An Idea of Balance between Warriors
basilmarket.com forums : Warrior  |  15 posts archived
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thread starter ColdLite May 01 2010 + PM | QUOTE | PERMALINK | REPORT
This thread is almost always in progress, always fixing/adding ideas toward what will help balance Warriors (as of now only explorers and CK's). Thanks to certain people for progressing this thread As always, feel free to include new ideas, and fixes, oh, and LOTS of verification 0.0 Even if I'm not one of the top experts on the Warrior Class, I'm still willing to learn more about it and correct my errors. =O Of course, this is going to be somewhat biased for some, though I am trying to be as neutral and fair as I possibly can. This ALSO includes the upcoming Balance Patch, though there were a few edits...Through lots of thought, comparison, and (not-so-much) experience, I decided to create a list of 'possible' (or at least, hopeful) updates for warriors (ALL of them). Please note, the information is when the skills are at their maximum levels. Feel free to help me make the warriors as balanced as possible, yet make them unique in their special ways. Notice Please note that this is always in progress, certain data need to be verified, and that we are presuming that other classes get their special buff ups . This does not mean that we'll include those other 'balancing' changes in this, but it might be possible for others to thrive until equilibrium has bee reached, the decisions settled, and etc. All in all, expect under-powered, over-powered, and erroneous changes How do you find the weaknesses of jobs that need to be buffed, balanced, and/or fixed? 1. If you play a class yourself, think about your pet-peeves. These pet-peeves might seem minimal and usually are hidden behind your mind, but these pet-peeves can actually make your gaming experience better once fixed. (ie: Ugh, it's so annoying to get Onyx Apples cancelled out by Hex of the Beholder!) 2. Make sure it's not overpowered. Certain pet-peeves (ie: Why can't I get permanent passive critical hits like Thunder Breakers?) once 'boosted' results being overpowered. This is balancing the classes, not overpowering each and every class. 3. If you are interested in another class, you can collect or create ideas from complaints, or if you found a weakness that has been overlooked in guides, skill information, and other sources. 4. To make sure it's not overpowered, think what others of other jobs will be affected, or pretend that you, yourself is a different job completely and see how it feels to see another class being way overpowered, and you not. Questions, information in need of verification, crazy ideas and what-not 1. 2. 3. Should Monster Magnet be changed into an actual attack? It's % damage will be extremely high, BUT, it will need to charge (and therefore only used at the beginning of bossing, when it's being summoned). If not charged, it's weak. 4. Making/editing pictures for effect changes/equips anyone? 5. 6. Can anyone list out the color animations of first job attacks? 7. 8. How do you add pictures of skills?/ Do I need to obtain permission to add pictures of skills? 9. PowerGuard mad
My Characters: iceydragon29 - 120 Windia Dark Knight
soulkiller77 05/01/10 + PM | QUOTE | PERMALINK | REPORT
Some of these changes are being incorporated in the next adventurer balance patch so kinda pointless and the ones you did make are kinda debateable
My Characters: CrashCombo - 135 Broa Hero
duskreaper 05/01/10 + PM | QUOTE | PERMALINK | REPORT
This looks more like make Heroes and pallies more awesome while DrKs stay as HB mules patch than balance.
taleko 05/01/10 + PM | QUOTE | PERMALINK | REPORT
some of these seem fine however as dusk said, Drk's need more, especially if Pallys and heroes get their buffs, also with the whole enrage thing the problem is not Enrage's value being too low, rather the att values these days being far too high, with high att pots (apples and ciders) and all the changes sunce 4th was implemented have made enrage no where near the buff it was supposed to be.
My Characters: Talekah - 108 Scania Crusader
Debtor 05/01/10 + PM | QUOTE | PERMALINK | REPORT
You could have put it more clearly which are your ideas and what are happening in the balance patch. And if you put db to 15 att, you should also make the beholder buff's att higher, since it is now 15.
My Characters: xDebtoRx - 130 Khaini Dark Knight
WkRequiem 05/01/10 + PM | QUOTE | PERMALINK | REPORT
I would honestly prefer things to stay as they are haha.
My Characters: WkRequiem - 134 Bellocan Paladin
giblets 05/01/10 + PM | QUOTE | PERMALINK | REPORT
[quote] WkRequiem : I would honestly prefer things to stay as they are haha. [/quote] Same. I like DK. Why do they get so much hate? One day DK will be like how WK are now in that they will be noticed and not underestimated anymore.
My Characters: Ishidahuryuu - 74 Broa Ranger
jts743 05/01/10 + PM | QUOTE | PERMALINK | REPORT
like someone above said, beholder's buff is already at 15, so db still has no purpose after 3rd job. also, if you're going to give heros a major dpm boost, it seems somewhat unfair to keep drks out of the loop. trying not to speak too biased, but thats what it seems like. i agree on final attack 100% though. if DWs can use it actively, then it should just be made active across the board.
My Characters: Superjig - 137 Scania Dark Knight
CrayonScribble 05/01/10 + PM | QUOTE | PERMALINK | REPORT
Enrage should be: Enrage- Passive. Level 1: Weapon mastery +0.5% Level 15: Weapon mastery + 7.5% Level 30: Weapon mastery + 15%.
My Characters: Paladon - 150 Broa Hero
AdroxNight + PM | QUOTE | PERMALINK | REPORT
[quote] ColdLite : Hero: Advanced Combo Attack: Advanced Combo Attack is now fixed so that the Hero's previous skills, Panic and Coma, can be used to increase DPM [/quote] This and the DrK glitch fix are all we need. Aside from that, I couldn't care less about any other changes. I only agree with the above for "fun factor" in the hero class, and I agree with changing Hex of the beholder because it's pretty dumb when it eats your apples. And personally I would not want FA to be an active buff. I preffer it being a passive one. Its just a preference and I dont like rebuffing. @above: Sorry, I dont really see why Enrage should behave like that... Anger doesnt normally increase consistancy. It normally increases Raw damage.
My Characters: AdroxNight - 120 Bellocan Hero
CrayonScribble 05/01/10 + PM | QUOTE | PERMALINK | REPORT
Then I say Enrage should be - passive. Level: 10% chance of doing 1% extra damage crit. Level 15: 40% chance of doing extra 3% damage crit. Level 30: 70% chance of doing extra 5% damage crit.
My Characters: Paladon - 150 Broa Hero
AdroxNight 05/01/10 + PM | QUOTE | PERMALINK | REPORT
[quote] CrayonScribble : Then I say Enrage should be - passive. Level: 10% chance of doing 1% extra damage crit. Level 15: 40% chance of doing extra 3% damage crit. Level 30: 70% chance of doing extra 5% damage crit. [/quote] A 90% chance and 65% damage with SE and Cruel Ring doesnt seem all too balanced. And it would be a 95% chance and 55% damage with Crit Ring. Just a quick question though... where would critical damage be calculated again. I think it would be after ACA is applied, but I'm not sure.
My Characters: AdroxNight - 120 Bellocan Hero
ColdLite 05/01/10 + PM | QUOTE | PERMALINK | REPORT
[quote] duskreaper : This looks more like make Heroes and pallies more awesome while DrKs stay as HB mules patch than balance. [/quote] Mmmmk, but it would be nice to help with ideas =O [quote] taleko : some of these seem fine however as dusk said, Drk's need more, especially if Pallys and heroes get their buffs, also with the whole enrage thing the problem is not Enrage's value being too low, rather the att values these days being far too high, with high att pots (apples and ciders) and all the changes sunce 4th was implemented have made enrage no where near the buff it was supposed to be. [/quote] Yeah, I agree. But if I recall correctly, in KMS, they're strongest ATK buff is the NX thingy effect, which adds 30 ATK. This will make Enrage seem less useless =/ [quote] Debtor : You could have put it more clearly which are your ideas and what are happening in the balance patch. And if you put db to 15 att, you should also make the beholder buff's att higher, since it is now 15. [/quote] Done it, thanks. [quote] WkRequiem : I would honestly prefer things to stay as they are haha. [/quote] Really? [quote] giblets : Same. I like DK. Why do they get so much hate? One day DK will be like how WK are now in that they will be noticed and not underestimated anymore. [/quote] idk, maybe because some people find it boring to have no new attack skills, and they only go on runs because of HB, etc. etc. etc. [quote] jts743 : like someone above said, beholder's buff is already at 15, so db still has no purpose after 3rd job. also, if you're going to give heros a major dpm boost, it seems somewhat unfair to keep drks out of the loop. trying not to speak too biased, but thats what it seems like. i agree on final attack 100% though. if DWs can use it actively, then it should just be made active across the board. [/quote] What do you mean Beholder's Buff is already at 15atk? DB will still have some purpose (as in training, without use of ATK pots) while the Dark Knight is maxing Berserk/Stance/Beholder/etc. I gave the Heroes a 'major' DPM boost as I want to make an 'option' for Heroes to choose whether or not to spam Brandish (and if they don't they get to use Panic/Coma). [quote] CrayonScribble : Enrage should be: Enrage- Passive. Level 1: Weapon mastery +0.5% Level 15: Weapon mastery + 7.5% Level 30: Weapon mastery + 15%. [/quote] No, way too overpowered. Mastery is, if I recall correctly, stronger than ATK (passive). Also, it makes so that the Dark Knight does not have an upperhand advantage in terms of mastery. [quote] AdroxNight : This and the DrK glitch fix are all we need. Aside from that, I couldn't care less about any other changes. I only agree with the above for "fun factor" in the hero class, and I agree with changing Hex of the beholder because it's pretty dumb when it eats your apples. And personally I would not want FA to be an active buff. I preffer it being a passive one. Its just a preference and I dont like rebuffing. @above: Sorry, I dont really s
My Characters: iceydragon29 - 120 Windia Dark Knight
duskreaper + PM | QUOTE | PERMALINK | REPORT
DrKs do get new attack skills though. Once you get berserk Spear fury becomes very helpful, and rush changes up your training a lot. Just because you don't get an actual "attack" in your 4th job skill book doesn't mean DrKs are boring. And I definately don't go on runs just because of HB. Dark Knights and heroes have very similar DPM. The slightest difference in equips can tip the favor to dark knights. Some helpful things would be increasing Beholder's hex a bit. 25 Skill points to have 3 more attack than a standard warrior elixir isn't that worthwhile of an investment. Beholder should be able to be cancelled by left clicking it, as well as any other summon in the game. There isn't really much to do with the skills that's wrong, it's just with the items that nexon releases it just favors the other warrior jobs. A higher leveled normal/fast spear would be helpful in balancing the jobs. The slash stab ratio could be changed a bit too so polearm crusher isn't totally useless. Axes get a damage increase on their favorable animation and they don't get as much as a reduction on a nonfavorable animation. Other weapons have 100/100 so it isn't really fair for drks to have a 100/60 animation. That's kinda meh though, doesnt' matter too much
Mancartia 05/01/10 + PM | QUOTE | PERMALINK | REPORT
[quote] AdroxNight : A 90% chance and 65% damage with SE and Cruel Ring doesnt seem all too balanced. And it would be a 95% chance and 55% damage with Crit Ring. [/quote] SE adds 140%, it would be a 90% chance of 165% damage from crits.
My Characters: Oooh - 142 Bera Paladin
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