New Balance Suggestion - Instead of Armor changes

As I mentioned on the post Forged in Aeternum Community Q&A (January 2023). I think the following armor changes is a terrible idea, as such a big change would just in general destroy all the hard work done by almost every player, when it comes to the gear.

General purpose of this post

This post will be of my own opinion and suggestions from the community, and I will try to update each section depending on whats posted. No guarantees thought. Keep in mind I dont know how every weapon works in depth, but I have played enough to see whats out there and what every single thing out there do. Feel free to correct me on my statements if they are wrong.

As much I want to buff my own playstyle as Healer, I prefer a fair fight with fair circumbstances that actually requires skill to perform and not simply using the most overpowered setup there is, that outperforms everything else. Surely this is what the majority wants…?

  • NOTE:: Do not read the first line and scroll down to comment, every change suggested is based on changes further down as well. Please read it all carefully.
Suggested Changes

Armor-Weight

Heavy Armor
I rarely see these in action, I have seen a few tanks absorbing a lot of damage and rarely die, which is cool. They do have a major lack in damage tho. I see these as control-setups, they should be the main-hammer users with a broad secondary weapon option. They become part of the bruiser family in short.

  • After reaching 300-400 Constitution now gives the dodge ability of Medium armor
  • Heavy now adds a 15% increased Damage to Strike

Medium Armor

  • Nonne

Light Armor

  • Nonne

Attributes

Specific Attribute Bonuses :: For every Attribute, apply a scaling bonus to that given attribute, that applies based on the value of that attribute. Similar to the milestone system, just more specific.

  • Strength Example: Scale from 5 to 300 Strength ::
    – Apply 2% direct Physical Damage removal, 5% Increase Slash and Strike damage.

  • Constitution Example: Scale from 5 to 300 Constitution ::
    – Apply 5% direct Physical Damage removal
    – 0.35% Max-Health regeneration/Sec

  • Dexterity Example: Scale from 5 to 300 Dexterity ::
    – Apply 1% Movement speed
    – 5% increase to all physical damage

  • Intelligence Example: Scale from 5 to 300 Intelligence ::
    – Apply 2% damage to all elemental damage
    – 5% Damage removal/resistance to Fire, Cold, Lightning and Arcane.
    – 5% Damage removed from ranged physical attacks. (Mages have to be close encounter with melee depending on build, and melee itself is strong vs mages. Ranged attacks should be minimal for balance reasons)

  • Focus Example: Scale from 5 to 300 Focus ::
    – 15% Damage removal/resistance to Nature and Void.

At 300 they provide the full bonus, at 5 they provide none of it. This will allow more detailed builds that can be very interesting depending on which way you go. Simply saying, 20 dex now gives you a movement speed advantage over others. Tweak these as you will.

Adding extra bonuses for reaching 300+ in a single attribute. See details here::


Weapons

  • Sword and Shield
    – I heard somethign about applying another perk set to shield, no changes.

  • Rapier

  • Hatchet
    Defy Death No longer makes you completely immortal. It does however remove 80-95% of the damage taken and instantly provide you with 10% health.

  • Spear

  • Great Axe

  • War Hammer
    – Increase the knockback effect on Clear Out, to help counter healer effects. Knocking targets completely out of these effects will now make heavy users very interesting and balance out the powerful heal effects.

  • Greatsword
    – Slow down attacks a bit then this should be a fine weapon to catch those runners. Just needs a bit of tweaking.

  • Bow
    – No major changes. I wanna see how all the changes will work together, and as a healer I can outdo the damage depending on how good the bow user is. Melee users generally got good protection and rely a bit on healers to survive. Melee needs a counter as well, otherwise go play FPS games!
    – Holding down aim now drains 2 Stamina/Sec (Dexterity dependant :: Lower drain → higher Dex)

  • Musket
    – Longer the bullet goes, the lower the damage is. Standing closer is now benefitial. Not saying you should be within 5 meters, but 30~ Meters for max damage effect before it starts to decrease.
    – Add fallof to bullet similar to arrows, not as strong, but what makes sense. Gravity is a b**ch.
    – Holding down aim now drains 2 Stamina/Sec (Dexterity dependant :: Lower drain → higher Dex)

  • Blunderbus

  • Fire Staff

  • Life Staff

  • Ice Gauntlet

  • Void Gauntlet


As mentioned i am no expert in every weapon type, but I have played against and tried all weapons. If Something should be added feel free to post. Weapon ideas will be stocked up eventualy with edits. Let me know what you think!

/Glorfinhel

Contributors

Everyone complains about weapons being imbalanced but no one comes with ideas to fix it unless it benefits their build, and whenever a post like this shows up everyone ignores it or leaves stupid ass comments like “tell me you don’t play the game without telling me you don’t play the game” and other insults because they have an identity crisis.

Well, I find the ideas in this post interesting and while some buffs are overtuned, like giving heavy med dodge animation, it’s a start.

Here’s my post as well

Thanks for the response!

I checked it out, and I especially like the idea of 300 INT and 300 CON. INT wise, it would really expand the abilities of a mage in so many directions. Could be really cool!


I partly agree with the medium-dodge on heavy, the idea here was to make tanks more mobile and popular amongst picks, perhaps it should be increased to 350 or even 400 CON to balance it out. I MIGHT try and make a tank build soon to test it out properly, as I recently saw some videos of tanks kicking ass as-is, so my opinion on this might change. Lets see!

I’m a tank player and making heavy have the same mobility as medium is going make medium redundant.

I like the idea of giving str only slash and strike bonus damage instead of overall physical damage. That will nerf BB a lot but it can be changed.

The problem is the game was created with the idea of freedom with little to no restrictions. And this caused most weapons to be amazing when used with light armor and sub par when used with medium or heavy. This issue expands when you have split stat weapons and broken perks.

At least giving an incentive to reach 300 in one attribute should provide an advantage to every build. Take the 300 INT bonus I mentioned for instance, you can still play it in medium or heavy, since you have more options for it

grit on medium attacks would be sort of pointless. I am leaning on the idea of just removing the perk outright and making some other concept.

Heya - If I understand you right, you think I mean grit ONLY during the 30-50% mark? - What I mean is that grit should apply at that point til the end of that attack, as from a physics point of view, when the weapon is moving fast enough its gonna hit even if you stab said person in the face with a sword.

I like grit in some cases, otherwise straight-up interruption would dominate.

Keeping in mind this is only for the 2 handed melee weapons.

My first issue is moving the +30% outgoing healing from light into focus. Not sure why? All you will do is make it possible for Healers to wear Heavy and be tanky while putting out heals… and considering the way it is at the moment if you get hit once as a healer, that pretty much means your dead in any group PvP, this would force all Healers into Heavy and having to find a whole new gear set, considering there is no PvP Vendor, painful.

I’m not sure why you want to nerf that because of Bows/Muskets. The healing is not the issue, it’s their Dex Build with Movement Perks and Light. It adds up to too much.

I don’t agree with your Constitution change to make it a medium dodge, would that not be better paired with Strength? I would re-work Strength that if in Heavy and using a 2H Weapon, your heavy attacks cause a longer Stagger/More Damage than the current multiplier.

The overall problem is the lack of CC in the game, it’s minimal, and for good reason, as anyone who was able to be under CC for 3 seconds would always die, the damage output vs health/armour pool is too great.

It needs a real overhaul. Proper PvP Gear, that you can acquire by doing PvP and choose, not some random luck choice.

Not sure why you want to nerf the hatchet Defy Death, just opens up skill, you would want to CC after this affect has expired to kill them, if your sitting their spamming abilities or left click, then you need to learn PvP, albeit due to the above mention of how CC works, they may still get away with a heal.

Simple way to fix musket is to slow down it’s re-load time. Fire a shot, then it takes 5 seconds to reload and fire again. It needs to be less accurate as it’s currently using spread aim, make the crosshair area larger, and anything over 30m away has 50% less accuracy and scale up for the range. The musket was not a great gun and was used by armies in a firing squad line, you would fire and then a group behind would step forward and shoot. It’s way too mobile and accurate at the moment.

Yes it’s a fantasy game and that’s why we can run around with these huge two handed weapons and not fall over, I get it, but for the sake of balance it needs some real world logic put into it.

The Bow should reflect it’s arrow type, base damage taken down, but you can use different Arrow Types, fire tipped, poison tipped, diesese etc and then different tips that do different damage vs armour types. This would require a UI change to allow multiple arrow slots, but you can then switch between your active arrow load outs, this will add diversity and certain roles for bow users.

Done more than enough posts about shit like this, problem is the devs have ZERO MMO experience and are clueless.

Its an interesting idea, it works similar to how dodge does but i think this would require immense amounts of work.

I see your point with the healing - and to be fair I saw it as +30% healing and not purely outgoing-healing. I will correct that on the post. I do however completely disagree with healers being hit once and they are done for. I play healer in PVP and I can either tank nothing or 3 of them at the same time, and even deal damage to the lot of them. This varies depending on how skillfull the lot of them are. If you go pure focus/heal… ofcourse you will die a lot as you go pure heals with lack of defenses. Mix them both and you got something stable.

The reason for the general idea, if they get hit, they will not as easily heal right back up. So they need to take minor breaks when they finally do get hit. Additional changes for bow/musket posted below in the weapon section. Movement is also a contributing factor that needs to be balanced with their great kill-power.


No. This would simply make Strength even more powerful than it already is. The idea with heavy using medium dodge is only in the case they go high CON, so tanks will be more flexible on the battlefield. Giving this ability to strength-users will simply make bruisers heavy-killing machines and completely neglect the tank itself.


I agree that CC is a big part of the game, and as is, it is fairly OK. You have the ability to dodge if you got the freedom perks, getting out of danger. This however varies depending on how defensive your build is. The idea that it needs complete overhaul i partly agree with, but I would rather see the changes regarding stagger I posted before that.


You say it opens up skill? How? - Being immortal for a few seconds when you screw up does not open up skill, no planning required to balance this out. The reasoning for making you killable with some effort is to make the hatchet less-used as a secondary weapon purely for this purpose. In relation to your earlier comment, this is also used by muskets and bow users. Immortal, speed increase and healing is VERY benefitial in that case.


It is way too accurate at the moment, yes. Making the bullets fall after x-amount of meters will make the accuracy more difficult, stamina drain will make them more vulnerable when they constantly aim down their barrels if they are beeing attacked/chased. And finally the idea of reducing damage based on the length the bullet travels is fair, so you cannot stand 200 meters away shooting at targets that have no chance reaching you. This change alone would make muskets strong but not overly powerful. The damage they have right now is massive and needs minor tweaks, but that could also be fixed with your idea if increasing reload time so the frequence of these hits are lowered.


This would only make bow-users more powerful, as they are rigth now, they are very strong but would not call them OP.

Only things to add from your reply, the Skill part vs the Hatchet was for the opposing player, not the Hatchet Player themself as It’s not an ability they have any control over. Unlike wow when a Paladin can Bubble + Insta Full Heal. This doesn’t make them OP, nor does this Hatchet Ability Proc. So I don’t see anything wrong with it.

With the Bow, not sure how those changes make them more OP. The Base Damage is lower, and you would need skill to use certain arrow types, for example, you can’t quickly switch from say a Fire Arrow (which would do small dmg but leave a burn dot.) to a disease arrow that would lower healing received, you would add a 3 second delay when switching arrows for example.

For the direct dmg arrows that do bonus dmg vs light/medium or heavy. Again you could be attacking a Heavy, but the next target is in Medium, so you wouldn’t be able to quickly switch between them to do equal damage.

Thus this leaves a Bow User exposed to certain counters, but gives them variety in who or what to attack. You could set yourself up as a Support Bow to spam disease on targets etc etc.

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