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    Default How to Fix Class Balance!

    I have an idea, on how to fix Class Balance!

    NOTE: This is a different alternative to where as making all classes do damage, each class now has a “new” purpose.

    Alright here it goes!

    For the next expansion:

    Rogue-
    -Decrease their HP and Armor by 15% overall
    -Keep their damage the same as it is now.

    Warrior-
    -Decrease their damage/crit by 15% overall
    -Keep their Hp/armor the same

    Mage-
    -Decrease damage/armor/Hp by 10% overall
    -Keep crit/Mana the same

    Rogue-
    (Weapon procs)ONLY WAY TO PROC IS IF YOU’RE DOING DAMAGE
    Only- Damage buffs for weapon
    procs.
    *nothing excessive, only 20-40%% damage increase*
    *20% damage increase in PVP for 5 seconds*
    *40% Damage increase in PVE for 8 seconds*

    (Armor/Artifact Procs)ONLY WAY TO PROC IS IF YOU’RE DOING DAMAGE
    Only- Crit buffs for both armor and artifact procs
    *nothing excessive 15-30% crit*
    *15% crit in PVP for 5 seconds*
    *30% crit in PVE for 8 seconds*

    (Ring/amulet/Belt Passives)
    -for each time you kill an enemy it increases your STR/INT/DEX Value by 1-2
    Ring-str value
    Amulet-int value
    Belt-dex value


    Mages-

    (Weapon Procs)ONLY WAY TO PROC IS IF YOU’RE TAKING/DOING DAMAGE
    Only-Support Procs
    *slowing enemy MS speed by 20-40%. chance to stun 3-6 enemies, chance to burn 2-4 enemies*
    PVP:
    -Slow enemies by 20% for 5 seconds
    -Chance to stun 3 Enemies for 3 seconds
    -chance to burn 2 enemies for 6 seconds
    PVE:
    -Slow enemies by 40% for 10 seconds
    -Chance to stun 6 enemies for 6 seconds
    -Chance to burn 4 enemies for 12 seconds

    (Armor/Artifact Procs)ONLY WAY TO PROC IS IF YOU’RE TAKING/DOING DAMAGE
    -Health/Mana regeneration
    PVP:
    -4% hp/mana regeneration every 1.5 seconds for 6 seconds
    PVE:
    -8% hp/mana regeneration every 1.5 seconds for 12 seconds

    (Ring/amulet/Belt Passives)
    -for each time you kill an enemy it increases your STR/INT/DEX Value by 1-2
    Ring-str value
    Amulet-int value
    Belt-dex value

    Warrior-
    (Weapon Procs)ONLY WAY TO PROC IS IF YOU’RE TAKING DAMAGE
    -Only Defensive procs(damage reduction)
    PVP:
    -Reduce all incoming damage by 40% for 5 seconds
    PVE:
    -Reduce all incoming damage by 80% for 8 seconds

    (Armor/Artifact Procs)ONLY WAY TO PROC IS IF YOU’RE TAKING DAMAGE
    -only HP/Armor buff procs
    PVP:
    -Increase HP/Armor by 15% for 5 seconds
    PVE:
    -increase HP/Armor by 30% for 8 seconds

    (Ring/amulet/Belt Passives)
    -for each time you kill an enemy it increases your STR/INT/DEX Value by 1-2
    Ring-str value
    Amulet-int value
    Belt-dex value

    There are different procs to go off of instead of the ones I listed above.
    -Warrior: taunt proc, Spirit heal proc

    -Mage: damage reduction proc, Health reduction proc, freeze proc, Root grab proc

    -Rogue: Bleed proc, Armor reduction proc,

    There are more, but these are just a few I can think of off the top of my head.

    EXPANSION WISE-

    - NERF Level 76-71 ARCANE GEAR (once 81 cap hits!)

    -make the mobs able 2-3 hit the rogues.

    -Make mobs to where rogue can’t 1shot them.

    -but rather 1 combo them instead.

    -Make mobs to where it takes a warrior a lot more than 30 seconds to kill a single mob.

    -Make mages take 30 seconds if not more to kill 1 mob

    -Make mobs in groups of 10-30 so rogues don’t kill them off too quick and since they can 2-3 hit a rogue. Rogues will have to take cover behind the warriors. And since warriors can’t kill 1 mob in 30 seconds, they would need rogues to help with the damage.


    This would make ALL classes needed for warrior has the Damage reduction weapon, Armor/Hp buff artifact and armor proc to defend the party, Rogue has the crit and damage buff to kill off the mobs and bosses, and lastly mage has the support procs to slow/stun/burn enemies and health regen to where as they don’t die too quick.

    Thoughts?

    Remember this is just an idea!!! So please put your torches and pitch forks down... this is a different path for the game to take instead of making all classes, damage dealers.

    Tell me what you think?


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    Last edited by THE GOLDEN KING; 05-10-2020 at 12:05 PM.

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    Gosh darn that was big ��
    Last edited by Remiem; 05-12-2020 at 03:28 PM.

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    -1

    Sorry but I completely disagree with anything that involves "nerf" in it.

    1. We already had that glass cannon era of rogues, and we all know it didn't really end well for both PvE and PvP.

    2. 15% Dmg/Crit Nerf for Warriors is a joke lol. In PvP aspect, 15%dmg and crit is not really a big loss for warriors compared to 15% HP/armor loss for rogues. This is just going to be tank stacking era 2.0.

    3. I'm not even gonna start with mages as they don't need any nerf. The class itself is very squishy, what else will be left for them if you take their dmg and armor?

    Sorry, I've read the entire thing but I think this is just very complicated.





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    Quote Originally Posted by Sheentaro View Post
    -1

    Sorry but I completely disagree with anything that involves "nerf" in it.

    1. We already had that glass cannon era of rogues, and we all know it didn't really end well for both PvE and PvP.

    2. 15% Dmg/Crit Nerf for Warriors is a joke lol. In PvP aspect, 15%dmg and crit is not really a big loss for warriors compared to 15% HP/armor loss for rogues. This is just going to be tank stacking era 2.0.

    3. I'm not even gonna start with mages as they don't need any nerf. The class itself is very squishy, what else will be left for them if you take their dmg and armor?

    Sorry, I've read the entire thing but I think this is just very complicated.





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    Seems reasonable. Anyone else?


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    Classes are relatively balanced right now. Every class is useful.

    As for your suggestions... you seem to be pulling random numbers out of thin air... leave it to the experts 😂

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    Quote Originally Posted by InvalidUserName View Post
    Classes are relatively balanced right now. Every class is useful.

    As for your suggestions... you seem to be pulling random numbers out of thin air... leave it to the experts
    Yes but everyone cries about how Warrior is too op and how mages do more damage than rogue and warriors are meant to be tanks and how rogues are meant to be damage dealers and how mages are meant to be support and how squishy rogue is. So figured I’d try something different.

    As for “number pulling from thin air” umm no... those are just a few examples. 50% damage reduction, and the 40% damage buff are relevant. As for the X amount of seconds it lasts, depending on type of buff it is and what map is it (PvP or PvE) I put x seconds and x buff to what I thought it would be appropriate for said item.


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    There is honestly no true class balance in a game such as this.
    Pve currently is the most played, and all classes have their own way of doing good damage with the release of the new weapons and gear.

    So I think the game right now is good as it is.
    It would be great if they worked on pvp, a forgotten golden time which had many players playing this game for mainly pvp.

    If they thought pvp want getting monetary benefit, then they should add an exclusive event for pvp and give honor gear or close to it.

    They can even add an energy point for going into the pvp tournament zone.
    So there will be people who will purchase energy kits.
    It should be like who wins most matches solo, party, guild total rewards with whatever rewards they bring for that matter just like these events.

    But the main aim should be to bring in class balance in pvp but in a more equalised manner where one doseng have all the benefit because of the money he spent on game...mainly for pvp.
    Pvp would focus on timing , coordination and the working of three classes carrying out their respective roles and an overall balanced experience.
    Honor pvp as it goes.

    That will result in more players coming back and also the revival of one gem of pvp mechanic which is beyond fun to play.
    I miss those times dearly.

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    Talking as mage, i think 80% of them would quit game. You basically suggest an overall big nerf, then making it up with some procs like: stun, root, freeze etc = that is what we do when we use our skills.
    Im pessimistic about the future of game with all these latest stacking dmg buffs, but i admit they made it more balanced than i remember. IMO the reason why STS decided to take this path was because its easier to buff 2 classes instead of nerf the one with big advantage (less drama, more ppl happy). I understand why they did, although i dont agree with decission and i think it will lead us to game demise faster than expected unless they find something to beat stacking dmg stuff (apart of nerfs)

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    I'm baffled with how mages keep getting dragged into these kind of threads, even though they barely complain or attain vitriolic attention lol
    Last edited by Flamesofanger; 05-11-2020 at 08:48 AM.

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    Your solution is to nerf all classes? Noty

    “Mages do more damage than rogues”?

    Wat? O.o
    \m/,____( >. < ‘ )________,\m/

    “The Cult” does not exist. Stop asking questions!

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    If you want more balance then the focus should first be put on Mobs that are unique and deal with each class differently.

    Like mobs that specifically target certain classes strengths, and make it require other classes to eliminate said target.

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    -1 For war decrease damage... naaahhhhhh i dont think so..

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    Quote Originally Posted by Stephencobear View Post
    Your solution is to nerf all classes? Noty

    “Mages do more damage than rogues”?

    Wat? O.o
    That’s what rogues say


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    Thats a good thing nerfing the current exagerate situation of dmg Is needed .
    The main reason Is the stack of each proc released.
    But i disagree with some nerf applied on the classes.
    I think that the situation will be under control Just right now if insane procs Will be nerfed (arcane 76-71 armors,mitic 76 set daggers,axe,aegis,staff).
    Then i think to introduce a new passive table named advanced passives.

    Those passive focus on flexibility of each class, right below i give some example.
    Numbers Need adjustements, mage ones are very strong.

    TANK
    passive 1( dmg dealer) rogue like
    5 level
    Each lvl gives +25dmg +10% dmg +5% strg -10% armor -10% hp
    Passive 2 (taunt support) mage like
    5 levels
    Each lv gives +20% mov Speed +8% haste
    +2% mana and healt/sec, skill cost -8%
    +5% taunt

    MAGE
    passive 1 (rapid Fire skills) rogue like
    Each gives +8% haste +30% skill dmg
    Skill cost +20% +5% crit -20% mov speed
    Passive 2 (gigantic mage ) tank like
    Each gives + 15 all stat +5% all stat +5% crit + 6% Dodge +10% armor +10% hp +10% mana
    + 20% cooldown skills.

    ROGUE
    passive 1 (pet support) mage like
    Each gives pet dmg+40% pet crit +5%
    Pet cooldown - 5% pet skill duration +5%
    Skill cost -8% + 2% healt and mana/sec
    Passive 2 (brawl) tank like
    Each gives +10% hp +10% mana +10% armor -10% Dodge +5% all stat, skill dmg -10%

    Those passive Will be used to give a different look for each class into someone else depending on your playstile.
    Suggestion below.

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    Quote Originally Posted by THE GOLDEN KING View Post
    That’s what rogues say


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    rogues are insane dmg dealing tanks...

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    Sts dont care.. they alredy killed pvp with out balance and next will be pve... they get they money from plats and thats is all what they care abaut..

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    -1

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    Quote Originally Posted by THE GOLDEN KING View Post
    I have an idea, on how to fix Class Balance!

    NOTE: This is a different alternative to where as making all classes do damage, each class now has a “new” purpose.

    Alright here it goes!

    For the next expansion:

    Rogue-
    -Decrease their HP and Armor by 15% overall
    -Keep their damage the same as it is now.

    Warrior-
    -Decrease their damage/crit by 15% overall
    -Keep their Hp/armor the same

    Mage-
    -Decrease damage/armor/Hp by 10% overall
    -Keep crit/Mana the same

    Rogue-
    (Weapon procs)ONLY WAY TO PROC IS IF YOU’RE DOING DAMAGE
    Only- Damage buffs for weapon
    procs.
    *nothing excessive, only 20-40%% damage increase*
    *20% damage increase in PVP for 5 seconds*
    *40% Damage increase in PVE for 8 seconds*

    (Armor/Artifact Procs)ONLY WAY TO PROC IS IF YOU’RE DOING DAMAGE
    Only- Crit buffs for both armor and artifact procs
    *nothing excessive 15-30% crit*
    *15% crit in PVP for 5 seconds*
    *30% crit in PVE for 8 seconds*

    (Ring/amulet/Belt Passives)
    -for each time you kill an enemy it increases your STR/INT/DEX Value by 1-2
    Ring-str value
    Amulet-int value
    Belt-dex value


    Mages-

    (Weapon Procs)ONLY WAY TO PROC IS IF YOU’RE TAKING/DOING DAMAGE
    Only-Support Procs
    *slowing enemy MS speed by 20-40%. chance to stun 3-6 enemies, chance to burn 2-4 enemies*
    PVP:
    -Slow enemies by 20% for 5 seconds
    -Chance to stun 3 Enemies for 3 seconds
    -chance to burn 2 enemies for 6 seconds
    PVE:
    -Slow enemies by 40% for 10 seconds
    -Chance to stun 6 enemies for 6 seconds
    -Chance to burn 4 enemies for 12 seconds

    (Armor/Artifact Procs)ONLY WAY TO PROC IS IF YOU’RE TAKING/DOING DAMAGE
    -Health/Mana regeneration
    PVP:
    -4% hp/mana regeneration every 1.5 seconds for 6 seconds
    PVE:
    -8% hp/mana regeneration every 1.5 seconds for 12 seconds

    (Ring/amulet/Belt Passives)
    -for each time you kill an enemy it increases your STR/INT/DEX Value by 1-2
    Ring-str value
    Amulet-int value
    Belt-dex value

    Warrior-
    (Weapon Procs)ONLY WAY TO PROC IS IF YOU’RE TAKING DAMAGE
    -Only Defensive procs(damage reduction)
    PVP:
    -Reduce all incoming damage by 40% for 5 seconds
    PVE:
    -Reduce all incoming damage by 80% for 8 seconds

    (Armor/Artifact Procs)ONLY WAY TO PROC IS IF YOU’RE TAKING DAMAGE
    -only HP/Armor buff procs
    PVP:
    -Increase HP/Armor by 15% for 5 seconds
    PVE:
    -increase HP/Armor by 30% for 8 seconds

    (Ring/amulet/Belt Passives)
    -for each time you kill an enemy it increases your STR/INT/DEX Value by 1-2
    Ring-str value
    Amulet-int value
    Belt-dex value

    There are different procs to go off of instead of the ones I listed above.
    -Warrior: taunt proc, Spirit heal proc

    -Mage: damage reduction proc, Health reduction proc, freeze proc, Root grab proc

    -Rogue: Bleed proc, Armor reduction proc,

    There are more, but these are just a few I can think of off the top of my head.

    EXPANSION WISE-

    - NERF Level 76-71 ARCANE GEAR (once 81 cap hits!)

    -make the mobs able 2-3 hit the rogues.

    -Make mobs to where rogue can’t 1shot them.

    -but rather 1 combo them instead.

    -Make mobs to where it takes a warrior a lot more than 30 seconds to kill a single mob.

    -Make mages take 30 seconds if not more to kill 1 mob

    -Make mobs in groups of 10-30 so rogues don’t kill them off too quick and since they can 2-3 hit a rogue. Rogues will have to take cover behind the warriors. And since warriors can’t kill 1 mob in 30 seconds, they would need rogues to help with the damage.


    This would make ALL classes needed for warrior has the Damage reduction weapon, Armor/Hp buff artifact and armor proc to defend the party, Rogue has the crit and damage buff to kill off the mobs and bosses, and lastly mage has the support procs to slow/stun/burn enemies and health regen to where as they don’t die too quick.

    Thoughts?

    Remember this is just an idea!!! So please put your torches and pitch forks down... this is a different path for the game to take instead of making all classes, damage dealers.

    Tell me what you think?


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    Close enough but no... this will not work. The only way to fix it is go to back to a low level bracket, remove all special things such as jewels, gems, awakenings, pet slotting etc. Then it will be like the old days, legendary weapons with procs.
    A dream does not become reality through magic; it takes sweat, determination and hard work.

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    I would suggest you to make your own game. I've seen your other threads and some of them are really good.
    "Control is an illusion."

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    I think the best they can do about balance is ( me I don’t like to happen this anyway) to change the class, so skill build define the class of the mage, warrior, rogue.
    War maybe: tank, berserk, support or something other
    Rogue: assassin , archer and other
    Mage: fire mage, ice mage, healer, support and other
    This days most put all attacking skills and tap tap skills.

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