Eh, what the hell, I'll repost some balancing ideas I've had in the past (the majority are for arch mages though):
1)Make Ice and Fire Demon work on bosses, but have a lower % damage per second. Something on the order of 0.01%-0.005% damage per second, and they keep their normal effects(neutralize elemental resistances, make boss weak to summon's element). However, the bosses will remain unpoisonable by Mist and Brace.
2) Have seal work on bosses to either slow down their casting speed, or sealing just one of the boss' more dangerous spells (Mass Seducing, zombify, maybe some buffing skills, maybe even defense up).
3) Casting Ice Demon and Fire Demon in rapid succession breaks a bosses defense. By this I mean it is able to remove The Physical and/or Magical Attack immunity when cast one after another (ID, FD, ID, FD, ID, FD, ID, FD, defense skill is deactivated).
4) Change Berserk. At level 30, when the Dark Knight's hp drops below 30% it casts a buff on the DrK which lasts for 1 minute, and increases their damage by +100%. Not dispellable, 1 minute cooldown (Only added that because I know sometimes when I have lag, having a passive skill activate can prevent you from doing anything else, such as potting, which could be quite bad if separated from the healer at a boss fight).
5) Mana Reflection for Arch Mages multiplies the number of party members by the % reflected back. Basically, when you get hits and it activates, if you have 6 members in your party at the time it deals 6x200% damage back at the enemy in question.
6) Change meditation to +10% magic attack.
For other classes, alot of things changed for the better for them in more recent kms, so no changes for you
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Oh, what the hell, one more:
7) Beginner skill for Pirates, Bowmen and Thieves (obtained from a long, pain in the ass quest at lvl 160): +1000 base hp.
Edit: few more I forgot:
8) Make Demolish faster
9) Make Stun Mastery add a 60% chance to stun to all skills that don't already stun for a Brawler, does critical damage to stunned or unstunned enemies 30% of the time (2nd part is optional I guess).
10) Make a minimum range animation for Coursairs on battleship. They get off their battleship and smack the enemy in question with the battleship. Instantly kills normal enemies, does some damage to the ship(lul).
Apart from out version, no other version has the 'fast training' you're referring to, due to lack of an NPC selling % based potions. Most of the changes for Arch Mages would be to help them. And most people don't still make a mage over making a bishop. However, until there's a free class change card, I'll continue to desire changes to my class to make it more useful in all situations.
I'll have no problem with sucking at bosses though, so long as Bishops are permanently altered to suck there as well, since training is even easier for them. Using the logic of Easier training = worse at bosses, it makes perfect sense.
1)Make Ice and Fire Demon work on bosses, but have a lower % damage per second. Something on the order of 0.01%-0.005% damage per second, and they keep their normal effects(neutralize elemental resistances, make boss weak to summon's element). However, the bosses will remain unpoisonable by Mist and Brace.
2) Have seal work on bosses to either slow down their casting speed, or sealing just one of the boss' more dangerous spells (Mass Seducing, zombify, maybe some buffing skills, maybe even defense up).
3) Casting Ice Demon and Fire Demon in rapid succession breaks a bosses defense. By this I mean it is able to remove The Physical and/or Magical Attack immunity when cast one after another (ID, FD, ID, FD, ID, FD, ID, FD, defense skill is deactivated).
4) Change Berserk. At level 30, when the Dark Knight's hp drops below 30% it casts a buff on the DrK which lasts for 1 minute, and increases their damage by +100%. Not dispellable, 1 minute cooldown (Only added that because I know sometimes when I have lag, having a passive skill activate can prevent you from doing anything else, such as potting, which could be quite bad if separated from the healer at a boss fight).
5) Mana Reflection for Arch Mages multiplies the number of party members by the % reflected back. Basically, when you get hits and it activates, if you have 6 members in your party at the time it deals 6x200% damage back at the enemy in question.
6) Change meditation to +10% magic attack.
For other classes, alot of things changed for the better for them in more recent kms, so no changes for you
.Oh, what the hell, one more:
7) Beginner skill for Pirates, Bowmen and Thieves (obtained from a long, pain in the ass quest at lvl 160): +1000 base hp.
Edit: few more I forgot:
8) Make Demolish faster
9) Make Stun Mastery add a 60% chance to stun to all skills that don't already stun for a Brawler, does critical damage to stunned or unstunned enemies 30% of the time (2nd part is optional I guess).
10) Make a minimum range animation for Coursairs on battleship. They get off their battleship and smack the enemy in question with the battleship. Instantly kills normal enemies, does some damage to the ship(lul).
pHantOm Wrote:I thought they can only crit when the enemy is stunned, and no boss can be stunned rendering that useless. Maybe I'm wrong.
And Mages are fine, they get to train fast and dominate the entire game outside of like 10 maps. So really they need to stop crying, what I don't understand is why people still make a mage over a bishop. Their the same thing with HS, heal, dispell and res. Their brought to bosses aswell and are uneffected by the ele wands. All while using half the MP and 100 base magic more on their ultimate spell. So a elemental boost would be nice as a party skill . Paladins need fixing, thats the only class that really needs immediate help besides shadowers. Shadowers can make smokescreens cooldown shorter. Then they'll complain that their just smoke screen mules like all the warriors do about their buffs. Paladins I cant begin to think of how to buff them, other than to give them the elemental party skill that mages would like. If anything the paladins should get the buff, and mages continue dominating 98% of the maps in this game and leave the bossing to all the classes they hog the maps from.
Apart from out version, no other version has the 'fast training' you're referring to, due to lack of an NPC selling % based potions. Most of the changes for Arch Mages would be to help them. And most people don't still make a mage over making a bishop. However, until there's a free class change card, I'll continue to desire changes to my class to make it more useful in all situations.
I'll have no problem with sucking at bosses though, so long as Bishops are permanently altered to suck there as well, since training is even easier for them. Using the logic of Easier training = worse at bosses, it makes perfect sense.

