- Joined
- Jun 30, 2011
These are my thoughts on what needs to happen for the upcoming patch PvP balance wise
Not all ideas are mine and may be directly taken from other threads
Name Binding - Needs a fix. It provides a clear advantage to classes with strong targeted skills, and in particular, kiting classes (damage skills only, not healing skills)
Base Armor:
Healers:
Rogues:
[USERGROUP=38][USERGROUP=38]@Balance Team[/USERGROUP][/USERGROUP] you can provide your input if you feel like it
@Kainzo you can implement whatever you want if you end up looking at this thread
Not all ideas are mine and may be directly taken from other threads
Name Binding - Needs a fix. It provides a clear advantage to classes with strong targeted skills, and in particular, kiting classes (damage skills only, not healing skills)
Base Armor:
- Overall ranged classes running around in full gold is too strong against melee classes (it negates plenty of melee damage and physical damage from skills
- Limit the following class' armour to full leather and gold helm/boots
- Wizard
- Necromancer
- Beguiler
- Druid
- Bloodmage
- Shaman
- Wizard - I believe Wizard is in a fairly good spot. I don't feel like it needs a buff or a nerf
- Necromancer
- Increase the blind duration on Despair by 1s (1.5s -> 2s)
- Increase the base damage of Despair by 10 (25 -> 35)
- Beguiler - I feel like Beguiler is in a good spot, although it could use some changes
- Reduce the damage on chaotic visions/pulse but also reduce the mana cost
- Pyromancer - Overall Pyro is a strong duelist but it lacks in teamfights because it is such a hit or miss class
- Increase ChaosOrb range by 3 blocks
- Remove DragonsBreath's stamina cost (200 -> 0)
- Increase the healing reduction effect on DarkBolt by 15% (25% -> 40%)
- Shaman - It is in a very strong spot thanks to the low cooldown totems (mainly FireStrikeTotem)
- Increase the length between shots on FireStrikeTotem
- Increase the damage dealt by FireStrikeTotem
- I do not have numbers for this because I do not know the fire rate of the skill. My goal with these changes is to reduce the 'op' knockback you experience from the constant firing of the totem
Healers:
- Cleric
- Reduce damage scaling on Wrath by 0.875 (1.875 -> 1)
- Druid - Although kiting can be retarded on this class I don't see a good way to deal with this without the implementation of new skills/a rework
- Bloodmage - I think Bloodmage is in a good spot (once name binding is fixed it will help balance out this class even more)
- Disciple
- Reduce Meditate cooldown by 15s (90s -> 75s)
- Increase Meditate mana restoration by 20% (50% -> 20%)
- Reduce cooldown on both forcepush and forcepull by 4s (14s -> 10s)
Rogues:
- Ninja - I still want a Ninja rework but I'd rather have a few number changes than wait a year for a rework
- Remove Garrote
- Increase all base sword damage, and shear damage by 5
- Increase the silence duration on kick by 0.5s to match Garrote's silence (2.5s -> 3s)
- Runeblade - Overall I think Runeblade is in an okay spot. I could throw a few numbers around but I feel like it would not really affect the class for good or bad.
- Bard
- Remove 2 constitution (17 -> 15) and add it into charisma (28 -> 30)
- Reduce mana cost of MelodicBinding by 25 (125 -> 100)
- Reduce mana cost of VoidSong by 35 (135 -> 100)
- Ranger
- Reduce base damage on all axes by 7 (Diamond: 61 -> 54)
- Paladin
- Remove HolySteed (it gives a non-mobile class as much mobility as a Ninja or Dragoon)
- Reduce scaling on Absolution by 2.5 (5 -> 2.5)
- Dreadknight - What I noticed when fighting Dreadknights was that it felt like the person was using a hack of somesort thanks to the ticks of all the DoTs. It felt impossible to deal with (by increasing the tick rates it goes off less, but in the end still costs the same/deals the same damage).
- Remove DreadSteed (it gives a non-mobile class as much mobility as a Ninja or Dragoon)
- Increase the tick rate of DreadAura by 0.5s (1.5s -> 2s)
- Increase the tick rate of Soulleech by 1s (2s -> 3s)
- Dragoon - Dragoon is in a decent spot
- Berserker
- Fix Provoke (you take increased damage but you do not deal increased damage)
- Increase armour to: Full chain, iron boots/helm
- Samurai - This class is a mess and I don't feel like looking at all the possible solutions to deal with it
- It has infinite, non-interruptible speed 3 (it is very easy to carry around a large amount of stone swords)
- A 25% heal is too much (something around 10% would be more reasonable)
- Ashura is a very strong forcepush (I think it also may be more powerful in the 'pushing' aspect), reduce its damage
[USERGROUP=38][USERGROUP=38]@Balance Team[/USERGROUP][/USERGROUP] you can provide your input if you feel like it
@Kainzo you can implement whatever you want if you end up looking at this thread