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1

Tuesday, August 12th 2014, 1:33pm

unbalancing skills

In many threads ppl talk about how the class are not balanced and how only certain combos are considered viable. here i a thread to discuss about what skill needs a chance, why and how we want it changed. here are a few example:

wd/w feral leader: the idea is good, but the values are just too high. I would change the damage part of the skill to 20% from 50%

r/m illusion blade dance: another skill that gives too much, would remover the aoe and attack speed part from it and put it on a longer cd.

r/m enchanted throw: gives a free skill on every white hit, huge part of why r/m is so ridiculous. make it so the effect can only happen once every 2 seconds or make it so the throw effect does reduce damage.

ch/m high energy barrier: the skill is abused in siege to keep gates up, change it to a self buff. also feels quite strong for a spammable skill, would increase the cd too.

p/s iceblade: i think this skill has been nerfed a little too much, bring the cd down to 2 seconds from 4 seconds.

d/wd briar shield: 50% healing increase on top of the passive proc is a little ridiculous, not talking about the use on gates, would reduce the healing increase to 20%.

d/w awakening of the wild: gives damage and pa, much stronger then d/wd mysterious grace, i would remove the pa part of the skill to make things more even between the 2 druid. would also make the skill stack with amp so it is possible to have both pa and pdam.

k/w autorative deterence: the value of damage increase on the buff is just too high, reduce to half what it currently is would probably be good enough of a burn.

sure there are many more but it's a starting point.
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2

Tuesday, August 12th 2014, 1:52pm

Don't let amp and awakening stack. Iceblade is fine as it is. Briar is fine imo. Feral leader is also fine. But I agree with you on the rest.
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Tuesday, August 12th 2014, 2:05pm

All of your suggestions seem to center around siege. What about how these combos performance the other 23 hours of the day? No more nerfs. Ask for buffs. The classes that you are singling out are what people rolled to when thier last combo got nerfed.
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4

Tuesday, August 12th 2014, 3:02pm

All of your suggestions seem to center around siege. What about how these combos performance the other 23 hours of the day? No more nerfs. Ask for buffs. The classes that you are singling out are what people rolled to when thier last combo got nerfed.

completely wrong.

1- from the list i see just 2-3 skills refering to sw. all the rest have to do with pve content. the r/m, wd/w, d/w, k/w comments have nothing to do with pvp. they r just way op for pve. ridiculously op.

2- noone swapped to k/w because their main k/* combo got nerfed. k/p is still awesome, k/s still great, k/m op. ppl just rolled k/w to burn instances in 1/2 time. also, rogues didnt get any nerf at all. r/s never got nerfed. its just that 99% of the rogues rolled r/m so to do double dmg by adding 1/2 of the overall dmg as afk-dmg. not to mention about the wardens that got huge boost instead of nerf. so the argument that ppl rolled these classes cause their previous combo is destroyed is totally invalid. ppl just roll op combos, cause they r just op..

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5

Tuesday, August 12th 2014, 3:50pm

Ya i agree that this looks like for SW only, 1 hour a day doesn't make it deserving of a nerf. For siege well, gear up, stat up, TP up and learn to play. The only thing they should do is remove the use of Diyce in the game since it was always a 3rd party program and not part of the game. You have the macro option in the game and that is the only thing that should be usable. Coding a wall of text to play the game for you is just stupid, especially that most people using Diyce didn't even wrote it themselves, it was given to them.

I remember the day they took out Diyce and macros for a week in game and all the cries of all the poor rogues that couldn't play their class at all without it. They didn't even know which skills to use, since 3rd party program did everything for them LOL. That week for siege, my average was of 114 kills everynight and mostly rogues LOLL. I know a few good rogues on Reni that could still play their toons because they were never relying only on Diyce to play the game.

Don't nerf rogues, just make the use of Diyce not available and a bannable offense if they got using it. No more attack, go in hide, attack go in hide, attack go in hide, shadowstep on every hit etc and all of that in 3 seconds lol. No one can press keyboard keys that fast and also bypass global cooldowns on certain skills.

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6

Tuesday, August 12th 2014, 4:06pm

remove the use of Diyce in the game since it was always a 3rd party program
Wut? [SaitoHajime] (and, yes, there are just a few subjects that can trigger 9 pages of useless discussion, so yeah let's derail every thread by bringing up DIYCE, why not... :P )
>>>> >>>> >>>>
>>>>
>>>> Please, bring back (bound if there is no other option) dias to AH! :thumbsup:
>>>> If you do this we will all love you forever. ;)
>>>>
>>>> >>>> >>>>

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7

Tuesday, August 12th 2014, 4:11pm

very few of these have anything to do with SW...

I agree with the basic idea(balance classes more), but some of the buff reductions are a bit much. agree with CH/m self buff as well as r/m.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

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8

Tuesday, August 12th 2014, 6:16pm

Imo, Illusion Blade Dance is fine, just reduce damage from Enchanted Throw by 20% or so, instead of nerfing both. The AoE can stay because it doesn't actually increase DPS by that much in an instance as far as I've seen.

Also, for Feral Leader, instead of 20%, I think toning it down to 35% from 50% would be fine, but I'd add in toning down CC damage by 20% or so (for both Wd/W and W/Wd).

And can we nerf Combat master from 60% down to 40% while nobody is playing R/S for PvE atm please? :D

Agreed with k/w autorative deterence, and I'd add in Elemental Extraction toned down from 30% to 20%, and a slight buff to M/Wl DPS.

If they did tone down fotms though (which they won't, but this discussion is interesting nevertheless), M/W with swap gear will simply destroy the scrut, and they'd either have to fix M/W swap (terrible idea), or nerf M/W so that M/W without swap will still be crappy compared to top classes (still not a great alternative).

Also, the rest of the non-viable classes are so far behind that you'd have to nerf fotm DPS by 50% before most of the weird classes can even catch up, and a nerf like that will cause a game wide ragequit lol. At best, boss fights will last a few seconds longer.

/troll mode
Or just nerf everyone down to Scouts DPS. :P Considering how fast bosses are burned, maybe Scouts was meant to be the DPS people should be doing lol.
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This post has been edited 7 times, last edit by "ruisen2000" (Aug 12th 2014, 6:33pm)


9

Tuesday, August 12th 2014, 6:30pm

This is probably the best most thought out list I have ever seen. And no I do not believe these were about SW. Totally agree!
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10

Tuesday, August 12th 2014, 6:38pm

+1 to everybody being nerfed to scout DPS...that way, instances won't be just a burn either! :D
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

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11

Tuesday, August 12th 2014, 6:42pm

+1 to everybody being nerfed to scout DPS...that way, instances won't be just a burn either! :D
They'd take a huge step in non-burn instances by adding in crit resist and non % based AoE's to bosses though, the way it used to be. I remember , without nerfing everyone down to Scouts lol.

I remember someone asking if they can glass cannon stat with only 50k HP unbuffed for KBNH, and the answer was that they'd die as soon as fight stats from the first aoe... ironic 12 levels later, endgame DPS have 45k HP unbuffed lol, despite harder instances and better stats.
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12

Tuesday, August 12th 2014, 8:23pm

Lol Rogues that need diyce what! Rogue has one of the easiest rotations in the game. That is so fail rofl.

Feral Leader: Leave it alone, it's not used enough on NA servers as it is. We don't have many Wd/W dps here and not very many Wd/W tanks either. It's not game breaking and it only helps on runs.

R/M skills, Illusion blade dance is fine. Enchanted throw I agree make it so it can only happen once every 2-3 seconds. Would balance out the class without nerfing them too hard.

High Energy Barrier: I agree make it self cast only.

If you nerf authoritative deterrence then no one is gonna play K/W tank anymore because that's all they had going for them. Wd/W destroys them in damage AND aggro so it would just be making a class irrelevant like they did with scouts. Keep them how they are.

Everything else is fine how it is. Instead of focusing on nerfing classes down we should be focusing on buffing the weaker classes up to their level. Nerfing is very rarely the answer to balance problems except in extreme cases. At least that's my opinion.

13

Tuesday, August 12th 2014, 8:50pm

R/M Enchanted Throw: Additional Throw damage is done when your normal attack crits.
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14

Wednesday, August 13th 2014, 12:00am


If you nerf authoritative deterrence then no one is gonna play K/W tank anymore because that's all they had going for them. Wd/W destroys them in damage AND aggro so it would just be making a class irrelevant like they did with scouts. Keep them how they are.


If AD was 20% or 25% people still wouldn't mind getting K/W to tank. But not to the point it is now where if people had a choice of a tank, people would always pick K/W.
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15

Wednesday, August 13th 2014, 12:13am

Firstly, these are obviously greatly PvE oriented changes that were thought of so enough of the 'don't change stuff just for sw'. And on that point, idc if it's just 1 hour of the day, a large amount of players simply play this game FOR that 1 hour a day, so it isn't wrong to say 'change this and sw would be better'.

On Point: Everyone will have there own thoughts of each skill, I agree and disagree with some point everyone has made, this list is the best 'jumping off' point I have yet to see and will hopefully be looked into by GF/RW for consideration. And on that note I'd like to add that IF changes are made to help with some of these slightly over-powered buffs, that the changes most liked (as never will it be 100% agreed upon) all happen at once. Rather slowly giving a slight nurf to each class over time. Kind of like ripping off a band-aid, this way it is made more fair to all playing one/some of these classes.

As for my agree/disagree list:
-My issue I'm finding with Illusion Blade Dance is not it's power, but its lack of a corresponding cooldown to represent how strong it is.
-Feral Leader is too much of a Dmg increase, I know you don't think so Mongol, but as you said, there are few Wd/W's on Reni to notice this.
-Ch/m skill as self-buff, 15 second cooldown is fine.
-Ch/m fix how damage is calculated for Elemental Rampage.
-P/s Iceblade was mentioned though I'm not sure why, 2 second cooldown wouldn't make people switch back to playing the class so no need for this.
-Authoritative Deterrance... What I've been thinking with this skill is nurf it to about 30% dmg increase (Max +50) and make it a knight primary skill. Because atm no other knight are really viable for hard runs.
-Agreed with Ruisen on Elemental Extraction, lower to 20% mdef/pdef decrease.
-Enchanted Throw idea of a delayed trigger time could help balance the class without ruining it.
-Wisdom and Bravery have this skill continuously checking gear being worn to change stats accordingly.
-Earth Core Barrier, being a M/Wd I know dependent this class is on this skill, yet how over-powered it can also be in siege war, unless your target has mdef. To fix this without ruining it best thought I have is have it trigger 2 Flames a second (So max casting speed) with a slight damage increase to try and compete with M/W.
-Shield of Discipline needs to a) Reduce less damage b) have a longer cooldown time. (chose one.)
-Ch/r needs glitches fixed with bugging patk & rune pulse.
-K/m is a tank, and as such for those who want to talk PvE only, needs a damage decrease, as they should not be expected to do dps anyway, though yes I know it can be played that way. (I'm talking changes here)
-Combat master should be maxed at 50 with 50% crit increase, as it becomes more over-powered with new level caps.
-I very seldom play warrior so I can not comment on Warrior's and there class combo's.
-As for the OP's comment on Mysterious Grace vs Awakening of the Wild, Grace gives a much better Damage increase for mages then AoW does for melee, so I would argue the opposite.
-ALL skills that ignore line of sight should be fixed, yes this is a strictly PvP issue, however they can also be used in PvE to gain an advantage over other players.
-K/S Holy Chain's should have a cooldown added or more effectively, a function similar to a M/Ch's discharge spam, where the target develops an immunity after taking too many stuns.
-That is all I wish to conjure up at the moment, however if more comes to mind I may add it in later.

Thank you for reading my opinions, and remember that they are mine, and in no way harm or affect you, so chill. :thumbsup:
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16

Wednesday, August 13th 2014, 12:40am

I suppose you may have a point. I played Wd/W personally for a long time before switching to magic based classes but there really aren't any dps Wd/W on Reni. I can't name 1 player who plays Wd/W dps primarily (As in their main and not a "once in a while for fun" kind of thing like some of the wd/s or w/wd dps do) so I suppose I haven't seen the difference it makes on a dps character. I can only speak from my personal experience as a tank using it.

Aside from that I like all your ideas. Well said.

I'm ok with them nerfing AD on K/W I suppose but I just know it will be a big deal and we will have to listen to all the K/W tanks qq about it. Though there aren't as many K/W's as there were P/S's so it shouldn't be too bad.

17

Wednesday, August 13th 2014, 11:21am

per the usual i Disagree with everything listed. Nerfs to any class are a way to insure you kill the game faster. Never scream nerf. It shows a lack of rational thought, and a jealousy complex that your not one of the said classes you're screaming to have nerfed.

If you want anything done at all to a class. Start by screaming that class(insert your choice combo here) needs buffed and make suggestions as to why.

The failure to even consider the ramifications of taking away people's abilities to deal damage in pve content should have this type of thread perma-locked and the posters in it who are saying yes nerf nerf nerf, perma banned from the forums.

What are the end results to nerfing classes like you listed to the game and server you play on?

How many more people to you want to quit the game?

On Palenque it's already hard enough to get guild parties for morfan hard.
We don't need more people leaving because player x managed to get player y's class nerfed. The fallout from p/s iceblade nerf is still in effect with players apparently still not having learned a thing from the effects of nerfing class combos.

When i see threads of this type one thing stands out...

player x can do this and i can't.... so instead of making a new toon or asking for new class skills or fixes, I am going to cry till player x loses the ability to do anything and is put on the same footing or a lower footing then me.

Follow Cike's example start asking for buff to your class instead of trying to tear down others.

After all some of us actually like this game and hate seeing people try to insure it's death.

18

Wednesday, August 13th 2014, 11:52am

whole thread is lol

but combat master nerf takes it to a new level
Saito fix my wings

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19

Wednesday, August 13th 2014, 11:53am

I have made a google doc pointing out all class combos. In the document you can see categories for everything. I show which are currently amazing (meaning used / able to be useful in endgame pve), viable (you are not going to be as good as amazing, u will only be pulling your weight), and terrible (which means use the other class combo (preferrably amazing, but viable is okay).

The document is open to comments, so if you see something you want to say, you can say it.

Eventually I want to label each class and say why you should or should not play this class over the other class combo.

For example:

K/P currently is not as viable as K/W because K/W's authoritative deterrence is amazingly strong. There is no reason to tank as K/P when you can tank just as well as K/W while boosting all damage on target by an insane amount.

Ideas to bring K/P to a higher level: Regen becomes partywide all members under the effect hit the target for an additional xx% of your stamina for 10 hits.
Idea to bring K/W down: Make AD a skill that is not plussable. Make it 20% increased damage and retain all of the other stats.
etc.

If people post ideas like that to that document, I think it would benefit everyone.

ps its 6am im tired forgive me.

https://docs.google.com/spreadsheets/d/1…dit?usp=sharing

IMO things need to be brought UP to levels. Not nerfed. Nerfs hurt everyone. Currently there is too big of a gap between too many class combos to consider nerfing the limited endgame combos.


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This post has been edited 1 times, last edit by "bleedingblak" (Aug 13th 2014, 12:04pm)


20

Wednesday, August 13th 2014, 1:46pm

The idea behind nerfing classes/balancing classes is that instead from the current if you dps in pve you eighter have to go r/m, wd/w or m/w with a 2nd set of gear, pve tank you have the choice between k/w or wd/w pretty much. heals are w/e since no class is that much better then any other that you have to go that one if you want to pull your weight. Now say the power of combos that are currently godlike get toned down a bit (and most of them are ridiculous because of 1 or 2 skill been insanely strong), then you might end up with the choice of going r/m, r/s, r/wd, wd/s, w/wd, w/m, m/w, m/s, w/r as a dps for instance as those classes are viable but very far behind the OPs atm(included the current ops, coz if the balancing is done properly they should still be viable).

personnally i think dps around which viable classes should end up is the one w/wd have right now as the class doesnt have any ridiculous burn elite, simply very strong main/general from other class skills mostly. Only way to nerf it would be to reduce the damage on some skill like cc for instance or the bonus from savage power or berserk which imo isnt a good idea since it would affect all the classes using those.

i mainly agree with the list r2p posted. although.
still think 20% as and 50% crit damage is too strong for a single skill.
as for shield of discipline i think putting the cd up to 3 min would be enough.
my suggestion for m/wd earth core barrier would be to increase the cd to make it more strategic thinking 5min cd.
for elemental rampage, i think a range nerf would be enough, thinking bringing down to 100 range.
would add k/s chains for pvp, make it so it cannot last more then 12 seconds on players or make it possible to remove with cleanse/purify and/or pvp gloves.
also a change to m/s, even though their 70 elite is not op, change the proc to magical ty.
d/wd vs d/w buff i think it does same % but didnt check lately so might be wrong.
ch/m barrier should have longer cd and maybe duration too, 20% heal, 30% shield, 12% damage all in one still look a bit strong specially if you can refresh the shield every 15 seconds.

think that might be it for the to nerf list. :thumbsup:

on the to buff list i think iceblade should be 3 sec cd afterall to put it in line with p/m icewind blade.
looking for more suggestions here.
Tankyhealy P/K 98/98
Soppy W98/WD98/S98/D98/R98/M98
vids and stuff: https://www.youtube.com/channel/UCFh1qLzUKyyZHadIxExA_kw
Borella should loot every boss

This post has been edited 1 times, last edit by "pachat93" (Aug 13th 2014, 2:06pm)