2014-07-10, 05:31 PM
Bribery Wrote:Bosses are much more complex now. Having high damage isn't the end all-be all of bossing anymore. imo the 3 Adventurer warriors are balanced now, though I think the Elemental Void nerf was too severe. I think it should be around 50% or so like the Cygnus Knights have.
Heroes are basically extinct in Bera because everyone has either converted to Dark Knights or Paladins. Heroes should outdamage Dark Knights and Paladins because they bring nothing else to the table. I don't think being stronger at useless "easy" bosses like Zakum and Horntail is really an advantage. It doesn't matter what DPS charts say, Dark Knights and Paladins are better than Heroes in every single way at any boss that actually matters.
Paladins are by far the most useful class in the game. They have unmatched survivability, Threaten, Smite, and Resurrection. Their ability to survive many OHKO attacks is a significant advantage because it allows them to keep attacking while other classes die and waste time rebuffing. My Chaos Vellum group brings a Paladin just for Threaten, regardless of how strong they are. Some of my buddies bring an unfunded Paladin for Smite at Hard Magnus. Very few classes can get into these end-game bosses without spending a pomegranateload on NX. Paladins also have the highest hits/second out of the 3 Adventurer warriors, meaning they have the highest end-game damage potential.
Dark Knights have auto-revive, invincibility, DR ignore, and passive heal. These are all incredibly useful at end-game bosses that have death counters and/or potion cooldown. Having these advantages over Heroes AND being able to out DPS them is unfair. Dark Knights also benefit the most from funding because of the amount of multipliers they have. It takes significantly fewer funds for a Dark Knight to solo end-game bosses compared to Heroes.
i am not gonna deny most of this, but dark knights don't bring anything to the table either, hyper body is a dead skill with every boss dealing %hp damage (and in some cases, it's even a nerf)
paladins are indeed too good at everything, and a minor nerf was indeed in order, this however makes them the worst at every boss, their damage is (currently) the third at all bosses until they put on their void elemental.
the DrK revive and DR ignore is once every 6 minutes, not to mention any good warrior shouldn't even see DR in the first place since they all have crash.
and dark knights are only better than heroes due to infinigungnir, all those multipliers don't really help when your other attack is pretty meh by comparison. also DrK's have a 3x multiplier(zerk+crossover) while heroes have a 2.2x from combo plus the enrage multiplier which i forget how much it was nowadays but does bring the numbers further up than dark knight's. in the meantime dark impale is absolutely outclassed by raging blow (even more so while enraged) while gungnir beats it.
so again, this patch really does nothing but set heroes at the top for everything except surviving. and as i said the revive skill is once every six minutes, so the dark knight really doesn't need it at all because if they die, they're gonna die once more and very probably before the six minutes pass. at least pallies still have the rest of their bag of tricks

