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Zerienga

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1

Saturday, July 18th 2015, 5:07am

Class Combo Buffs and Skill Changes

Hello. I'm proposing a few changes to different underpowered class combos' skills, skills that don't have synergy with the rest of the elite skills of the combos and reasons why such skills should be changed in the PvE environment of the game. Changes will be in bold. I know I'm going to miss a few combos, so eel free to add any and refute any changes, but please don't add any skills that are bugged.

Rogue/Champion:

Spoiler Spoiler

Confusion Mechanism+50:

Spoiler Spoiler

Creates a Confusion Mechanism near the target. This mechanism forces the target to attack it and reduces the target's Physical Defense by 17.5% and Magical Defense by 17.5% in the process. Confusion Mechanism exists for 10 seconds.
The maximum level of this skill is 50.

Cost: 20 Rage Cooldown: 40 Seconds
This skill should be changed to this because the debuff that reduces the physical defense and magical defense of the target only lasts the current 3 seconds that the trap is active. Because of the extremely short active time of the debuff, this skill is not useful in the PvE environment other than running away from mobs. Also, the cooldown should be changed from the current 60 second cooldown to a 40 second cooldown to match all other cooldowns on the Mechanisms for Rogue/Champion.

Burying Mechanism:

Spoiler Spoiler

Creates a Burying Mechanism under the caster's feet. When a target passes through the mechanism, it activates and increases the damage received by the target by 10.0%. It also reduces the target's Critical Physical Resistance and Critical Magical Resistance by 100.0...1204 (+12.0 per skill level) for 6.0 seconds. This mechanism lasts for 25 seconds.
(Only one mechanism can exist at a time.)

Cost: 20 Enery Cooldown: 40 Seconds
This skill should be changed to become a levelable skill to increase the second effect of the skill because the second effect that it does is essentially useless because of how little crit resist is reduced by.

Rogue/Warlock:

Spoiler Spoiler

Dark Soul Smelt:

Spoiler Spoiler

While in a Poisonous state, normal attack hits can cause additional Dark Damage.
Note: This damage is based off of Magical Attack and Magical Damage
The damage from this skill is calculated based off of Physical Attack and Mainhand Magical DPS
This skill should be changed to be calculated based off Mainhand Magical DPS due to the current damage from being fully magical is not high enough to be able to perform its job as a DPS toon and going fully magical would render every other skill from rogue/warlock useless. However, if this was changed to be based off of Mainhand Magical DPS, then all of the skills of a rogue/warlock would still be useful, and the damage from this elite skill would not be rendered useless.

Champion/Warlock:

Spoiler Spoiler

Rune Siphon:

Spoiler Spoiler

Inflicts 60.0% main hand weapon Magical Dark Damage DPS to a target. Also restores 20.0 HP to the caster.
(This skill stat will increase and decrease based on equipment and target strength)
By changing this skill to deal main hand Magical Dark Damage, it enables the level 45 elite skill to be useful by increasing the damage of this skills.

Dark Energy Strike:

Spoiler Spoiler

Inflicts 70.0% main hand weapon Magical Dark Damage DPS on target. Also carries a chance to reset your Rune Siphon's cooldown time.
(This skill stat will increase and decrease based on equipment and target strength)
By changing this skill to deal main hand Magical Dark Damage, it enables the level 45 elite skill to be useful by increasing the damage of this skills.


Again, Please feel free to add other combos and refute any changes made.
Reni
Mithras
Zerienga - 90/90 P/K
Téster - 95/61/60/45/45 CH/WL/R/P/M
Dontkillimascout - 90/61 WL/P

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2

Saturday, July 18th 2015, 6:10am

Scout/Mage- 60 elite

Currently allows the user to wield a staff, and makes it so that wind arrows carries a chance to do extra magical wind damage.

Should be changed to: Lowers the focus cost of Wind Arrows by 5. When the Target is hit by Wind Arrows, there is a chance to deal an additional 100% Ranged DPS x .30 INT Fire Damage.
Siege War Videos :)

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3

Saturday, July 18th 2015, 8:25am

quite frankly I find it odd how knight's devotion is so I'll throw it out there

Devotion

Currently uncapped and has a low growth rate

should be capped at level 50 with a maximum of 25% light damage dealt and 25% healing received (unsure about mana but who has issues with that?)

Every other class that has skills like these, they are capped at level 50, yet somehow this skill continuously goes on and on throughout the levels, by condensing this skill into a level cap of 50 it will allow the knight to deal more damage and receive more health at the earlier levels, and have some consistency with skills much like it.

Zerienga

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4

Saturday, July 18th 2015, 9:04am

Priest Primary Skill:

Ice Fog:

Currently three seperate skills that are unlevelable. With each rank increase, it slows a target for a set amount of time. It should be changed to be a decrease to physical and magical defenses or be an increase to received damage because it has no applicable use in PvE as bosses aren't affected by slows usually and slows don't contribute to the ability to run instances as a group. They only enable you to run away. By changing it to one or the other of the following, it would enable the skill to be useful in the PvE setting and would also help balance priests vs druids.

Reduced physical and magical defense:
Rank I - Target's Physical and Magical Defense are reduced by 5% for 15 seconds.
Rank II - Target's Physical and Magical Defenses are reduced by 10% for 15 seconds.
Rank III - Target's Physical and Magical Defenses are reduced by 15% for 15 seconds.

Increased Received Damage:
Rank I - Damage inflicted to target is increased by 10% for 5 seconds.
Rank II - Damage inflicted to target is increased by 10% for 10 seconds.
Rank III - Damage inflicted to target is increased by 10% for 15 seconds.

However, it should not receive both effects.

And I'll touch on Wave Armor when I get on RoM next.

@Aceofsleep, warlock dark damage mastery is not capped. However, there is a much larger increase to it than knight's light damage. I agree that it should either get capped at 50 for 25% or that it should have a larger increase.
Reni
Mithras
Zerienga - 90/90 P/K
Téster - 95/61/60/45/45 CH/WL/R/P/M
Dontkillimascout - 90/61 WL/P

If you want to contact me quickly and efficiently, try the US IRC channel.
No, I don't know everything. I just use my knowledge to form educated guesses
And I listen when others say I am wrong in order to learn.

This post has been edited 1 times, last edit by "Zerienga" (Jul 18th 2015, 9:10am)


Cike

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5

Saturday, July 18th 2015, 9:25am

Currently three seperate skills that are unlevelable. With each rank increase, it slows a target for a set amount of time. It should be changed to be a decrease to physical and magical defenses or be an increase to received damage because it has no applicable use in PvE as bosses aren't affected by slows usually and slows don't contribute to the ability to run instances as a group. They only enable you to run away. By changing it to one or the other of the following, it would enable the skill to be useful in the PvE setting and would also help balance priests vs druids.

Reduced physical and magical defense:
Rank I - Target's Physical and Magical Defense are reduced by 5% for 15 seconds.
Rank II - Target's Physical and Magical Defenses are reduced by 10% for 15 seconds.
Rank III - Target's Physical and Magical Defenses are reduced by 15% for 15 seconds.

Increased Received Damage:
Rank I - Damage inflicted to target is increased by 10% for 5 seconds.
Rank II - Damage inflicted to target is increased by 10% for 10 seconds.
Rank III - Damage inflicted to target is increased by 10% for 15 seconds.

what about simply slowing attack/cast speed (by 10/20/30 %)? it would fit the "ice fog" skill better imo.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

Zerienga

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6

Saturday, July 18th 2015, 9:48am

True. I never thought about slowing attack and cast speed. However, it should be able to work on bosses if that route is taken. It should be able to work on any enemy, not just regular and elite mobs.
Reni
Mithras
Zerienga - 90/90 P/K
Téster - 95/61/60/45/45 CH/WL/R/P/M
Dontkillimascout - 90/61 WL/P

If you want to contact me quickly and efficiently, try the US IRC channel.
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And I listen when others say I am wrong in order to learn.

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7

Saturday, July 18th 2015, 3:38pm

But I like my Ice Fog slow to chase people down and kill them in PvP :D

If it were to change, it would be nice for the magical/physical defense decrease which Zeri first suggested, mainly to balance the utility of a Druid vs a Priest a little more closely, as he mentioned.
Siege War Videos :)

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Zerienga

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8

Saturday, July 18th 2015, 7:47pm

Priest Primary Skill:

Wave Armor:

Currently creates a shield that absorbs 2120.0 points of damage and reduces received physical and magical damage by 9.3%. This skill should be changed to cap at level 50 and absorb 10% of the target's hp and when leveling the skill, increase the amount damage is reduced by.

Wave Armor +50: Casts a shield of holy spring water that absorbs up to 10.0% points of damage. Also reduces Received Physical Damage and Received Magical Damage by 20.0%. Effect lasts for 30.0 seconds.
(Maximum level of this skill is 50)
Causes Debuff - Wave Armor Ineffective: Prevents Wave Armor from activating for the duration of the effect. Lasts 45.0 Seconds

Cost: 5% MP Cooldown: 15 seconds

Is this a bit too much (in any of the changes)? I'm not really sure, but it would make the skill useful for all Priest Combos where it is only useful to Priest/Knight currently by giving a heal.
Reni
Mithras
Zerienga - 90/90 P/K
Téster - 95/61/60/45/45 CH/WL/R/P/M
Dontkillimascout - 90/61 WL/P

If you want to contact me quickly and efficiently, try the US IRC channel.
No, I don't know everything. I just use my knowledge to form educated guesses
And I listen when others say I am wrong in order to learn.

ruisen2000

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9

Saturday, July 18th 2015, 9:13pm

Priest Primary Skill:

Wave Armor:

Currently creates a shield that absorbs 2120.0 points of damage and reduces received physical and magical damage by 9.3%. This skill should be changed to cap at level 50 and absorb 10% of the target's hp and when leveling the skill, increase the amount damage is reduced by.

Wave Armor +50: Casts a shield of holy spring water that absorbs up to 10.0% points of damage. Also reduces Received Physical Damage and Received Magical Damage by 20.0%. Effect lasts for 30.0 seconds.
(Maximum level of this skill is 50)
Causes Debuff - Wave Armor Ineffective: Prevents Wave Armor from activating for the duration of the effect. Lasts 45.0 Seconds

Cost: 5% MP Cooldown: 15 seconds

Is this a bit too much (in any of the changes)? I'm not really sure, but it would make the skill useful for all Priest Combos where it is only useful to Priest/Knight currently by giving a heal.
It would be fine for PvE, though PvP wise, P/K is insanely hard to kill in siege already that I feel like it isn't necessary.

Random thought though, what if wave armour was changed to an instant, raid wide heal that would heal for around 3/4 the amount of urgent heal, and reduces AoE damage taken by 40% for 10 seconds, with 1 min CD time? The reasoning is that Druids would be primarily raid wide healers, while priests would be mainly single target/group heals (though this would give them a little bit of raid healing) and raid wide damage reduction for the high % AoE's. If you couldn't burn bosses in < 20 secs, you'd need a Druid for raid healing and a priest for more healing + raid wide damage reduction so you can survive the high damage AoE's. Priest bubble would also be changed to raid wide, if it isn't already.


Thoughts for mage skills:
Would really like to see a bit more mage combo chains, even if it's just for better sustained DPS on the trash mobs (4 mages takes 7 mins to clear trash in Pomh, whereas 3 R/M does the same hallway easily in ~3 mins, lol).

Electric Bolt: This skill should hit 30% harder than it does now. Considering that it has a 1 second cast time, it should hit a bit harder than instant casts, which don't limit your mobility.

The crit increase from Plasma arrow is fairly low, it is currently adds like 180 crit or something, which really isn't much, and PA is pretty much never used. Personally, I'd say change it to a 10% crit damage increase. And if the DoT from electric bolt is active, Plasma arrow procs a second time for half the damage of the first hit, whereas Flame leaves a burning electrocution high damage DoT that ticks for <insert some reasonable number here that would make it useful for PvE>, but DoT duration is halved against players.
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Kikosi 98/50/60 Wl/Ch/M
the fail clothie tank~

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This post has been edited 2 times, last edit by "ruisen2000" (Jul 18th 2015, 9:36pm)


Zerienga

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10

Saturday, July 18th 2015, 9:33pm

Priest Primary Skill:

Wave Armor:

Currently creates a shield that absorbs 2120.0 points of damage and reduces received physical and magical damage by 9.3%. This skill should be changed to cap at level 50 and absorb 10% of the target's hp and when leveling the skill, increase the amount damage is reduced by.

Wave Armor +50: Casts a shield of holy spring water that absorbs up to 10.0% points of damage. Also reduces Received Physical Damage and Received Magical Damage by 20.0%. Effect lasts for 30.0 seconds.
(Maximum level of this skill is 50)
Causes Debuff - Wave Armor Ineffective: Prevents Wave Armor from activating for the duration of the effect. Lasts 45.0 Seconds

Cost: 5% MP Cooldown: 15 seconds

Is this a bit too much (in any of the changes)? I'm not really sure, but it would make the skill useful for all Priest Combos where it is only useful to Priest/Knight currently by giving a heal.
It would be fine for PvE, though PvP wise, P/K is insanely hard to kill in siege already that I feel like it isn't necessary.

Random thought though, what if wave armour was changed to an instant, raid wide heal that would heal for around 3/4 the amount of urgent heal, and reduces AoE damage taken by 40% for 10 seconds, with 1 min CD time? The reasoning is that Druids would be primarily raid wide healers, while priests would be mainly single target/group heals (though this would give them a little bit of raid healing) and raid wide damage reduction for the high % AoE's. If you couldn't burn bosses in < 20 secs, you'd need a Druid for raid healing and a priest for more healing + raid wide damage reduction so you can survive the high damage AoE's. Priest bubble would also be changed to raid wide, if it isn't already.

Wave Armor can't stack with SoD currently. It just puts the skill in cd if you try using it on someone with SoD active, so it wouldn't really affect pvp that much, imo. Also, by changing it to a raid-wide heal and aoe damage reduction, then the p/k 60 elite would need to be changed.
Reni
Mithras
Zerienga - 90/90 P/K
Téster - 95/61/60/45/45 CH/WL/R/P/M
Dontkillimascout - 90/61 WL/P

If you want to contact me quickly and efficiently, try the US IRC channel.
No, I don't know everything. I just use my knowledge to form educated guesses
And I listen when others say I am wrong in order to learn.

11

Sunday, July 19th 2015, 4:34pm

p/s skill iceblades
should have a 20-25 focus cost instead of the 3 second cooldown.
this allows this class combo the ability to spam 4-5 ice blades.
this will make p/s able to solo quest a little easier.
priest has no aoe and this skill was changed only due to pvp and it ruined the class for pve.
Zymologist wl/ch/m/p
Matronmalice p/s/m
Ceviche wl/ch

Zerienga

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12

Monday, July 20th 2015, 3:13am

Knight/Warrior:

Authoritative Deterrence:

Forces a target to face and attack you, and you become the one with the most aggro. Also increases your aggro by 1.0%...25.0% (0.48% increase). Increases all damage on the target by 5.0%..10.0% (0.1% increase) for 10 seconds.
(Maximum Level of this skill is 50.)

Cost: 25 Rage Cooldown: 60 seconds

This skill had been nerfed way too much by reducing the time from 10 seconds to 3 seconds. I propose changing the effect time back to 10 seconds, but reducing the damage increase from 27.5% at +50 to 10.0%, increasing the amount it increases you aggro by at +50 from 8.0% to 25.0%, increasing the cost from 10 Rage to 25 Rage, and then capping the skill at +50. This will give the skill its utility back, however, it is not too much to overrule all other tanks like it was before the 3 second nerf to it.
Reni
Mithras
Zerienga - 90/90 P/K
Téster - 95/61/60/45/45 CH/WL/R/P/M
Dontkillimascout - 90/61 WL/P

If you want to contact me quickly and efficiently, try the US IRC channel.
No, I don't know everything. I just use my knowledge to form educated guesses
And I listen when others say I am wrong in order to learn.

13

Friday, July 31st 2015, 5:45am

Authoritative Deterrence:



Forces a target to face and attack you, and you become the one with the most aggro. Also increases your aggro by 1.0%...25.0% (0.48% increase). Increases all damage on the target by 5.0%..10.0% (0.1% increase) for 10 seconds.

(Maximum Level of this skill is 50.)



Cost: 25 Rage Cooldown: 60 seconds



This skill had been nerfed way too much by reducing the time from 10 seconds to 3 seconds. I propose changing the effect time back to 10 seconds, but reducing the damage increase from 27.5% at +50 to 10.0%, increasing the amount it increases you aggro by at +50 from 8.0% to 25.0%, increasing the cost from 10 Rage to 25 Rage, and then capping the skill at +50. This will give the skill its utility back, however, it is not too much to overrule all other tanks like it was before the 3 second nerf to it.
Ok, so I think I'll try and tackle why I feel it would be better to have the damage increase and keep the agro the same way as before

The only thing that AD needed was a level cap at lvl 50 and it would have been just fine as is late game as well as going through out the levels.

First the skill was great for 2 things, additional damage and keeping agro, the damage was great because not only was the tanks DPS increase but so was everyone else's damage as well, no other class has that capability like the k/w had, which is what made it stood out amongst the crowd. The additional agro was great as well along side of instantly taking agro as well, it had multiple uses into one skill but at the same time comes down to 2 things at this point, "use to burn or use to agro." The skill may have been used to burn but it also had uses outside of just burning things while in a group.

problems I have with the suggest is the reduction of damage even further than what it is right now, sure you can argue "GL dealing any amount of damage in it's current state" but I'm looking at what it did before and in comparison what it brought to the table.

So I'll just say cap it at lvl 50 and to where it'll increase damage by 30% and agro by 25% and duration of 10 seconds, it got ridiculous because it was let loose instead of capped, rage increase cost may help even things out though.

Zerienga

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14

Friday, July 31st 2015, 8:11am

Authoritative Deterrence:



Forces a target to face and attack you, and you become the one with the most aggro. Also increases your aggro by 1.0%...25.0% (0.48% increase). Increases all damage on the target by 5.0%..10.0% (0.1% increase) for 10 seconds.

(Maximum Level of this skill is 50.)



Cost: 25 Rage Cooldown: 60 seconds



This skill had been nerfed way too much by reducing the time from 10 seconds to 3 seconds. I propose changing the effect time back to 10 seconds, but reducing the damage increase from 27.5% at +50 to 10.0%, increasing the amount it increases you aggro by at +50 from 8.0% to 25.0%, increasing the cost from 10 Rage to 25 Rage, and then capping the skill at +50. This will give the skill its utility back, however, it is not too much to overrule all other tanks like it was before the 3 second nerf to it.
Ok, so I think I'll try and tackle why I feel it would be better to have the damage increase and keep the agro the same way as before

The only thing that AD needed was a level cap at lvl 50 and it would have been just fine as is late game as well as going through out the levels.

First the skill was great for 2 things, additional damage and keeping agro, the damage was great because not only was the tanks DPS increase but so was everyone else's damage as well, no other class has that capability like the k/w had, which is what made it stood out amongst the crowd. The additional agro was great as well along side of instantly taking agro as well, it had multiple uses into one skill but at the same time comes down to 2 things at this point, "use to burn or use to agro." The skill may have been used to burn but it also had uses outside of just burning things while in a group.

problems I have with the suggest is the reduction of damage even further than what it is right now, sure you can argue "GL dealing any amount of damage in it's current state" but I'm looking at what it did before and in comparison what it brought to the table.

So I'll just say cap it at lvl 50 and to where it'll increase damage by 30% and agro by 25% and duration of 10 seconds, it got ridiculous because it was let loose instead of capped, rage increase cost may help even things out though.

Yea, it should have been capped at 50 originally. My issue with just leaving it at the number it reaches at 50 is that that would make it still be a huge difference between k/w and all other tanks. Maybe the damage increase could be upped to 15%: +0.2% per level increase. I agree that it brought a lot to the table and gave plenty of mid-game guilds the boost they needed to run harder content. However, I'm pretty sure that the endgame goal of any mmorpg is to have all possible classes balanced, which, at 30%, would not balance the tank options, instead imbalancing them.
Reni
Mithras
Zerienga - 90/90 P/K
Téster - 95/61/60/45/45 CH/WL/R/P/M
Dontkillimascout - 90/61 WL/P

If you want to contact me quickly and efficiently, try the US IRC channel.
No, I don't know everything. I just use my knowledge to form educated guesses
And I listen when others say I am wrong in order to learn.