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2009-12-14, 11:26 AM
(This post was last modified: 2009-12-14, 11:28 AM by Stereo.)
BombsAway Wrote:Each class should have it's flaws and highlights, and for mages that would clearly be experience gain. Discounting things that exist outside of KMS, the real flaws are with other classes that have no appeal. Anyone creating a character shouldn't be going in blindly expecting everyone to be even in every category,
Funny thing is that it's the middle balanced classes that everyone complains about... Marksmen, Paladins, Buccaneers, Shadowers (Dark Knights iffy since they have a good buff). They're all good at training, but not as good as AMs. All good at bosses, but not as good as the other 5 classes (not taking into account Cygnus/Aran because I haven't played any of them at high 3rd job even). Bishops are the odd one out for being needed at both training and bossing, there's really no other class like that.
Maybe it's more the degree of the imbalance than the fact that it exists. There's sorta a 6m/hour (low grade) 9m/hour (mid grade) 20m/hour (high grade) training rate. And 150k dps / 100k dps / 50k dps boss imbalance.
I think if it was more like 8mil-10mil-12mil, and 120/100/80k dps, people wouldn't complain as much. And yes that means nerfing AM ultimates...
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BombsAway Wrote:I feel like there's a lot of resentment towards mages because of our ultimates, but it's no different than being able to obliterate high HP targets/bosses in a matter of seconds with little-to-no effort. Things definitely need to be balanced a little more for other jobs but don't put your pomegranate on arch mages just because you don't like their ability to level faster than you.
I still think we should cast ultimates twice as fast, hit the same number of targets, cost 1/10th to 1/20th the MP used (no more than 300) and do 1/3rd the damage.
If we could actually move while casting, rather than standing helpless for nearly 3-5 seconds during our animation while mobs continue on around us we'd be more encouraged to not stand in one safe place, especially during levels where casting the ultimate takes our MP so low that mguard won't save us from contact damage.
Having the lower damage but better speed, cost and mobility would make us supportive in a map rather than monopolizing it, but then of course noone would want to train with us because we'd take their XP from them in this new formula. It would make mage-parties more feasible though since it'd actually be cooperative instead of competitive.
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Make ultimates a chargeup skill where you can walk around while charging.
Make no chargeup for Big Bang.
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Le sigh.
Quote:6. Reason why they fixed the exp distribution : "If you don't train yourself to get EXP, there is no sense of reward in that. We don't intend to change this."
As much as it does make sense and that it's agreeable, I still believe it's a screw-over for Clerics + Priests + Bishops. It's a hindrance... but if that is what their stance is on the matter in terms of the EXP distribution, then at least I would like for them do something that would still give us the EXP we deserve for assisting and stuff. Like I dunno... change around HS or something.
Other than that, I got no qualms for anything else atm.
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2009-12-14, 12:49 PM
(This post was last modified: 2009-12-14, 12:52 PM by MysticHLE.)
They should just leave ultimates alone and boost up all other classes accordingly so that everyone would somehow get 20m exp/hour training (I honestly wouldn't mind if TT can do 80k no SE no apple if say a comparable Paladin is allowed to do 130k Blast no SE no apple)...and then up Magician's single target skills for better bossing.
And if that's still unmanageable with the 200k damage cap, then just up the damage cap. 90k per Ultimate on a mob of 15 vs. 200k per mob attack on a mob of 6 seems more even.
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Stereo Wrote:Bishops are the odd one out for being needed at both training and bossing, there's really no other class like that.
Bowmasters for SE at training (or Marksmen for that matter) and obvious reasons at bossing.
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Class balancing can do both good and harm. Just look at MM. They have almost the same amount of bossing DPS as a BM, and whine that their skill isn't working right, PLUS they get far better mobbing skills. BMs got owned hard. And you can't just keep making classes stronger, because then it just gets imbalanced even more. Make classes hit harder and KB doesn't matter. If a NL hits 80k without SE or Apple, and a Pally hits 130k on an elementally weak monster without the additives, with both SE and Apple, a NL will be hitting more than a Paladin due to formulas.
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2009-12-14, 01:29 PM
(This post was last modified: 2009-12-14, 01:42 PM by MysticHLE.)
DualReaver Wrote:Class balancing can do both good and harm. Just look at MM. They have almost the same amount of bossing DPS as a BM, and whine that their skill isn't working right, PLUS they get far better mobbing skills. BMs got owned hard. And you can't just keep making classes stronger, because then it just gets imbalanced even more. Make classes hit harder and KB doesn't matter. If a NL hits 80k without SE or Apple, and a Pally hits 130k on an elementally weak monster without the additives, with both SE and Apple, a NL will be hitting more than a Paladin due to formulas.
Those figures weren't meant to be taken at face value. But the point is if you have the ability to train with apples and SE mule, then by all means do so...'cause the overall balance is still achieved when compared to AMs. When balancing any game, it's not about being absolutely even on everything. A DrK's damage with Zerk/apple is nowhere near a NL's with SE/apple - yet their overall training speed and usefulness are still comparable. On the other hand, Mages/Paladins/Shadowers really don't have much to give in a boss fight...and Paladins and Shadowers are just down right shafted in training/parties as well. That's the major imbalance.
For one thing...they should make Paladin's elemental charges a party skill that adds elemental boost to all chars in party - it would make sense as to why we also get that +40 magic for thunder charge too, wouldn't it?! Shadowers...make Assassinate hit more than 1...and faster. <.<
And the last thing not pointed out...make the Crashes damn useful at bosses' ultimate defense ups...or even better, include a % damage decrease for any mob/boss's attacks/defense as well. -_-; It would actually mean that Heros, Paladins, and DrKs will be wanted in boss fights for their Crashes. It's stupid that in 4th job, Heros, Paladins, and AMs are the only ones without some kind of valuable party support skill (at least Shadowers have Smoke Screen...and haste).
Super defense/magic defense up is the most ridiculous thing I've ever seen in any RPG. <.<
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MysticHLE Wrote:For one thing...they should make Paladin's elemental charges a party skill that adds elemental boost to all chars in party - it would make sense as to why we also get that +40 magic for thunder charge too, wouldn't it?! Shadowers...make Assassinate hit more than 1...and faster. <.<
Why do we need to have charges add to our party's damage? We're Paladins, Masters of the Elements. We should be the only one who can use the powers of the elements. Just doing that to make us have a party buff is dumb. I'd rather be party-less than just become a mule to add damage to the party.
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Loose Wrote:Ninja Ambush will be overpowered. Just watch.
I sure hope so.
Fiel Wrote:Make ultimates a chargeup skill where you can walk around while charging.
Make no chargeup for Big Bang.
I like it.
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Giving Magicians Ultimates a cooldown is like giving Hero's Brandish a delay.
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What I've always wanted was a skill that's like Assaulter/Boomerang Step, but as you hold down the attack button, it works like a Bowmaster's Hurricane. Meaning that you slash back and forth until you release the button. Of course, the skill would have no invincibility frames, making us have to rely on our high avoid, Shadow Shifter and during some times, Smoke Screen.
Another thing I would enjoy a lot is to adjust the max levels for some skills, such as Taunt, Ninja Ambush and Smoke Screen. Getting them to level 30 is a pain in the ass and I don't think it's really necessary to consume so many skill points on those skills. Just make 'em so that at level 20, they give what they give at level 30. They can add in another skill, such as the one I mentioned above.
Last thing I wish for has to do with Assassinate. There are many things I want changed with it, the skill looks bad ass, but takes to damn long to execute. Make it faster, make it not have to require stepping into Dark Sight (only Dark Sight provides charging), and either make us invincible like a Buccaneer's Barrage during the skill or fix the final hit so that we don't jab ourselves at the monster.
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DualReaver Wrote:Why do we need to have charges add to our party's damage? We're Paladins, Masters of the Elements. We should be the only one who can use the powers of the elements. Just doing that to make us have a party buff is dumb. I'd rather be party-less than just become a mule to add damage to the party.
Cough. WE, the ARCHMAGES, are Masters of the Elements too, if we're going around labeling classes as such.
I think Eos and Fiel's ultimate change ideas are on the right track, and Stereo's breakdown of average EXP/hr gain and DPS tiers serving as a great fundamental basis for class rebalancing. Then again, there are so many other factors, like playing the right elements against certain monsters, other delays, cast speeds, cooldowns, charging, party skills...if you want to make a suggestion as to how a class can be fixed, take all of their problems into account before proposing your ideas. No one has yet to post a complete redesign of the ArchMage classes, one that satisfies training and bossing concerns. Until then, this cesspool is a hell of a lot of round-about bickering.
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I don't think Assassinate should hit more than 1. It's fucking Assassinate. Think about it.
All their skills need to do more damage. Passive damage boost somewhere?
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Dusk Wrote:I don't think Assassinate should hit more than 1. It's pineappleing Assassinate. Think about it.
All their skills need to do more damage. Passive damage boost somewhere?
I'd say Assasinate should be able to be casted out of Dark Sight as a 400% damage-per-hit triple-hitting 750ms attack. This would put Shadowers quite high in the DPS list, while not overpowering them. A little boost too Boomerang Step, a little tweak to Band of Thieves to increase the range of the initial hit, and I think we've got a pretty balanced class here.
-Arch Mages, and too some extend, Bishops, should have their non-ultimate skills boosted, with a little nerf too the ultimates themselves.
-Blast should become at least 600% damage at max, if not more. Charges other than Holy should also be boosted (in the 4th job).
-Marksmen are fine, although making max-level Snipe like Barrage seems better than having a cooldown.
-Buccaneers need a regular crit for bossing. Nothing more, nothing less.
I think that the element system should be redone, along with status effect working on bosses to some extend, like flinching a boss instead of stunning it, or having a weakened poison formula which works like Venom.
Let's just hope Nexon Korea doesn't mess things up.
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Dusk Wrote:I don't think Assassinate should hit more than 1. It's pineappleing Assassinate. Think about it.
All their skills need to do more damage. Passive damage boost somewhere?
Me like passive damage boost
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DualReaver Wrote:Why do we need to have charges add to our party's damage? We're Paladins, Masters of the Elements. We should be the only one who can use the powers of the elements. Just doing that to make us have a party buff is dumb. I'd rather be party-less than just become a mule to add damage to the party.
Master of Imbuing Elements.
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Give slow a cooldown, and add an effect where it slows down the rate that a monster attacks at, including bosses
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The good thing is that Nexon Korea is a fairly competent company and for something as delicate as this there's no way they would risk losing a decent number of their players by further unbalacing the classes.
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BOOO! What about Pirates!? Us Vipers do just as bad as Shadowers... We should get a fix too! If they don't fix Vipers, pineapple Wizet.
Also, BOO! You're allowing Cygnus + Adventurer Cash Shop links, but won't allow Arans and others just because you're going to make a little less money? That's bull pomegranate. I know you have to pay your company employees their average pay checks, but your employees aren't in the thousands! You only have about a handful of people working at each Nexon station in each country. Each one doesn't need a million dollar paycheck a year. With the hundreds of millions of revenue that you're getting each year, you should be pouring more effort into the game to make it better, not turning it for the worse like Global has been doing.
Nexon really needs and outside look of their company, instead of staying one-sided.
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