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[Suggestion] Hero Balancing, Buff/Nerf (Arena) & Skill Option (Future)

Posted: Thu Nov 03, 2016 1:05 pm
by tackey
That being said, i think this would brought some attention to some of the players, let's begin.

Hero Balancing
I think hero balancing should be done in a fair way, not in terms to base stats point but skill wise.
*Below comparison is based on lv.30 +2 non limit-broken units
Example:
Mystic (very straight forward and good example)
damage multiplier of job within the same tier and same class should remains the same value so they it's balanced

Elementalist vs 3 other mystic
After comparison, everyone have to agree that elementalist has the most based magic stats as compared to 3 other mystic which already gave them a slight advantage in terms of skill damage multiplier. (The main reason for mystic to be in a formation is for their skill)

Question: Why should they have higher base stats and higher damage multiplier plus unique ability (buring effect), which gave them a even huge advantage (skill damage) as compared to other 3 jobs? which gave players a impression of "elementalist is a better choice than other classes?

My point of view (Suggestion): damage multiplier of job within the same tier and same class should remain the same or diffences shouldn't be too huge, given that they have their own unique ability. So players will have to think of a suitable units & formation for their gameplay instead of chosing units with the most advantage/imbalance. (Only applies to units with similar skill, e.g. ranger class)

Buff/Nerf

That being said, before i forget all mystic class need a soft buff. Due to the latest defense buff patch, mystic class barely deal any damage nowadays (except for elementalist).
And a indirectly nerfed "poison" units


What is the latest trend now? tanky units~ now i'm gonna talk about them now.
Example:

Champion Class (ever since mystic era)
Ever since Mystic Era, Champion (any) & Victoria (Blood Knight) had been commonly used as a frontline to reduce damage for backline hero's.
Reason for choosing Champion over Guardian is because Champion & Guardian almost gets 1 shot by any source of burst damage (Magic active skill & Ranger basic attack crits), But Champion possess the capability to 1 shot a whole roll (at least 1~2 units including slash damage) of heros if he manage to survive a full turn. Given the fact that their survival-ability had been increase, Now they're almost unstopable. (able to take moderate amount of damage & deal massive damage)

My point of view (Suggestion): In terms of comparison with other classes & jobs, Champion is the most OP damage dealer at the moment in terms of their base stats (attack & decent high defense). With the combination of 1 support guardian, they're almost untouchable. which is why alot of player use a 2 champion, 1 guardian setup for their frontline.
That being said, shadow class is still having a hard time trying to survive in the frontline.
Dev should decide the purpose of Champion class and made adjustment to their based stats according, if you're gonna make them a splash damage dealer in the frontline. then lower their defense, but anyway i still think champion should not possess such a high amount of based damage stats since they have splash basic attack.

Shadow (don't ask me why use orange =P)
TBH most of the shadow class always took tons of damage from slash damage in the frontline and being the #1 target for ranger class, alot of suggestion for shadow class had been made in other thread and i think some of them are interesting at least i think it's worth mentioning.

Comparison
Shadow Vs Ranger
1) they're both damage dealer, ranger single burst & shadow multi spread damage.
2) they're both squashy due to their low def, but ranger shrines more due to their long range advantage with a combination of frontline tanker reduce damage to backline. While Shadow have to take all the spotlight of being a easy target in the frontline.

My point of view (Suggestion): Alot suggested dodge capability for shadow class, i think it's workable, however it doesn't help much in surviving in the frontline since it's a RNG thing. so i would like to add on another ability that he should possess, anti-splash damage or counter splash damage capability. I notice 1 of the main reason why shadow took so much damage in the frontline is because of their moderate/low defense stats, which is why they still took a huge amount of damage from slash damage (i could be wrong). My suggestion is to gave them a ability to dodge and anti/counter splash damage.

General: To enhance strategy being use, dev should made up their mind to create a counter class for each class (if not the game will become another tank & spank game without strategy being used). I've no say & suggestion for this, something for dev to figure out.

*Above comparison is based on lv.30 +2 non-limit broken units

Skill Option (Future)
This is a implementation that i thought of for the future skill system,
Alot of players had been disappointed on the faith that they get on specific heros, i know because it happens to me as well.

(Suggestion): Give a Option for players to chose different damage multiplier type with additional ability with totally different builds & strats
Example:
Kratos Elementalist
A Button to chose "Original Elementalist" skill or "Kratos Elementalist" skill.

Elementalist damage multiplier will be based on magic with burning effect.

Kratos Elementalist damage multiplier will be based on Defense with lower burning damage and shield ability e.g. increase defense or for 1 turn immune to all source of damage.

This will be a big project tho, but it will be more interesting to a extend that players will have very unique build.

I'll end it here, later on i'll add on with lucille comparison and Gunslinger Cybella. Lunch Time~ Ciao~

Re: [Suggestion] Hero Balancing, Buff/Nerf (Arena) & Skill Option (Future)

Posted: Thu Nov 03, 2016 1:27 pm
by jayle
Good point. I think some job balancing is important rather than class balancing.

I was thinking if we have a partial thorn or reflect damage for magic based attack for the defender class and a counter attack for melee, maybe people will reconsider nuking down melee heroes but.. This idea itself is dohble edge because you will see 5 defenders or 5 champions in arena rofl.

Re: [Suggestion] Hero Balancing, Buff/Nerf (Arena) & Skill Option (Future)

Posted: Thu Nov 03, 2016 2:25 pm
by Razk
Imo, having mystic all sharing the same skill damage is totally against the game design. Take a look at ranger class for instance, within the class have the utility class for pve like royal huntsmen, the gunslinger with their highly spamable shortest cd skill, the grandranger for the cc and knockback and the sharpshooter for pure dps. Each of their skills have different damage according to job roll and skill cd.
What would give each job in the class their distinctive traits if they all do the same damage?

Talk about balance for the mystic, atm their usefulness rely solely on their skills. The class has the second lowest atk stats and that make them just a scarecrow in the arena (until their skills charge up). Once the skill is used, they are back to being scarecrow. With every move being important in a short fight, putting someone who waste even a single turn means its a waste of the precious 5 slots.
One of the suggestion i can come up with is to boost their base atk, up to the level that can actually hurt the champion so they can be somewhat useful during the first few turns in the arena.

Re: [Suggestion] Hero Balancing, Buff/Nerf (Arena) & Skill Option (Future)

Posted: Thu Nov 03, 2016 3:12 pm
by tackey
Well~ here's my opinion regarding skill damage, i totally agree with the ranger part and 1/2 agree & disagree with the mystic part.
After the patch, mystic became a scarecrow due to their basic attack output, and their only purpose to deal a decent amount of damage is from skill damage.

Mystic Comparison

Zedd
Mind Warder: CD 7t AoE, 130% damage 50% heal with 2t skill delay
Rune Magus:CD 6t  AoE, 80% damage with 3t Summon wall for 270% HP & knockback
Elementalist:CD 7t AoE, 150% damage with 2t burning 30% burning
Warlock:CD 7t AoE 130% damage with 150% heal with random teleport

2) does increasing mystic basic attack solve the issue of them being outcast (except for elementalist), to a certain degree the answer is yes. But how much damage is needed to put a small dent to champion? let's say the basic damage was implemented, will it indirectly affects ranger? Will there by another Ares build Kiera (Mind Warder,Rune Magus) Era?
their aura is "when others in Aura gets hit/attack with %, hero will attack the target".

Ranger
Example:
Does that sounds fair for Kane GR with around 100 lower based attack to have 2t stun, knockback & higher damage multiplier than Kane Gunsliger which only have 2t stun with lower damage multiplier?

I'm not here for a to ask for "totally equal" damage multiplier, but to let dev know damage multiplier between different jobs shouldn't have too much of a difference. And i do believe classes should have their own purpose put this aside i've suggested on ranger having true damage skill in the other thread to make some uniqueness for SS ranger.

maybe i'll consolidate some of the suggestion i touch on in other thread, however i'm afraid it would be too long LOL~!.

No Offense tho, hopefully this doesn't offended you LOL~!

Re: [Suggestion] Hero Balancing, Buff/Nerf (Arena) & Skill Option (Future)

Posted: Thu Nov 03, 2016 3:51 pm
by tackey
Imo, having mystic all sharing the same skill damage is totally against the game design. Take a look at ranger class for instance, within the class have the utility class for pve like royal huntsmen, the gunslinger with their highly spamable shortest cd skill, the grandranger for the cc and knockback and the sharpshooter for pure dps. Each of their skills have different damage according to job roll and skill cd.
What would give each job in the class their distinctive traits if they all do the same damage?

Talk about balance for the mystic, atm their usefulness rely solely on their skills. The class has the second lowest atk stats and that make them just a scarecrow in the arena (until their skills charge up). Once the skill is used, they are back to being scarecrow. With every move being important in a short fight, putting someone who waste even a single turn means its a waste of the precious 5 slots.
One of the suggestion i can come up with is to boost their base atk, up to the level that can actually hurt the champion so they can be somewhat useful during the first few turns in the arena.
Nvm i get your point, i forget to take skill CD into consideration during comparison. my mistake LOL~!
To a extend it sounds balance after reviewing CD, thanks for enlightenment =P