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Epic 9.6 Wave 2 Class Balance Feedback.

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  • (QA)Tharja
    started a topic Epic 9.6 Wave 2 Class Balance Feedback.

    Epic 9.6 Wave 2 Class Balance Feedback.

    It has been a week now since the second wave of the class balancing for Epic 9.6 was implemented. Compared to the previous batch his one was a very different beast entirely with the complete rework of the Cardinal and War Kahuna along with a large boost to the Mercenary and adjustments to the Slayer, Corruptor, Void Mage and Magus.

    Since people have now had the opportunity to get hands on with the changes, I would again like to gather feedback from players.

    What do you like about the changes? What do you dislike? Is there something that is too powerful now, or are there things which need further attention? Do you have ideas about what you would like to see worked on in the future?

    I hope, that players can see that previous feedback was listened to, and will once again give feedback to be acted upon again. Thank you.

  • Nazgul
    replied
    Originally posted by Laraki View Post
    Where are the patch notes posted for the changes that have been made since this post was created? When I commented here Bloody Blade was still useful, since then it's clearly been nerfed again along with possibly many other changes implemented to slayer class.. Where are the patch notes for those?
    Notes are here: http://en.rappelz.webzen.com/News/All/4000000000/4997

    Leave a comment:


  • Laraki
    replied
    Where are the patch notes posted for the changes that have been made since this post was created? When I commented here Bloody Blade was still useful, since then it's clearly been nerfed again along with possibly many other changes implemented to slayer class.. Where are the patch notes for those?

    Leave a comment:


  • TH4TF4VSUM1
    commented on 's reply
    i agree with the cardi ideas as well, i also would like to see somehow of an hp boost in the cardi, you are finally giving us the ability to dd but we are squishy even with added things in my gear(belt cards,vit tds,...ect.) i have more MP than HP otherwise these changes to our attk skills are great!

  • JustBrowsing98
    replied
    MM: poison arrow should be a toggle, duration is too short.

    Leave a comment:


  • NikkiTikki
    replied
    Overlord skill "Mastermind" seems to be buggy, adds m.atk but not noticing any increased int from Mastermind gear.

    Unless it scales incredibly bad. If it scales bad, add this to the list of TP fixes.

    Leave a comment:


  • NikkiTikki
    commented on 's reply
    Brunohsantos They are bad but there is a pet overhaul coming so might as well improve pet class mage tree now rather than having to wait when people start noticing how lackluster it is to the physical trees.

    Fainewedd AoE tagging is something a lot want besides improved mage skill damage. All TPs should be useful, All 3 TP skills on slayer are useful, MB and atm OL only has 1 that's really worth going into.

  • Laraki
    replied
    I've really only played slayer since the changes were made so, here are my thoughts:

    Overall I like the changes, heading in a good direction for the class, and I think for the game as a whole.

    Apocalypse - Love that you made the skill go off quicker, definitely feels more useful now; however, I still feel the last hit of the animation takes too long to go off, and prevents you from auto attacking for too long to make sense in the majority of situations, except when you have like 5+ mobs around you. I'd like it to at least be a clear payoff with 3 mobs+ (if not two).

    Shadowforged plating - Like what some others have said, I like the skill as a whole. The main issue with it is that if you loose your death tyrant buff for example while u have it on (or something else causes skill level to change), the skill will temporarily shut off for a moment and then restart at the correct skill level, doesnt sound like a big issue, but this can drop you to about 20% hp in the middle of fighting mobs if ur not paying attention, which can mean insta death. So not a big fan of that.

    Aggro Maintenance in general - so one other problem I ran into while playing after the changes made - I like to keep shadowforged plating on even when not necessarily tanking, just so that I can take a hit or two, but it does generate some aggro, not enough to actually steal aggro from the main tank, which is fine - however - if the main tank fails to keep up aggro generation for a moment too long ALL mobs will instantly target the slayer, and the slayer will most assuredly die as we're still pretty squishy. Had this happen to me and it was not a fun experience. I think the way to combat this is to make changes to the skill Oblivion, so that you can use Shadowforged Plating in combination with having Oblivion on to negate the aggro generation effects, while keeping the increased survivability.

    In general I still feel the class's damage potential and tankyness is still a bit too low compared to others, but at least it is playable and can be enjoyed now so - overall good job.

    I'd also still like to see Shadowforged Plating and phase blades on equal footings in terms of reward when slotted onto gear, by way of a buff to Shadowforged Plating, I like giving people options in terms of build and playstyle.

    In terms of making daggers more viable, there's definitely opportunity to work there just by making envenom / poison mastery a more serious set of skills, right now all it gains from extra levels is mp consumption reduction which is a bit of a joke. I think my personal preference would be to see the slayer dagger build be bit tankier (via hp from matk from SFP) and with envenom being a major scaling damage contributor rather than just some flat addition as it is now. But of course I am a bit biased in wanting that since I am primarily a dagger slayer who likes to tank!

    My next biggest concern for the class right now after those is cloak of shadow cooltime being too long so overall I can say:

    Great Job! and Thank you.

    ----------

    Booster - Jump Attack - not sure what's up with this but the skill doesnt seem to work anymore, simply refuses to go off. So that's a bit of a bummer as I had grown to like it.
    Last edited by Laraki; 05-05-19, 01:26 AM.

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  • HirloRwin
    commented on 's reply
    I llike the ideas about minor shining skills and resistance skills going toggles.

  • HirloRwin
    commented on 's reply
    Kenshin, I'm talking about debuff, not buffs. And I disagree, asura have a lot of P&M def debuff

    So, since MB have acid spray from cleric and BM have Log split from fighter,
    OL should have Weakness Skin from mage.

  • Brunohsantos
    commented on 's reply
    "Mage pets are underwhelming."
    MAGE PETS are completely useless

  • Brunohsantos
    replied
    MASTER BREEDER


    Critical Resonance - increase the likelihood of activation and duration for 3 minutes

    Glacial Whorl - increase damage and make AOE

    Acid Spray- Turn AOE like a poison shot and increase dot damage per second, maybe 200% M.ATK every second

    Mortal coil - increase M.ATK in +20% and INT in +50%

    Primal Concentration - increase VIT +20% and P.DEF +15%

    Holy link - increase creature crit power and crit rate by a % owner's crit power and crit rate

    BEAST MASTER

    trade Wave Cut skill for Thunderbolt Wind Cut.
    Last edited by Brunohsantos; 04-05-19, 12:04 AM.

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  • TheBlackWolf
    commented on 's reply
    Magus meta now days is Mace or Axe ?

  • Kenshin
    commented on 's reply
    Hirlo, OL is an Asura... defensive buffs are mainly from Deva and sometimes Gaia.

  • Kenshin
    replied
    Gonna go straight to the thing that haven't been mentioned.

    Oracle:

    Angel's Deception = Needs a longer duration. The AoE potential on Oracle got greatly too many times. WIth a long cd Shining Buster, and long CD AoE its almost impossible to keep this buff at 3 stacks while healing a dp. Either increase durration same as you did with Mercenary Remorselessness or make it so that heals also trigger it.

    Oracle and Cardinal:

    Minor Shining Weapon and Minor Shining Armor = Turn these into useable active skills or passives. The rest of the classes can use all of their first and second job skills. These 2 skills are redundant and just a weaker version of 2 other buffs. Maybe turn them into passives; the Weapon one giving m acc/p acc by a small % and the Armor one p def and m def by a small %. As basically no player even tries to gets highly enhanced cards for these skills as they are useless, there should be no problem with these cards having no more use, (same thing that happened with 2 magus skills). Even if the % were +1% at max lvl, it would be by far better than what they are now. *Here's a random idea: toggles.

    Cardinal:

    Inner Light = The MP recovery is too low for what the class needs. It's a step in the right direction but this numbers needs to be increased to 200% instead of 20%. From all the mage classes, Cardinal has the most MP expensive skills. If played in a lackluster manner, the class can currently maintain it's MP, but when played at it's full capacity the MP simply isn't enough; specially if soloing. Oracle has countless of MP recovery benefits, 75% +200% mp recov ,-30% mp consumption, and mp scroll like tick. Magus has -30% MP consumption, lots of passives that aid int/wisdom/max mp overall, mp recovery toggle and low mp skills. All this without sacrificing any TP. That being said, it is only fair if the MP recovery passive on Cardinal get increased greatly.

    Marksman:

    Double Shot = Why is it still possible to get 0.1 sec cd? This makes MM a 1 skill class still. Prey upon the weak increases overall damage and the damage on other skills got improved, but why even bother if you can just spam Double Shot and dish out insane amounts of damage still.

    Master Breeder:

    Organic Resistance + Inorganic Resistance + Spirit Resistance = Since they are mob type specific, they should add more resistance %. Would be nice if they were toggles instead. This way MB can't be used as slave to buff these higher buffs, and the MB can swap between resistances faster without hassle and having to rebuff each pet. This also avoid players from using PW gear to increase all 3 even more (something broken). MB would still have Defense Mastery as a buff for other player's pets.

    Or Better yet, turn them into toggles that add damage as a % to those type of mobs. It would require the MB to have knowledge of all mobs, an wouldn't render Defense Mastery useless for the MB player pets.

    Defense Mastery = Make it an AoE buff........
    Last edited by Kenshin; 01-05-19, 07:05 PM.

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