a much higher damage output, so the Dragoon must pick and choose his battles carefully. Its lack of ability to deal the damage required to bring down a class with even moderate defense immediately necessitates the need to make multiple strikes, getting in and getting out before being overwhelmed, and being patient to wait for their next opportunity. Mobility and tactics are the sole things the Dragoon has working for it as a class, so these advantages must be fully exploited. An expert Dragoon who has mastered this art is capable of bringing down multiple opponents of higher levels. The Dragoon's utility abilities are what makes the class. Without this, players have no other option than to run in and swing their shovels, becoming glorified Diet Samurai.
Winner: Dragoon
========
Dragoon vs. Samurai
Winner: ???
Dragoon vs. All Classes (including other Dragoons)
Winner: ???
Despite the fact that I have spent a great amount of time comparing the implementation of the Dragoon class and how it relates to the other warriors, there is one hugely important factor that I cannot take into account. It is the most important factor, but it is the most abstract and most dynamic in change, and no one can make a reliable prediction as to the effect it will have in a battle. Nothing impacts the outcome of an engagement moreso than player skill. Be it reaction time, terrain familiarity, reflexes, or even teamwork with other characters, an underpowered class played by a skilled player stands a strong chance of victory against an overpowered class played by a bad player every time.
- PERCEPTION
The comparisons above do a fine job of showing the power of the other warrior classes, and the technical inferiority of the Dragoon on those levels. The Dragoon's power comes not from the tools it is given, as evidenced by the performance of skilled Dragoons in battle despite these disadvantages , but the potential in which they may be used by those dedicated to mastering the skill needed to use them. ALL classes have the potential to exceed their technical specifications. The difference is that while the other warrior (and other path) classes provide plenty of technical capability to perform their intended role, a Dragoon NEEDS to fully exploit what meager tools he is given to simply survive, and to prosper. It is merely a case of people who are content with settling to use only a fraction of what they are given being upset that other players are using their class to the fullest, and they don't like this. To draw comparison to another game, it's like the casual players in WoW complaining that they don't have access to the items that dedicated raiding guilds are pulling out of the high end dungeons they spend hours and hours in every week, wiping time after time as they learn encounters.
If you will notice carefully, there has been almost no complaint about a Dragoon's performance in melee combat. Nearly all complaints have been centered around Jump, specifically Dragoons jumping away from combat. This is not due to the Dragoon being overpowered. This is far from the case. If it was, there'd be complaints about how the Dragoon is brutal in combat and impossible to stop. There is almost none of that, with the sole true exception being a specced warrior in the midst of a group of unspecs. The issue most people are raising is the fact that Dragoons are always jumping AWAY from a fight. This is not an issue with class balance in combat. This is an issue with people feeling that all battles, solo or group, should end in a kill. The fact of the matter is that most complaints directed at Dragoons are not directed at Dragoons themselves, they're directed at the role Dragoons fulfill and the way they are employed.
That is not to say that these feelings are not justified. This is far from the case. As I have mentioned above various times, the Dragoon is a skill based class, requiring expertise to fully employ. A simple /hero who dragoon will reveal, at any given active time, at least a dozen Dragoons of various levels, if not more. There are a couple factors that play into this. My personal belief that the most significant reason there is such a surge in the Dragoon population is because of the Crafter to Profession change. Players that would have otherwise been dedicated crafters now have what is, in effect, a free class. In addition, players who were quite familiar with their class from Zeal now want to try something new, something fun. Jump is fun. Jump LOOKS fun. There's no denying that. Couple that with the extended opportunity to try out new classes on the test server, and you have an environment where players gravitate toward the Dragoon class simply because they think it will be fun to play. My girlfriend was one of them before the changes prompted her to shift to Dreadknight. Now, compare what I have just said to what I have said throughout this post. "Dragoons require a large amount of skill and expertise to play," versus "Many people on this new map have chosen to try out Dragoons because they think it will be a fun class." You should be seeing where I'm going with this.
When you try to reconcile a class that requires great degrees of precision and discipline to play effectively with a large group of casual players who chose a class because they think it will be fun, you are left with one thing: A large group of casual players who are not as strong in combat as they could be because they haven't invested the time and training needed to properly fight. Some of these players may eventually begin to harden up and become absolutely lethal, but the vast majority of people playing Dragoons will never reach that level of commitment. They should not be faulted for this. Many players play Herocraft to have fun, to get away from normal stress. Those who sit down for six hours writing an essay to fully analyze and explain a class are much less common.
Returning to my point, however, is that you will have a large group of players who don't capitalize upon the true strength of the class, instead relying upon standard hack and slash tactics while only making use of their strongest technical assets from time to time. As they do this, they don armor only slightly heavier than unspecced warriors get (rarely taking advantage of this as diamond leggings are expensive), run into better armored, better defended, and more damaging opponents, trying to rapidly click their mouse to deal a seven damage hit and occasionally use an impale to add to the damage as their opponents shrug off their blows and tear into them. See my Diet Samurai comment above. As this battle progresses, it will inevitably turn from their favor. When a "Diet Samurai" Dragoon is in the middle of a fight and begins to lose, it is likely that that Dragoon will do what most players do when they believe they no longer can win the fight: They run. This is the point where their opponent has won the battle, and is now likely in pursuit to finish them off. Again return to the idea of casual players, that chose the path of the Dragoon just to have Jump for freedom, fun, and as an escape mechanism. Unless that Dragoon has run out of mana, they'll likely attempt to use Jump to escape. This escape can be tremendously difficult to pursue, especially against Dragoons who learned how to jump solely to escape. The conclusion of the battle may be a victory for the opponent, but it is incredibly frustrating to watch an enemy rush off over the horizon (except when they turn to look to see if you're pursuing them and they fall off a mountain. Lmao) Believe me, I understand this well. When I was an unspecced warrior back in Zeal, I got to deal with Pandaman doing it all the time. However, it does not take away from your victory, which is what you must remember. The victory is the important aspect. The kill is merely the icing. Accepting that will greatly decrease the frustration you feel when an opponent flees.
The sheer number of casual players playing Dragoons currently means that incidents like these will be more common than they would otherwise be. Don't view this as a bad thing. After all, a win is a win. Instead, think of it like you would as, say, someone on defense in a Rush round of Battlefield 3 or other shooter. Dragoons are like snipers. They're a high precision, high expertise class. However, in most FPS games where there aren't restrictions on the number of snipers, you'll often see more of them than all other classes combined. Despite their sheer number, most of them will be absolutely useless and serve as nothing more than an annoyance. In that mix will be a couple GENUINELY good snipers that assist their team by marking targets and only taking out enemies during the contesting of an objective to remain concealed. Those are the ones you have to worry about. The rest, while annoying, present far less of a threat than someone rushing toward you with an auto shotgun (Samurai).
When you try to reconcile a class that requires great degrees of precision and discipline to play effectively with a large group of casual players who chose a class because they think it will be fun, you are left with one thing: A large group of casual players who are not as strong in combat as they could be because they haven't invested the time and training needed to properly fight. Some of these players may eventually begin to harden up and become absolutely lethal, but the vast majority of people playing Dragoons will never reach that level of commitment. They should not be faulted for this. Many players play Herocraft to have fun, to get away from normal stress. Those who sit down for six hours writing an essay to fully analyze and explain a class are much less common.
Returning to my point, however, is that you will have a large group of players who don't capitalize upon the true strength of the class, instead relying upon standard hack and slash tactics while only making use of their strongest technical assets from time to time. As they do this, they don armor only slightly heavier than unspecced warriors get (rarely taking advantage of this as diamond leggings are expensive), run into better armored, better defended, and more damaging opponents, trying to rapidly click their mouse to deal a seven damage hit and occasionally use an impale to add to the damage as their opponents shrug off their blows and tear into them. See my Diet Samurai comment above. As this battle progresses, it will inevitably turn from their favor. When a "Diet Samurai" Dragoon is in the middle of a fight and begins to lose, it is likely that that Dragoon will do what most players do when they believe they no longer can win the fight: They run. This is the point where their opponent has won the battle, and is now likely in pursuit to finish them off. Again return to the idea of casual players, that chose the path of the Dragoon just to have Jump for freedom, fun, and as an escape mechanism. Unless that Dragoon has run out of mana, they'll likely attempt to use Jump to escape. This escape can be tremendously difficult to pursue, especially against Dragoons who learned how to jump solely to escape. The conclusion of the battle may be a victory for the opponent, but it is incredibly frustrating to watch an enemy rush off over the horizon (except when they turn to look to see if you're pursuing them and they fall off a mountain. Lmao) Believe me, I understand this well. When I was an unspecced warrior back in Zeal, I got to deal with Pandaman doing it all the time. However, it does not take away from your victory, which is what you must remember. The victory is the important aspect. The kill is merely the icing. Accepting that will greatly decrease the frustration you feel when an opponent flees.
The sheer number of casual players playing Dragoons currently means that incidents like these will be more common than they would otherwise be. Don't view this as a bad thing. After all, a win is a win. Instead, think of it like you would as, say, someone on defense in a Rush round of Battlefield 3 or other shooter. Dragoons are like snipers. They're a high precision, high expertise class. However, in most FPS games where there aren't restrictions on the number of snipers, you'll often see more of them than all other classes combined. Despite their sheer number, most of them will be absolutely useless and serve as nothing more than an annoyance. In that mix will be a couple GENUINELY good snipers that assist their team by marking targets and only taking out enemies during the contesting of an objective to remain concealed. Those are the ones you have to worry about. The rest, while annoying, present far less of a threat than someone rushing toward you with an auto shotgun (Samurai).
- SUGGESTIONS
I've always been one of an open mind, even when it comes to my own class. I'm every bit as willing to accept a nerf as I am a buff if it's genuinely merited. I personally think Dragoons were fine as they were. However, if changes, positive or negative, are necessary, then role of the class must be examined.
Dragoons have three areas of focus:
1) Maneuverability to dictate terms of the fight, striking when the time is right and pulling back to wait.
2) Identifying, targeting, and neutralizing vulnerable enemies while avoiding dangerous ones, fighting through attrition.
3) Lasting long enough while in close combat to deal enough damage to make a difference.
Two of these areas should be considered primary, with the third as secondary.
The first of these is pretty obvious. Our mobility and tactical strike capabilities are what makes us who we are. This must not be impaired. Jump must remain accessible and usable in combat. I will admit that a "learning curve" of jump progression is perfectly reasonable, however, a maximum level Dragoon should be able to move with just as much mobility as before. 15% mana with no more than a 2.25 second cooldown at level 55 is perfectly reasonable. Tumble is fitting, and should stay. If Jump HAS to be censored, then a supplemental mobility skill must be put in as well. A sprint style ability that increases run speed and normal jump height, with a moderate mana cost and moderate cooldown would do nicely, but testing for balance would be required. This would allow for an alternate method of entering and exiting combat, as well as providing maneuverability, without the extreme nature of Jump. Superjump also needs to be looked at (if it hasn't already been adjusted while I've been working on this).
Our ability to deal damage and bring down targets has always been a weak point. With the nerf to our armor lowering the amount of time we can spend in a fight before retreating, our ability to deal damage also needs to be revisited. However, damage isn't the only way a class can have an effect on a fight. Impale is a wonderful skill, but the slow is worth more than the damage. Impale is the first skill that should be looked at regardless of class focus, as it no longer seems to have the range it used to. The increased range should be restored, maybe even a detection cone replacing a ray trace in order to help cope with lag. Cooldown could be increased to 8 seconds to balance this. The stun inflicted by the new Charge (if it's working yet) is a nice addition, but some damage would be good too. Quake is another ability that could be altered. In its current form, it's pretty useless (though I did use it on a chicken to hit Master). Instead, Quake could be turned into an active skill, where the Dragoon rockets to the ground and deals AoE damage and a debuff, like stun or disarm or something. Maybe even an extended Disarm with greater mana cost and greater cooldown than the normal Warrior one. Hell, even a straight damage or DoT would be cool.
Alternatively, raising our standard damage to 8 would also be something to consider. I should clarify that I'm not suggesting the implementation of ALL of those ideas, just one or POSSIBLY two. Raw damage dealing capability and status effects are both to be considered. Throat stab for a silence, Intimidate for a mana drain, Dominant Strike for debuffs... all sorts of possibilities. Those are merely suggestions, however, the Dragoon's offensive arsenal really should be given a second look. We need something else at our disposal if our staying power in combat is going to be reduced.
Alternatively, raising our standard damage to 8 would also be something to consider. I should clarify that I'm not suggesting the implementation of ALL of those ideas, just one or POSSIBLY two. Raw damage dealing capability and status effects are both to be considered. Throat stab for a silence, Intimidate for a mana drain, Dominant Strike for debuffs... all sorts of possibilities. Those are merely suggestions, however, the Dragoon's offensive arsenal really should be given a second look. We need something else at our disposal if our staying power in combat is going to be reduced.
Combat endurance is the third and final focus point of the Dragoon class. The Dragoon must be able to put up with some punishment while in the mix, as our low damage dealing capabilities mean we must be in close combat for longer to dish out the damage required. Like I said, I have an open mind about my class. In this particular area, I can see justification for a nerf. Full iron armor and diamond leggings are tank level armor, and are even more effective with enchantments and the new implementation of armor. It is perfectly reasonable to reduce this down to its new levels. Hell, if you want to take the Final Fantasy Tactics inspiration
instead of the heavier Final Fantasy IV Kain-style, then you could give us back our iron helmets but push us back to leather boots (PLEASE DON'T KILL ME, KAINZO). While our dedicated defensive skills are limited solely to the disarm we share with other warriors, this isn't necessarily a bad thing. When it comes to Dragoons, I subscribe to Mr. Miyagi's school of thought: The best way to handle an attack is to not be there. We have our mobility for a reason, and it should be our primary defense. We get in, make our strike, and get out, hopefully before we get stuck in a fight we don't want to be in.
Some Dragoons will make the argument that we need a way to break roots and snares. I can see both sides of this argument. While such an ability WOULD increase Dragoon survivability, it would also drastically hamper the efforts of those who are intelligent enough to hit us where it hurts most, which is our mobility. Every class needs a weak point, and the Dragoon's is, and should always be, getting stuck in a prolonged engagement. If you're dumb enough to get caught, or your opponent is smart enough to catch you off guard, then you deserve the difficult battle you're going to have to fight just to survive. My personal opinion is that an ability like this is not only not needed, but should be avoided.
instead of the heavier Final Fantasy IV Kain-style, then you could give us back our iron helmets but push us back to leather boots (PLEASE DON'T KILL ME, KAINZO). While our dedicated defensive skills are limited solely to the disarm we share with other warriors, this isn't necessarily a bad thing. When it comes to Dragoons, I subscribe to Mr. Miyagi's school of thought: The best way to handle an attack is to not be there. We have our mobility for a reason, and it should be our primary defense. We get in, make our strike, and get out, hopefully before we get stuck in a fight we don't want to be in.
Some Dragoons will make the argument that we need a way to break roots and snares. I can see both sides of this argument. While such an ability WOULD increase Dragoon survivability, it would also drastically hamper the efforts of those who are intelligent enough to hit us where it hurts most, which is our mobility. Every class needs a weak point, and the Dragoon's is, and should always be, getting stuck in a prolonged engagement. If you're dumb enough to get caught, or your opponent is smart enough to catch you off guard, then you deserve the difficult battle you're going to have to fight just to survive. My personal opinion is that an ability like this is not only not needed, but should be avoided.
- CONCLUSION
This analysis has taken quite some time to compile, and I thank you for reading it. It is my sincerest hope that the efforts I have taken to present it are of benefit, and that my observations are given some measure of thought by both players and developers. I have remained open to the thought of both addition and subtraction of benefits to the Dragoon class, and all suggestions I have made have been with the sole intent of optimizing the class so it may better accomplish the role it is meant to fill, and thus bettering the enjoyment of Herocraft for our server as a whole. I do ask that those who read this article also remain open to the idea of any change that may be made to the Dragoon class. I also restate my request that any discussion in this thread remain civil, and centered around the Dragoon class, keeping flames and trolling for other areas. And finally, I also humbly request that, if nothing else, if you read not a single word nor acknowledge a single thought nor heed a single suggestion...
Please, at least fix the apples.