List of Suggested Balance Fixes

This is by no means all-encompassing, and feel free to add in what you guys think needs fixing/balancing. Note that this is NOT a thread for bugs or exploits - this is meant to find balance in the pvp scene, considering the absolute dominance we have seen from the melee weapons and Life Staff in conjunction with heavy armor.

KEEP IN MIND THAT A LOT OF THIS WILL CHANGE WHEN DAMAGE REDUCTION PERKS AND GEMS OPERATE PROPERLY

Currently, nothing beats heavy armor Life Staff, in fact multiple of everything else can’t take down a healer. Warhammer/Great Axe and heavy armor Is the only other viable option.

Hatchet users, without the exploit, are a joke. My group of friends in Discord literally laugh at them in wars and Outpost Rush fights when we see them (I play light armor Rapier/Bow, to put this into perspective, and I have no problem against Hatchet users that don’t abuse the exploit). Meanwhile, bugs and exploits aside, DEX weapons (especially Bow and Musket) are so objectively underpowered that they hold almost no relevance in any game mode, even in pve. I have 25 years of MMO experience… balance, especially for pvp players, needs to be looked at there. I think DEX main weapons need some love in the dps or armor penetration areas, and for the ranged DEX weapons, slows need to be massively more effective. See my other thread about that, here…

Heavy armor needs a counter - consider reverting the change that gave heavy high elemental and physical resistance and make it such that they’re weak to elemental damage. This will create a counter, and will make conversion gems and the mage weapons more relevance.

Life Staff needs one of the following changes - A) the cooldown for Sacred Ground needs to start when the effect ends, B) healing effectiveness needs to be reduced based on if identical heals have recently hit the target (within the past 10s, if target has received healing from any individual source other than a consumable, further healing from that same source towards target player is reduced by 50%, meaning if I cast Sacred Ground and mine ends then another person casts another Sacred Ground on top of you, their Sacred Ground is only 50% effective on you if it started within 10s of mine ending), and/or C) for aoe heals the number of people hit by the heal per tick should be reduced to a minimum effective value (if 1 person is healed, 100%… 2 people, each person heals for 85%… 3 people, 70%… 4 people, 55%… 5+ people, 40%).

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Healing staffs need to be left alone! It’s intended to be a primary weapon, not a supplement. You have no idea how hard we fought in alpha to get it to its current form. Be careful what you ask for. If you think this is bad you should have seen it in alpha!

Nothing is going to change my mind when 15 people can’t kill two healers. That’s not okay.

People got so bored of the fight that they legitimately left the point. That is not okay.

You cannot hurt the support players based on the actions of a couple well geared PvPers.

Another reason why I think all games should have PvE servers and PvP servers. And they should have PvE skills and PvP skills. Somehow PvPers always fuck shit up for everyone else.

These aren’t well-geared pvpers. This is literally the normal, everyday, run of the mill equipment. This isn’t 600GS shit. The 2 healers in that video are in my Company.

Assuming you’re correct in your thinking, and I agree with you that the LS should be a primary weapon - in the current state of the game, damage mitigation aside, healers are able to keep an entire group of players at full life in all scenarios, and against much more dps than pve has to offer at that.

You have no idea what you’re talking about if you think the LS doesn’t need a nerf. Objectively, these pvp battles are outputting a TON more dps than any pve encounter in the game right now, and people are still sitting at full life for the vast majority of the time. You’re telling me that it is necessary to maintain your whole group on full life when facing less dps than you see in the video above? LS could do with a baseline 30% nerf to all heals and still keep up with dps in pvp, which means they could still very easily keep up with pve dps.

Also, no need to start this battle less you want to take the heat as well. I won’t stoop to your level, as a dirty pvper who “fucks shit up”. So, respectfully, get some experience in the game and then make another assessment.

You’re right. Over 3 years in alpha and current level 60. I must be the newb in this conversation.

I am right, thank you.

The amount you play in the game doesn’t reject your bias or give you experience in all aspects of the game by any means. Involvement in Alpha is completely irrelevant to the state of the game right now. Maybe apply all of the knowledge you’ve gained over those years of dedication instead of having a clear bias, especially as you outed yourself as a pve healer fairly clearly.

Edit: I have all weapons at 20 and have been 60 since day 6 with over 200 hours since release… I might not have had a lot of involvement with Alpha, though I did some, but I sure as hell have since CBT, which is much more relevant. Also, proof in the pudding with regards to the first sentence of the 2nd paragraph above, there are people who are 200 all skills who hit level 60 without killing a single monster. Literally funding their leveling by playing the market.

I have a serious amount of bow users that give me a run for my money.

But I agree, the fact single target heals are near useless in this is a first for me in nearly any mmo I’ve ever played. AOE should be a 1/4 of what it is now.

1v1 or small skirmishes where people are unaware of a person with a Bow will definitely not end well for any kind of squishy. That’s a lot to ask for during wars or Outpost Rush, where things are insanely chaotic and melees literally see you and you die.

Yes. AoE heal over time effects are always less than a single target direct heal. Right now it is so ass backwards it isn’t even funny…

Much of that has to do with positioning and the fact that they seemingly decided on antiquated point capture over the seldom used and far superior keep defence these wars should be.

I will agree they tend to be less effective, but off point they do have an opportunity to do good damage. Seeing their poison shot work like a Mortal Strike would be nice.

Seeing Poison Shot do respectable damage would be nice too :frowning:

All of the dot effects are completely negligible compared to the heal over time, instead of being fairly equal… this causes damage over time effects to be quite literally useless, even if you hit 20 people on a point - your net damage due to aoe heal over time is zero.

Edit: if we were to give the Disease effect (healing reduction) to Poison Shot and bump the damage up a bit, I bet you still wouldn’t break even on current Sacred Ground heal over time amounts.

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Which for a single target would make sense, I agree. But AoE should never be this strong.

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Agreed. If it wasn’t aoe that’s a totally different story.

Much of this can be attributed to a producer that is oblivious to whats happening in their game. As they go off and do panels about how to successfully create and launch an mmo

#FireKatyKaszynski #GetARealProducer

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