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MIXA
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Make Thief, Warrior 5*, Guardian Jobs usable. [PvP&PvE]

Tue Sep 20, 2016 7:30 pm

The current problem is Thief tree, 5* Warriors(currently 4* warriors are stronger than them), and Guardian tree (light exception of Blood Knight).

For PvE, there's no point on using Melee classes on other maps than Gold Event.
For Legendary quests, even 1* monsters to "meat shield" mages, priest and archers.

Currently due to MDEF (magic def) being included within the MAG stat there is no loss/downside to priest and mages.
Archers has range so they are able to just build ATK/CRIT and rain pain to enemies.
Warriors have Horrible DEF and MDEF so they just die instantly to anything an arrow/skill from Archers, Spit of bugs or Mage spells.
For most Melees they have it the worst, since it is like an automatic "Kiting" position for them by ranged enemies (PvP/PvE) and their horrid MAG Stat they get one-hit KO-ed by any skills of Mages/Archers/Monsters. They would not even last to use any of their skills as a tanker, stealth or warrior.

My suggestions:
1. Is to give melee classes like thief and warrior a passive that parries spell 1 time per turn. (Abusable)
2. Is to give melee classes an Extra Move (Just Move) so in a turn they can either Move 2x or Move 1x + Attack 1x not Attack 2x. (May be improved)
3. Separate MDEF from MAG as an independent Stat itself so to not make Mages and Priest abnormally hard to kill (they're supposed to be squishies)
4. Lessen Skill Cooldown of Melee classes skills or add an additional conditional to counteract Low Skill cooldown for example: using HP as an extra cost, getting poisoned from using a skill, etc... (May lower skill damage in-case of spam)
5. Increase Stats of Melees specially HP, DEF and MAG.
6. Nerfing Mages will just make them unusable and will have the same problem like melee classes in the future. But giving Mages Higher skill cooldown specially lower rarities will make the battle more of an even playing field.
7. Increasing DEF usefulness, currently DEF is the 2nd weakest Stat second to HP. Since DEF only reduces physical attacks and not CRITS or Magic Skills there are very little instances that you would need to increase it, for example a Kratos Victoria or Darrion since they would instantaneously die from a Skill.

All of these are just suggestions maybe you guys are intending to make Mages and Priests the Main class at arena we wouldn't know.
That's all! Thanks for reading! I will add more suggestions if it is useful.
 
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Jenoss
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Re: Make Thief, Warrior 5*, Guardian Jobs usable. [PvP&PvE]

Tue Sep 20, 2016 8:11 pm

There is no point on build ANYTHING right now other that mages and priests.

99% of the team are made by a mage that rekt the whole team with a spell.
If you can't clear the enemy mages, you are just destroyed.

No god can save you or your team of shitty tanks and weapon masters
 
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Oppai
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Re: Make Thief, Warrior 5*, Guardian Jobs usable. [PvP&PvE]

Tue Sep 20, 2016 9:18 pm

I agree on the part where there should be a separate MDEF stat. Using mag to calculate skill damage mitigation feels a bit unbalanced.
 
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Arevasu
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Re: Make Thief, Warrior 5*, Guardian Jobs usable. [PvP&PvE]

Tue Sep 20, 2016 10:15 pm

Wait a minute, can you reach arc 3 or 4 in legendary mode? You can't clear it without a good team include melee class, 'cause archer or mage can only shoot 1 enemy with normal attack  :twisted:. Imagine a boss of map 19-1, he has over 60k HP ,10k ATK, 11k MAG
 
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MIXA
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Re: Make Thief, Warrior 5*, Guardian Jobs usable. [PvP&PvE]

Tue Sep 20, 2016 10:41 pm

Act 4 Legendary is the Beta Hurdle they wouldn't want you to finish up the content so fast. Which I agree with. As to most games in Beta does this.
The Difficulty jump is too high that even if you have a Kratos Paladin with +15 Defense gear and Max limit break the normal mobs will still wipe the floor with your team since they can deal ~10,000 damage per hit.

PS: I did run double mage, 1 healer and 2 1* monster from Legendary Act1-Act2.
      Act3 needs a thicker meat shield with 8k hp. :lol:
 
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Arevasu
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Re: Make Thief, Warrior 5*, Guardian Jobs usable. [PvP&PvE]

Tue Sep 20, 2016 11:13 pm

I think a meat shield with 8k HP can be called a tanker  :lol: :lol:. But i agree with your suggestions, they're quite interesting but some of them are complicated. I think they should nerf the Mystic, 'cause the arena is boring now. 
 
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deli
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Re: Make Thief, Warrior 5*, Guardian Jobs usable. [PvP&PvE]

Tue Sep 20, 2016 11:22 pm

I will suggest to move the M.DEF to the DEF stats instead. Also incur damage penalty on range unit for enemy mob. Currently we suffer a 75% and 50% range damage penalty when attacking the back line, enemy should have the same penalty too. This way our range unit wont die to attack in 1-2 hits. Shadow class also needs a major buff, it's CRIT dependency is too unreliable and overall damage feels very weak.
 
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Crazyfight
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Re: Make Thief, Warrior 5*, Guardian Jobs usable. [PvP&PvE]

Tue Sep 20, 2016 11:28 pm

I see shadow really useful
You attack one hit, you die (didn't bother wear armor btw)
EDO TENSEI!!!
 
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Razk
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Re: Make Thief, Warrior 5*, Guardian Jobs usable. [PvP&PvE]

Wed Sep 21, 2016 4:43 am

I agree with melee class being much less useful in the arena, but I still find them really useful for PvE. Paladin helps prevent the squishy class from being one-shotted and gladiator/dragoon stun have helped me quite a lot in legendary mode.

After 2 weeks of testing, I believe there needs to be some tweaking for the arena. As of now it greatly favors the range unit with them taking less damage when put in the 2nd and 3rd row. They are further strengthens by the skill mechanic that turns everything into magic damage. This make the Healer and the Mystic who have higher natural magic stats better than the other classes when comes to soaking up (skill) damage.

The current situation is when a fully train 5* mystic use an AOE skill, it can just annihilate any melee standing, and only the other casters with high enough hp/magic stats will be left alive. Thats really no test of skill/tactic when a single skill use can just wipe a team. In many games I have played, when it comes to PvP, they just simply double or triple the unit's HP (this will generally increase the usefulness for HP stat) or reduce skill damage by half. We need something that makes the battle last longer so that not everything dies in 1-2 skills usage. This will at least give some breathing room for the melee class. 

Being longer in a fight means the melee class can earn scores for the team for standing on the middle tiles that is one of the objective of the arena. It will allow us to see people using sturdier melee class to utilize the middle tiles that give extra scores. Right now, only the AI will try to control those middle tiles while most of us do is just wait for skill CD to come up and AOE them to hell and walk out victorious. 

The idea about making the shadow class able to move 2 tiles in a turn sounds really cool. That will make them able to close up on back row for anti range purpose.
The warrior are fine as they are now imo. They have the highest raw attack stats so their 80% splash damage still can really hurts the back.
 
pagong000
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Re: Make Thief, Warrior 5*, Guardian Jobs usable. [PvP&PvE]

Wed Sep 21, 2016 7:12 pm

umm about your number 2 suggestion there is a skill rune which refresh your turn when you move but a given %,  just saying