This forum will be permanently shut down on Friday 13.07.2018 Please copy or save all important information from old forum before they will be deactivated
We have moved to new board. https://forum.runesofmagic.gameforge.com/Come join us.
There are some good changes, there are some bad changes. Decent but not great. (4)
9%
A few good changes, but mostly bad ideas. (2)
55%
What are were you smoking when you were thinking this stuff up?! (12)
*THIS THREAD IS FOR CONSTRUCTIVE CRITICISM AND LEVEL-HEADED CONVERSATION ON BALANCE ISSUES.
Firstly, a disclaimer: I play as a Wd/S and Wd/W most of the time, with many low level alts. I am currently level 64, and am not geared what-so-ever. That being said, I wish to make some skill balance suggestions.
*This thread was originally focused only on the warden, scout, and warrior combos of my main character, but I have decided to expand it to suggest changes to every class combo and eventually other areas of the game as well. I am very open to suggestions, and I try to test everything personally. I will be updating this thread frequently.
Class Specialties:
1. Priest: Healing with slight magical damage.
2. Knight: Tanking with low dps potential.
3. Scout: Long range single target dps.
4. Mage: Long range Multi-target dps.
5. Rogue: Close range single target dps.
6. Warrior: Close range multi-target dps.
7. Druid: Healing and multi-target dps mix.
8. Warden: Tank and close range dps mix.
These is some variety among the class combos due to elites, but for the most part these are the roles that the classes should specialize in. Therefore, this will be my guide to determining the new class skills.
A. Warden General Skills
-Charged Chop: probably the worst skill in the entire warden arsenal. This really needs to get buffed. I recommend increasing the damage significantly and making it the warden's main dps attack skill. The mana cost should also be increased to compensate.
-Briar Shield: Fairly good as is, but it is only useful against physical attacks in a very close range. I'm also not sure this always activates when it should, due to lag. Since the warden is supposed to be a tank/dps hybrid, I think this should be upgraded to either 1. repel both physical and magical attacks within a range of 75 (currently 50), or 2. repel only physical attacks within a range of 200 (possibly 150).
-Power of the Wood Spirit: not as good as other classes' general attack skills, so it's dps should be upgraded slightly. To help differentiate it from Charged Chop, it should be the tank oriented melee attack. Maybe add a chance to deflect or dodge the next attack, which can only happen once every 10 seconds or so. The mana cost should also be increased slightly.
-Enhanced Accuracy: At the very least it needs to be upgradable past level 50. Also, it seems to have less of an effect when compared to other classes' stat bonuses (like scout's dex bonus), so maybe increase the amount overall a little bit.
-Elven Amulet: Good as is.
-Savage Power: Good as is.
B. Warden Primary Skills
-Energy Absorb: Not really sure why this has a 5 min cooldown. A 3 min cooldown would be more fitting. Fine other than that.
-Recall Pet: Nothing really to say about this skill, it's pretty straightforward. A small improvement would be making this usable without dismounting or interrupting charged chop, since this skill in no way helps your odds in combat.
-Summon Spirit of the Oak: The oak's health and defense needs to scale better at higher levels and with better gear. It should always have more health and defense than the player. Also, switching secondary classes with the Oak Spirit summoned triggers it's rescue ability, so that should be fixed.
-Thorny Vines: Seriously needs a buff. This only does around 2/3rds of the damage per tick of Vampire Arrow, has a shorter duration, and doesn't inflict any initial damage. I favor increasing the damage and changing it back how it used to work (inflicted increasing damage per tick). Maybe even add a massive burst of damage if it gets dispelled or something.
-Elven Prayer: Should have a 30 second cooldown (currently 2 min) and be based off of the pet's health instead of the player's. (current formula: max hp x 11% + 260 at level 50) This amount healed also needs to be significantly increased (maybe just a standard 25% heal instead of the formula), because it is almost useless as it is now.
-Movement Restriction: The only problem I have with this skill is that by max level the damage inflicted is essentially useless. Of course, that's not the point of the skill. But it would still be nice if the damage continued to increase past level 50 somehow. Maybe the skill could reach level 67, but only the damage would increase past level 50.
*-Summon Nature Crystal: I love what the recent updates have does with this pet. But the wording for its secondary ability (immune to damage but can't attack) really needs to be changed. It is currently incredibly confusing to new players. I have one other small qualm which I shall address later.
-Damage Transfer: Double the duration to 30 seconds.
-Heart of the Oak: I really like this skill, but the increased physical defense should start at a lower amount and increase more, therefore maxing out at the same amount as now. It is a little odd that it starts at level 1 with around an 80% defense increase.
-Frantic Briar: Maybe decrease the mana cost a tad.
-Summon Oak Walker: Obviously the suicide glitch needs to be fixed. I don't use this pet very much, so I can't comment on anything else. I'll just say that it's stats (specifically strength and dexterity) need to scale with the player's gear and level at a rate that makes it useful at endgame.
-Protection of Nature: The critical hit rate needs to be increased more, so that it becomes a viable alternative (dps instead of tanking) to Heart of the Oak.
-Two-Hand Weapon Mastery: Good as is.
-Natural Lifeline: Good as is.
-Banish: This should really work on bosses, as should other stasis abilities of this sort (regardless of class).
-Vitality Explosion: I like the recent changes (since now it's actually useful), but I would prefer for the healings to be in smaller increments over time. Instead of healing 10% every 25 seconds, it should heal 2.5% every 6 seconds. The chance that using Power of the Wood Spirit will trigger this remains the same. (My reasoning behind this is that it is too easy to use up your heal at the beginning of the fight when you don't need it, since Power of the Wood Spirit is the main melee skill for most wardens.)
-Power of the Oak: This needs a pretty hefty buff, considering wardens get a passive 50% bonus 2-handed damage, and this only gives a paltry +15%. It should be double that at least. It also shouldn't max out at level 50.
-Explosion of Power: Good as is.
-Elven Guidance: One of only two abilities I have put no tp into, with good reason. This skill is absolutely terrible. Since this is a mana regeneration skill, it shouldn't have an activation cost. It should also last 20 seconds, and restore a % of total mana, instead of a static amount. (Let's say it starts at 2% at level 1, and maxes at 10%.) It also shouldn't be a chance, you should be guaranteed to regain mana with every hit your pet inflicts. (This should fix the warden's mana problems to a large extent.)
-Cross Chop: The mana cost of this skill should be reduced by around 20%.
Pet Skills:
-Punch: Needs to generate more aggro for the Oak Spirit at higher levels. As it is now, I can easily overcome any aggro from my pet (without a tiered weapon, mind you).
-Crystalline Acceleration: This should be increased to 10% increased attack speed to become just as useful as the Nature Crystal's other ability.
-Entangle: The duration should be doubled to 10 seconds and the cooldown should be decreased to 45 seconds. I have also noticed that sometimes this doesn't stop the enemy from attacking, so please look into that. This should work on normal enemies and elites, but not bosses.
-Sepal Stab: Needs to do more damage.
-Magical Interference: Mostly good as is, but the skill gives no indication of how long the debuff lasts. Depending on how long the skill lasts, the cooldown might need to be reduced.
-Crystalline Protection: Good as is.
C. Warden/Scout Elites
-Anti-Magic Arrow: Very good damage, but the mana returned should be a % instead of static. I suggest 7.5% or 8%.
-Beast Tamer: Good as is.
-Untamable: I preferred the old skill, but whatever. The damage is still low for the amount of focus it takes. I recommend a 6.6% increase in dps per level instead of the current 6% per level. That should make it equal to other dps classes' skills.
-Summon Chiron the Centaur / Centaur's Arrow: As much as I hate to admit it, this pet is REALLY overpowered right now. It currently outputs more than five times my own dps, and can take out many monsters around my level in 2 or three 3 hits. It's damage needs to be scaled back. Also, it's secondary ability (whenever it misses it drastically increases the player's crit rate), while great on paper, is never really used. Mostly because, well, it never misses. I'm not sure what could replace this, but a different special would be nice. Also, Chiron really needs to learn to stay back. It can't be that hard to code.
-Secret Agreement: A fantastic skill that doesn't need any changes.
*-Morale Boost: Was recently fixed, so it doesn't need any more changes.
-Valiant Shot (pet skill): Works fine, except that as previously stated Chiron is overpowered.
-Sacrifice: A great panic skill. No changes needed.
D. Warden/Warrior Elites
I would say that most of the attack skills are overpowered, but the devs just did the same thing to the knight skills, so I guess they are even now.
-Double Chop: Fine as is.
-Beast Chop: Fine as is.
-Ire: Absolutely useless. This skill should be replaced altogether. My idea is to have the skill called Thorn Mastery, which adds aggro to thorny vine for every level invested in it, adds a 4 second taunt effect to it, and also adds extra aggro to Briar Shield attacks.
-Immortal Power: Pretty Good, but the cooldown could be reduced a little, the duration should be increased to 20 seconds, and the mana cost needs to be increased.
-Pulse Mastery: Good as is.
-Resilience of Life: Good as is.
-Will Attack: The mana requirement should be increased a little bit.
-Coat of Arms: The mana cost needs to be increased, and the duration should be increased to 30 seconds with a cooldown of 2 min (currently 20 sec with 3 min cooldown).
E. Scout General Skills
-Bow Training: Good as is, obviously.
-Vampire Arrows: Good as is.
-Joint Blow: I can't comment on this, as I have no skill points in it.
-Blood Arrow: Good as is.
-Throat Attack: Seems decent, but once again, I haven't invested anything in it so I can't comment on it further.
-Shoot: Really needs to be rebuffed. I realize that it was too powerful before, but it's underpowered now. It shouldn't go back to the same dps it used to be, but it should be increased to around 160% at level 50 (currently 120%).
-Wrist Attack: Surprisingly useful. No change needed.
-Swiftness: Good as is.
-Speed Shooting: Good as is.
F. Scout Primary Skills
-Arrow of Essence: Should probably have a cooldown of 3 min.
-Autoshot: Good as is.
-Wind Arrows: Good as is.
-Ranged Weapon Mastery: Good as is.
-Frost Arrow: Good as is.
-Mana Drain Shot: Should last at least 15 sec, with a cooldown of 60 seconds (currently 10 sec duration with 1 and a half min cooldown).
-Lasso: Good as is.
*-Piercing Arrow: Good as is.
-Cripple Joint: Fine as is.
-Eagle Eyes: Fine as is.
-Snipe: Fine as is.
-Detection: Shouldn't have an initial focus cost. Otherwise Fine.
-Combo Shot: Good as is.
-Neck Strike: Might consider making this a ranged attack.
-Reflected Shot: Should be improved a bit. It doesn't specify what the range of the secondary attacks is, so I'll just recommend it be 200. The damage of the secondary attacks should decrease by 1/4th every time, not 1/2.
-Concentration: The cooldown seems a bit long, why not change it to 3 minutes? Otherwise fine.
-Target Area: Good as is.
G. Scout/Warden Elites
-Thorn Arrow: Good as is.
*-Entling Offering: This needs to be nerfed if Shot is improved. Let's say it has a 50% chance to double the damage from Shot (before adding any critical damage, mind you). Even if the skill isn't changed, its description REALLY needs to be redone. It's incredibly vague right now.
-Hidden Peril: I'm not sure what the name means, but who cares, It's fine as it is.
*-Charged Power: Fine as is.
*-Natural Care: The healing increase should max out at 15% instead of 10%. The damage bonus should remain the same.
-Hide Scent: Good as is.
-Wind Attack: Good as is.
*-Gryphon Bash: God-awful. To make this skill useful, the percentage mana cost (10%) needs to be eliminated. It should always crit, have around a 33% chance of hitting multiple targets, and have a cooldown of 12 seconds (currently 10) with a fairly high mana cost.
H. Scout/Warrior Elites
-Battle Instinct: Good as is.
-Master of Survival: I haven't invested much into this yet, so I'm not sure how much this increases health in endgame. Still, it looks pretty good so far.
-Enhanced Throat Attack: Decent, but not the best elite skill this combo has to offer. I don't see any reason to change it.
-Mental Focus: Good as is.
-Target Lock: Good as is.
-Gale: I don't know how much this increases the damage Combo Shot inflicts, but making it non-interrupt-able is always nice.
-Accurate Targeting: This one isn't great since Shot was nerfed, and I'm not sure if it really increases the player's physical attack power very much.
*-Recover Vitality: Good as is, I think.
I. Warrior General Skills
-Slash: Reduce the rage needed to 20.
-Equip Axe: Why does this only effect 1-handed axes?
-Enraged: Decent, but I guess it's fine since it has such a short cooldown.
-Whirlwind: The required rage (50) needs to be reduced to 30. The cooldown should also be reduced to 20 seconds (currently 30).
-Berserk: Should increase physical attack power by 50%, but reduce physical and magical defense by 50%.
-Defensive Formation: The cooldown should be reduced to 60 seconds to make it even with Berserk.
-Brute Strength: Fine as is.
J. Warrior Primary Skills
-Frenzy: Once again, a 3 min cooldown instead of 5 min would be good. Also, the skill should identify exactly how much it increases accuracy, speed, and damage.
-Open Flank: Fine as is.
-Probing Attack: Should probably do a bit more damage. At level 50 it does 280% of main hand weapon dps. Let's bump that up slightly to 320%.
-Tactical Attack: Firstly, this needs to say how much extra damage is inflicted when the target has a bleed effect. It also needs to do a lot more damage. Currently does 180% dps, but it should do 280% dps, with an added 200% damage if the target has a bleed effect.
-Thunder: Good as is.
-Feint: This should be activated automatically whenever the player's target dodges. Everything else remains the same.
-Surprise Attack: Fine as is.
-Taunt: Good as is.
-Moon Cleave: The cooldown is a tad long, but otherwise good as is.
-1-Handed Weapon Master: Good as is.
-2-Handed Weapon Master: Good as is.
-Terror: Good as is.
-Aggressiveness: Good as is.
-Survival Instinct: Fantastic skill. No changes necessary.
-Group Taunt: Should specify what exactly the range of this skill is, and should effect all targets within range, not just multiple. Also, the cooldown should be 3 min, not 5 min.
-Blasting Cyclone: Good as is.
-Shout: This needs to always stun 5 enemies when 5 enemies are in range. Also, duration of the stun should be 10 seconds for mobs, but stay 3 seconds for players.
K. Warior/Warden Elites
-Savage Strike: Decent, but making the attack buff last for 10 seconds instead of 6 would allow for the warrior to make use of it for the finishing blows in its attack chains.
-Attack Weakener: The cooldown needs to be reduced to 5 or 6 seconds, but the attack debuff cannot be reapplied until 10 seconds after the effect has ended.
-Mental Bestiary: I'm not sure how much this skill actually increases the damage of slash. So the first thing it needs to do is explain how much bonus damage is applied. But honestly, even if it doubles Slash's damage, it's just not a good skill. There is no real way of knowing (short of memorizing every creature) whether any given mob is a beast or humanoid type. Plus the target needs to already be vulnerable, which severely confuses the attack chain for this class, as Attack Weakener was already being used in such a situation. I recommend just having this ability give a passive buff to critical hit rate, since that is lacking in this combo.
-Savage Whirlwind: Good as is.
-Wild Howl: This needs to get upgraded a bit. The damage buff should be 8% (currently 5%), and have a cooldown of 20 seconds (currently 40). As it is, it doesn't do nearly enough and can only be used once in a fight.
-Awakening of the Wild: Needs to dispel movement impairing effects which are already in place. Also, get rid of the critical hit rate buff, and add an immunity to stun effects as well.
-Battle Creed: Good as is, but this ability makes me think this combo is supposed to focus on critical hits, which it has a hard time doing since it has nothing to raise its crit chance.
-Air tremor: Absolutely Terrible. This doesn't do enough damage, and the mana % cost has to be axed. I have a unique idea for this skill. The % dps should stay the same (200% at level 50), but be guaranteed to crit. As well, all targets hit will be forced to find other targets for 5 seconds(basically a reverse taunt). This effect could only activate 30 seconds after the effect had ended, with a cooldown of 10 seconds. The mana cost should also be raised to around 450 mana at level 50.
L. Warrior/Scout Elites
-Stun Shot: It's a tad expensive with 30 focus cost, lower it to 25. Otherwise good.
-Moon Cleave Perfection: Fantastic skill.
*-Sword Breath: I have no idea what % chance there is to gain the additional rage, so let's go with 50%. Currently it can only return 25 rage, so bumping it up to 35 should fix the problem. Also, I'm upgrading the dps slightly so that it inflicts 300% main hand dps at level 50 (currently 280%).
-Skull Breaker: Fine as is.
*-Calm: Instead of depending on Skull Breaker, it should depend on Aim for the Wound and Sword Breathe instead. That way, whenever you don't get rage back, you would gain increased accuracy. It should also stack with the buffs from Frenzy and Feint.
*-Aim for the Wound: Firstly, since it is relying on ranged dps, it needs to get upgraded to 350% dps to make it worth the 30 focus. Also, the returned rage should be 40, not 35.
*-Waiting Game: Replace the current formula (patk + 325 (at level 50)) x 1% + 325 with (patk + 325) x 5% + 325. This should provide a valuable increase in patk without making it unbalanced.
-The Final Battle: Fine as is.
M. Closing / Misc. Thoughts
1. Warden Thoughts
Pets need to get all of the movement speed buffs when the player gets them. They also need to run slightly faster (like 2% faster or less) than the player, so they can catch up to players.
Pets also need to get better pathfinding so that they stop aggroing every mob in the area. Luckily, there is an easy round-about solution. Just make every pet not attract aggro until it attacks. Once it attacks aggro is generated like normal.
This is the class that needs the most help. The devs tried to balance it, but basically just made Chiron absurdly powerful without changing much else.
*Also, wardens get somewhat screwed in pvp combat because to become fully buffed they must summon a pet (8 sec cast, 15% mana), sacrifice it for a buff (instant cast), then summon another pet (another 8 sec cast, 15% mana). That is fine for pve (slightly annoying, but fine), but when playing pvp on a small map you don't have that much time before you are attacked again, especially if you respawn right in front of enemy players. That is why I strongly suggest making the warden pet sacrifice buffs (Power of the Oak, Protection of Nature, and Heart of the Oak) work without needing to summon the pet first. That way, wardens only have to summon one pet, not two.
*The Warden weapon skill levels (default v button) also need to be adjusted. Wardens are supposed to use 2-handed weapons, but their 2-handed axe and sword skills max out at an absurdly low level, while a weapon they can't even use (wands) is their highest specialty.
2. Scout Thoughts
Of the three classes I went over, this one needs the least amount of changes. The biggest change needed is to improve Shot so that it isn't a complete joke.
3. Warrior Thoughts
This class is mostly fine, it just needs a little tweaking to balance out the skills more.
I would appreciate feedback on these suggestions. I tried to take a fair and balanced approach, and not just completely overpower the classes I play as. I would have critiqued the other classes as well, but I don't have enough experience with them. Whether I succeeded or failed is for you to decide. No matter what you think of my ideas, please be respectful. I put a lot of time into this.
4. Taunt Effects in PvP
Someone else had a great idea in another thread (sorry, I don't remember the name). Basically, he/she argued that taunt effects should have the same effect on players as on mobs. In other words, if someone is taunted, he/she is forced to target whoever used the taunt for a certain amount of time. Obviously, the effect time would be reduced in pvp (similar to what happens to stun and stasis abilities).
5. Siege Wars Changes
Items acquired during Siege Wars shouldn't disappear when a player disconnects from the game. Obviously this would mean that all of the items would need to expire within a day so merits couldn't be used on later battles. Wounds should not get worse when re-entering SW, and tech buffs need to be applied correctly (right now they usually only apply to the person who researched them even if it says it upgrades the whole team, and if other players join later they never get the buffs). Electric towers need to be buffed so that they are equally as useful as flame towers (I suggest making them have massive single target damage). Siege vehicles also need to be upgraded, since they are rarely used (especially the defensive catapults, which are utterly useless). All of the techs need to have a reduced cost to make them worth upgrading (as it is, the materials required can't usually be gathered until near the end of the match, making the upgrades pointless compared to tons of flame towers. Basically, there should be many different strategies in SW. Does your team want to focus on tech, or build towers? Press the attack with vehicles, or defend with catapults? This would make SW a lot more fun and dynamic. Lastly, I think it goes without saying that less crashing would be a nice improvement.
EDIT: I have adjusted some things based on the feedback I have received from other forum goers. I thank you all for your insights. Changed skills have been marked by an *. I'm currently deciding whether to make a truly comprehensive suggested change list for EVERY combination in the game after I add the Skill-Set abilities for the classes I already have. I think my decision will probably depend on how much spare time I have.
****WORK IN PROGRESS****
Priest/Warrior Elites (These are rough estimates only! Please, do not have a stroke because it appears overpowered or underpowered right now.)
Level 15 – Battle Monk Stance: When activated, Physical defense is increased by 20% (+1.6% per level) and Magical Defense is increased by 40% (+3.2% per level).
Level 20 – Explosion of Fighting Spirit: Inflicts 80% (+4.4% per level) main hand weapon DPS. Aggro is added for every level. Does not require Battle Monk Stance.
Level 25 – Fighting Spirit Combination: Releases two successive bursts of fighting spirit that cause 90% (+5.5% per level) Aggro is added for every level. For 2 seconds the user has a 50% chance of converting any physical attacks into magical ones. Does not require Battle Monk Stance.
Level 30 – Ascending Dragon Strike: Adds aggro for every level. Does not require Battle Monk Stance.
Level 35 – Power Build Up: Increases maximum HP by 2% (+.56% per level) and 1-handed weapon damage by 5% (+1.5% per level). (Passive skill) (Max level of 50)
Level 40 – Vindictive Strike: Targets in a range of 120 take 65% (+4% per level) of main hand weapon DPS and have their magical attack reduced by 10%. Every level adds aggro.
Level 45 – Magic Mirror: Wave Armor now has a 20% chance to completely reflect the damage of any magical attack back towards its caster. Whenever this occurs, the original caster is taunted for 8 seconds. (Passive skill) (Not upgradable)
Level 50 – Chaos Fairy: Summons a Chaos Fairy to assist you.
Level 50 – Unstable Halo: The Chaos Fairy you summon gets this skill. Every party member within 200 has a 10% chance with every attack to trigger a Chaos Effect and turn all damage from the attack into the same element as the Chaos Effect. Additionally, 10% of the damage from every attack against a party member in range of this effect is applied to the owner of the Chaos Fairy instead. (Not upgradable)
Chaos Effect List:
Fire: Inflicts (?) damage every 2 seconds for 6 seconds.
Water: Slows the target's attack by 25% and running speed by 40% for 4 seconds.
Wind: Stuns the target for 3 seconds.
Earth: Roots the target for 5 seconds.
Light: Heals the player for 5% of total health over 5 seconds.
Dark: Steals health from target (?) and heals the player for 2.5% of total health.
Why do P/W? Because it (along with the warden class) is consistently ranked as the most underpowered and useless class at endgame. Please give me feedback on which skills I suggested are bad, and come up with alternatives. My idea for this combo is that it is a tank which specializes in magical defense. Just to be clear, the ideal setup would be for a P/W to wield a 1-handed axe and a shield, and wear cloth robes.
Piercing Arrow a trash skill? Seriously? You need to spend more time on the scout side if you think one of the highest DPS skills a scout has is awful >.>.
It's really not hard if you actually want to aoe mobs (which, in most instances, you won't want to, since it has a nasty habit of pulling mobs the tank hasn't pulled) to get them to line up. It's called kiting.
And buffing the damage an S/Wd does? Lol. Just lol. I can't even think of a non-trollish response.
EDIT: Also, wardens get somewhat screwed in pvp combat because to become fully buffed they must summon a pet (4 sec cast, 15% mana), sacrifice it for a buff (instant cast), then summon another pet (another 4 sec cast, 15% mana). That is fine for pve (slightly annoying, but fine), but when playing pvp on a small map you don't have that much time before you are attacked again, especially if you respawn right in front of enemy players. That is why I strongly suggest making the warden pet sacrifice buffs (Power of the Oak, Protection of Nature, and Heart of the Oak) work without needing to summon the pet first. That way, wardens only have to summon one pet, not two.
I would love to see this change. And I want to say that the pet summon is 8sec not 4sec. So its 8sec to call pet, buff, then another 8sec to summon the other pet. Every 15mins if you want to use the buff.
95% of the time I don't even use these buffs because of the double summons and short duration.
I would love to see this change. And I want to say that the pet summon is 8sec not 4sec. So its 8sec to call pet, buff, then another 8sec to summon the other pet. Every 15mins if you want to use the buff.
95% of the time I don't even use these buffs because of the double summons and short duration.
Ah, my bad. I forgot that I had acquired the pet mastery skill, which cuts the summon time in half. Thank you for the correction.
-Stun Shot: It's a tad expensive with 30 focus cost (maybe lower it to 25), but otherwise good. 20 would be optimal, focus cost on this combo is high enough.
-Moon Cleave Perfection: Fantastic skill. Indeed
-Sword Breath: Fine as is. Not Really. DPS is fine, but the fact you're tossing (35!) focus for a 'chance' at 35 rage isn't that great.
-Skull Breaker: Fine as is. Focus cost is too high for a class that usually isn't going to be standing still in battle.
-Calm: Needs to be changed to make Skull Breaker and Sword Breath (or some other ranged attack skill) never miss (a passive, not a buff).
That would be kinda overpowered if it made Shot, Vamp, Sword Breath or AftW never miss. What I would like to see however is the accuracy % increase stack with Feint and Frenzy.
-Aim for the Wound: Fine as is.
Same as Sword Breath.
-Waiting Game: Fine as is.
What are you talking about, this skill is awful. It's barely better than it was in chapter 1. 325 and 1% patk with either MC or AftW at 50 is barely anything.
-The Final Battle: Fine as is.
Only complaint I have is I kinda wish it was spammable like Slash, but with it doing 600% + DPS every other second for as long as you had rage would be a bit overpowered
Quoted
-Awakening of the Wild: Needs to dispel movement impairing effects which are already in place. Also, get rid of the critical hit rate buff, and add an immunity to stun effects as well.
If anything INCREASE the crit chance. It only lasts a few seconds, so it should grant vast amounts more crit than say, an r/s's Combat Master which lasts 15 minutes. 250 - 1000 more crit wouldn't hurt, better than 50.
-Battle Creed: Good as is, but this ability makes me think this combo is supposed to focus on critical hits, which it has a hard time doing since it has nothing to raise its crit chance.
Wait. You just said they have nothing to increase crit.. nevermind lol.
Replies in bold.
(Wd/w)/s) (82/70/62) Kritzalot - WTB fourth class already, I want my rogue side back D:
Piercing Arrow a trash skill? Seriously? You need to spend more time on the scout side if you think one of the highest DPS skills a scout has is awful >.>.
It's really not hard if you actually want to aoe mobs (which, in most instances, you won't want to, since it has a nasty habit of pulling mobs the tank hasn't pulled) to get them to line up. It's called kiting.
I admit that my experience with scouts is limited, since I haven't used one at endgame. Still, I did specifically discuss PA with several endgame scouts, who all agreed that this skill wasn't worth putting TP into. I also refer you to this: http://forum.us.runesofmagic.com/showthread.php?t=53323. You are actually the first person I have come across who thinks this skill is golden. Scouts are primarily single target dps, so there is little reason to use a skill which sacrifices dps to a single target for a small burst of multi target damage.
Quoted from "effervescent;472423"
And buffing the damage an S/Wd does? Lol. Just lol. I can't even think of a non-trollish response.
If you are referring to my suggestion about Natural Care, then you might have a point. My main thinking was that the skill didn't provide enough of a healing increase, so I simply upscaled the skill by another 1/3rd. That was probably a mistake. Therefore, I shall revise my suggestion to eliminate the bonus damage I previously gave it, while the healing increase will remain.
If you are referring to my buffing of Entling Offering and Gryphon Bash, then I am afraid we will have to agree to disagree. My goal is to make all skills at least somewhat useful, and these are quite simply useless in their current incarnations.
Also, sorry for the delay. I was rather busy earlier today.
Sorry, don't have time to read your whole post Mr. OP, but I did want to share a few thoughts:
1) I agree with you on charged chop. In fact, I think the Damage output should be doubled. Mages get a 3x multiplier to Flame because it has a 3 second cast; I think Charged Chop should get doubled because of it's 2 second cast.
- The S/Wd Charged Power (or whatever it's called) is fine how it is. If tweaks are made to Charged Chop, I would not alter the S/Wd version.
2) Feint: I actually really like the idea of the attack procing immediately when the opponent dodges. Rogues are pretty much the anti-everything in PvP (sneak up and gank the clothies, high crits to take out huge piles of HP, etc). Giving one class a skill that is designed to counter Rogues in PvP is a good thing. I think every class should have a skill that makes them specially equipped to counter one other class. Scout's Detection used to have that effect on Rogue, but after the nerfings....
Anywho, hope I can read the rest of your post sometime soon and comment on it
Still, I did specifically discuss PA with several endgame scouts, who all agreed that this skill wasn't worth putting TP into. I also refer you to this: http://forum.us.runesofmagic.com/showthread.php?t=53323. You are actually the first person I have come across who thinks this skill is golden.
Outdated thread...by a lot.
Piercing Arrow is an important part of the post-4.0 scout rotation, since focus management actually matters again.
I admit that my experience with scouts is limited, since I haven't used one at endgame. Still, I did specifically discuss PA with several endgame scouts, who all agreed that this skill wasn't worth putting TP into. I also refer you to this: http://forum.us.runesofmagic.com/showthread.php?t=53323. You are actually the first person I have come across who thinks this skill is golden. Scouts are primarily single target dps, so there is little reason to use a skill which sacrifices dps to a single target for a small burst of multi target damage.
Uh...look at the dates of that thread...now look at when Chapter 4 (and the revamp to the scout class) was released.
First off, thank you for your input. I actually went back over my skills in game and did some calculations. Turns out many of your points have merit. Here are my changes from the first draft:
-Stun Shot: Making it 20 focus would probably make it too cheap, so let's settle for 25.
-Moon Cleave Perfection: Glad we agree
-Sword Breath: This skill actually costs 25 focus, not 35. Anyway, your point is still valid. I have no idea what % chance there is to gain the additional rage, so let's go with 50%. Currently it can only return 25 rage, so bumping it up to 35 should fix the problem. Also, I'm upgrading the dps slightly so that it inflicts 300% main hand dps at level 50 (currently 280%).
-Skull Breaker: The focus cost is high, but so is the potential benefit. Also, there is no need to stand still while using it, since it's instant cast. This isn't supposed to be a main dps skill, it's primary use is as a (rather powerful) debuff. I stand by my previous decision on this one. I just wish it said how long the debuff lasted.
-Calm: I actually misread this skill the first time. I thought it only activated when Skull Breaker missed entirely (my bad). I still can't make up my mind about this one. On one hand, it is somewhat useful. On the other hand, since this combo should start at range and only be finishing enemies off at close range, I can't help but feel that the 20% accuracy bonus is somewhat wasted by putting it at the end of battle instead of the beginning. What if, instead of depending on Skull Breaker, it used Aim for the Wound and Sword Breathe instead? That way, whenever you didn't get rage back, you would gain increased accuracy. It's a win-win. I will add your idea about the accuracy stacking though.
-Aim for the Wound: Firstly, since it is relying on ranged dps, it needs to get upgraded to 350% dps to make it worth the 30 focus. Also, the returned rage should be 40, not 35.
-Waiting Game: Yeah.... I missed that one completely. After doing some calculations, I realized that it isn't adding much. Thank for calling me on it. Replacing the current formula (patk + 325) x 1% + 325, with (patk + 325) x 5% +325 should make this rather useful.
-Final Battle: Lol, yes, making it spammable would make it rather overpowered.
---------
-Awakening of the Wild: The problem with increasing crit chance on a non-upgradeable skill is that either it's going to be useless at endgame or absurdly op at early game. Also, this skill seems to be designed as a get-away move, so I just made it more useful in that regard. It should be a rather nasty surprise for rogues who attempt to sneak attack and continually stun you
Uh...look at the dates of that thread...now look at when Chapter 4 (and the revamp to the scout class) was released.
Your information's outdated, buddy.
My apologies, I wasn't aware that the 4.0 update had significantly altered PA. What changes, if any, would you suggest for PA? (And please be honest, some people just seem to want their class to become absurdly OP. Not saying your one of those people, just that those people do unfortunately exist.)
My apologies, I wasn't aware that the 4.0 update had significantly altered PA. What changes, if any, would you suggest for PA? (And please be honest, some people just seem to want their class to become absurdly OP. Not saying your one of those people, just that those people do unfortunately exist.)
Um...I said PA is a good skill. I personally don't think it needs any improvements--if anything, you're the one that wanted to make it OP by boosting it so it's not a "bad" skill. It got buffed. It's nice as is.
Um...I said PA is a good skill. I personally don't think it needs any improvements--if anything, you're the one that wanted to make it OP by boosting it so it's not a "bad" skill. It got buffed. It's nice as is.
That's why I said, "if any." I'll eliminate my suggested changes. Thank you for helping to improve my ideas.
-Shoot: Really needs to be rebuffed. I realize that it was too powerful before, but it's underpowered now. It shouldn't go back to the same dps it used to be, but it should be increased to around 160% at level 50 (currently 120%). Read what I wrote on Entling offering on why Shoot doesn't really need a buff. Maybe it could be raised to 200% at level 67, but that's about it.
*-Piercing Arrow: Good as is. No. 30% reduction to a skill is not good. Level 55 wind arrow and level 55 piercing has about the same damage output, but Piercing arrows has about 150% RWDPS more than wind arrows does.
-Reflected Shot: Should be improved a bit. It doesn't specify what the range of the secondary attacks is, so I'll just recommend it be 200. The damage of the secondary attacks should decrease by 1/4th every time, not 1/2. Not needed, Reflected Shot has 0 GCD, I will elaborate why this is awesome in a sec. G. Scout/Warden Elites
-Thorn Arrow: Good as is. A note of importance, Thorn Arrow doesn't trigger GCD, so you could mash autoshot, Thorn arrow, Shoot, and Thorn arrow as fast as possible to shoot 4 arrows at one time (5 if you count the double shoot), kills in pvp.
-Entling Offering: This is pretty dreadful. The damage done by this is minimal, and is only applied when using Shot (which was nerfed badly). I recommend making this skill have a chance (40%?) to apply an extra 50% of ranged weapon dps when using Shot. Bro, did you not notice that Entling offering makes Shoot hit TWO (Count em') times? So when Shoot+67+Entling offering, It looks like this, Shoot has hit for 27,000, Shoot has hit for 26,500, even though I only cast Shoot once because Entling offering. This is our best skill. Period. You can also crit. I can use shoot, and get something like Shoot has criticled for 56000, shoot has criticled for 55000. Which makes Shoot do more damage than SNIPE
-Hidden Peril: I'm not sure what the name means, but who cares, It's fine as it is.
-Charged Power: Useless since the warden skill this one upgrades is useless. Fixing the warden skill would fix this as well. This, for a S/WD is pretty useful. Only 120 mana, and it does 800% RWDPS At only level 50. If level 67, I believe it does something like 1100% RWDPS, So it's like a mini-snipe
*-Natural Care: The healing increase should max out at 15% instead of 10%. The damage bonus should remain the same.
-Gryphon Bash: God-awful. To make this skill useful, the percentage mana cost (10%) needs to be eliminated, the cooldown needs to be reduced to 8 seconds (from 10), and it needs to either always hit multiple targets or always crit (your choice). The skill already always hits multiple targets. It just doesn't always crit so what you're asking for has already been done.
@ SuzumiyaHaruhi - Piercing Arrow was BUFFED 30%, not nerfed...not sure how you missed that as a scout >.>. Its cooldown was also reduced. It is much, much better than Wind Arrow.
First off, thank you for catching some of my mistakes. Here are my responses:
-Shoot: Having a single elite make another skill viable does not make that skill decent. If anything it just makes the elite so overpowered that it manages to overcome the original suckiness of the skill. Therefore, Shoot does need to be buffed, but Entling Offering also needs to be nerfed to compensate.
-Piercing Arrow: Sorry, but I'm having a hard time trying to figure out what you are trying to say on this one. I haven't leveled this skill at all, so I can't personally test it for damage. I originally planned on buffing this skill, but was informed by several scouts that it is currently fine, since it doesn't trigger a global cool down and hits multiple targets.
-Reflected Shot: This might not trigger a global cool down, but it does have a rather long cooldown for an attack skill (10 sec), meaning if your target survives your first suggested wave of attack, this won't be available for the second round. I'm aware that several other class combo elites actually implement my exact suggestion, so these will, in turn, be changed to not reduce the damage done to secondary targets whatsoever (since those combos are usually supposed to be good with aoe attacks anyway).
-Thorn Arrow: Your right, this doesn't trigger a global cool down. I still don't feel that this should be changed.
-Entling Offering: Thanks for catching this. I swear that wasn't how it used to work.... they must have changed it after chapter 4. From my testing, it appears that the second shot always does less damage than the first one (not really important, just interesting). Anyway, this needs to be nerfed if Shot is improved. Let's say it has a 50% chance to double the damage from Shot (before adding any critical damage, mind you). Also, I'm not sure if Shot has always done this, but it currently triggers a global cool down, and I think that's a good thing. Even if the skill isn't changed, its description REALLY needs to be redone. It's incredibly vague right now.
-Charged Power: Hhmmm.... I didn't know it was actually useful. Regardless though, the Charged Chop skill desperately needs to be changed, so this has to change with it. I'm honestly not sure how to make this skill balanced after Charged Chop's damage gets doubled (as it should, it currently does 440% at level 50 with an 6.6% increase per level). Let me think on it for awhile, and tell me if you have any ideas.
-Gryphon Bash: As far as I can tell from my testing, it does NOT always hit multiple people (it's hard to tell how close enemies have to be for it to consider hitting them). But actually I would prefer it to always crit, have around a 33% chance of hitting multiple targets, and having a cooldown of 12 seconds with a fairly high mana cost.
Okay, so in summary, I have have revised my thoughts on Entling Offering and Gryphon Bash, and I'm not sure what to do with Charged Power.
First off, thank you for catching some of my mistakes. Here are my responses:
-Shoot: Having a single elite make another skill viable does not make that skill decent. If anything it just makes the elite so overpowered that it manages to overcome the original suckiness of the skill. Therefore, Shoot does need to be buffed, but Entling Offering also needs to be nerfed to compensate.
-Piercing Arrow: Sorry, but I'm having a hard time trying to figure out what you are trying to say on this one. I haven't leveled this skill at all, so I can't personally test it for damage. I originally planned on buffing this skill, but was informed by several scouts that it is currently fine, since it doesn't trigger a global cool down and hits multiple targets. It triggers GCD
Okay, so in summary, I have have revised my thoughts on Entling Offering and Gryphon Bash, and I'm not sure what to do with Charged Power.
@SuzumiyaHaruhi
-Charged Power: Hhmmm.... I didn't know it was actually useful. Regardless though, the Charged Chop skill desperately needs to be changed, so this has to change with it. I'm honestly not sure how to make this skill balanced after Charged Chop's damage gets doubled (as it should, it currently does 440% at level 50 with an 6.6% increase per level). Let me think on it for awhile, and tell me if you have any ideas.
While Charged Chop is broken, S/Wd Charged Power basically completely changes the skill (different icon, different damage %) such that it has no relation to the original Charged Chop (and hence Charged Chop could be fixed without effecting Charged Power.)
When they were supposed to fix Charged Chop so that it would hit an enemy within a range of 150 (in the Warden patch) they instead nerfed it so that it didn't take into account it's cast time when figuring damage without changing the range at which it would hit. It's completely borked, and who knows when, if ever, it will get fixed.