Serious Balancing Needs to Happen this Month

yes for 150 for ice shower as well, or at the least the final perks of the ability/ increased duration.

For example ice shower is only 1 second at no intelligence, at 150 int you can unlock the full tree.

And not it makes sense because at 0 dexterity riposte gives no perks such as unstoppable and the 3 second stun. It would stun for example only 1 second and give no perks.

You would need 150 dex for the full power of it. Not just 150 dex to even use the weapon as that would not work for new players.

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This doesn’t affect the classess system at all actually. but forces players to use some kind of brain power when making a build because it will just be the same weapons such as rapier, or ice gauntlet getting nerfed, for builds that are meant to be strong using it because other players abuse them.

What does fixing it mean? Taking away the one ability that gives mages some sort of purpose in the meta?

Rapier felt strong in 1v1 before and now is completely useless because it’s the healer pet weapon.

Attribute requirements would give niche roles power and not take away from the fact that players are actually dependent on these weapons to remain competitive for the actual builds they are meant for.

Aka rapier as an offensive weapon and ice gauntlet as THE mage utility counter for melee.

Don’t get me wrong though, ice shower does need to be tuned down.

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No, what you are doing is completely revamping how the whole combat system works and the idea that this game is supposed to be “classless”. There already are diminishing returns for not spec’ing stats into a weapon. A healer using a rapier as a get away tool doesn’t get the dmg that a person who is spec’d into dex/int gets. Same for the GA user that is using IG for ice shower.

The whole point of the system AGS put in was that there wasn’t “classes”. If you wanted a Great Axe user who used magic and rocked heavy armor then you could. Your design would allow that to happen, but nobody would do it since you would be gimping your toon. People would all now be stuck with whatever weapons their stats used or seriously gimp their toon. Which again, effects some classes more than others. Strength/Dex/Int users would all have MANY weapons to choose from. A healer would not. They would either need to split their stats to use a 2nd weapon OR be stuck with the VG.

The problem: People are using abilities that are op’d when put together. Example: IG and GA. Using a combination of Gravity Well/Ice Shower/ Followed by some dps.

What should be the solution: Tone down Ice Shower and/or gravity well.

Your solution: Tear the whole thing down, make everyone have to completely rethink their hard work for the last 6 months, and start over from scratch.

It’s a bad solution. What you will see if you do what you are talking about is players will now need to fall into line with certain classes. Str users will only use weapons that use strength. Same for Int, Dex, and focus. It is a short sighted and overly complicated solution to solve a problem that could be fixed with many other much simpler solutions. Nevermind the fact that again, everyone would have to completely rethink their stat placement, second weapon choice, and template. Sure, who doesn’t want to throw away 6 months of hard grind so we don’t have a GA/IG user… /facepalm

Magic is actually only 35m :pleading_face:

I agree with almost everything but reminder that med melee can trade auto for auto with light and win 100% of the time with comparable gear :slight_smile:

I’ll tell you right now that with aaaaaall of those changes, GA/WH will still be the war meta.

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They just need to reduce the GA’s damage, add diminishing returns on CC, and give the bow a buff (like default armor penetration).

Reducing GAs damage will get people to switch to other weapons, which will solve the gravity well problem. Since the GA is an AoE weapon, from a balance perspective, it should have the lowest damage of all melee weapons when hitting a single target. It should do like 50-75% the damage per second of the hatchet, spear, and rapier.

Seeing’s how both of those weapon require strength it would actually make that style even more wanted.

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Yeah it’s just too synergistic to not be a thing.

Maelstrom and Reap are weak? Have you tried playing bow since January? Barely can kill a light user and OFC bows and mages are topping scoreboards, both have AoE that can be placed where more people are at

Musket has a 2 second base reload time, Mages do not have a reload time, mages can spam light attacks and weave in heavy attacks that require 0 ammo to be used.

Magic weapons don’t use Orichalcum ammo / Arrows - and have on-demand instant cast abilities that can be used IN combat.

Have you tried popping your powderburn overload shot as a musket during a close-range fight? If you did you’d have died to a mage fireball during the time you are using your “ability” or reloading your gun.

Musket’s overall toolkit simply isn’t designed for “close-range” or “mid-range” fighting. This is why they gave the weapon longest-range and a 2 second base reload time. It is “intended” for it to be used for sniping purposes, traps are inconsistent and rely on your secondary weapon in order to effectively utilize, sticky bomb can be easily iframed by any player that knows how to press shift at the right time, shooter stance makes you crouch and be vulnerable as you shoot 5 shots that aren’t “guaranteed” to hit because you need to have good aim to be able to deal damage with the musket whereas any mage player simply needs to look at the ground, press his Fireball and boom, 3-4k AoE damage + instant cast + low cooldowns, combined with burn out for even MORE mobility. (Oh and have heavy attacks with big fat hitboxes so you don’t need to have good precise aim in order to land them as compared to the hitscan of the musket, it’s hitscan but it has a 1 pixel size hit-radius, you can be 1cm off the target and miss whereas the mage heavy can land even if you’re 5-10cm off because godbless Mageworld.)

Let’s also highlight the fact that mages can deal THAT MUCH damage with a 150 con build which is the meta for most builds meanwhile the musket is forced to run either 5 con full glass or 50 con semi glass in order to be able to atleast deal a decent amount of damage.

Reap yes is pretty weak in the sense that it locks onto targets you dont want it to if they are a certain distance near you, and only lands half the time considering you cant alter its course. No maelstrom is extremely powerful when paired with grav well. If you were to take grav well out of the equation its really not that impressive, most useful when its used in clumps of cc’d targets. That being said i think if Gaxe gets nerfed it should def be both Grav well and maelstrom. Maelstrom damage is a bit too high and so is grav well and the insatiable grav well damage. Im all for the removal of grav completely from Gaxe and given something else like a shout slowing everyone around or speed boosting allies around you instead. Anything but this grav well making gax a melee staff

thats fine, I don’t think anyone cares if musket hits like a truck, because that requires high skill cap short of some hit scan cheaters

but to hit like a truck at 125 meters is excessive.

5 man musket teams in OPR just chop shit up and spawn camp if gone uncontested.

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Get rid of roots ? Haha gl catching light armor users, nerf of root void gauntlet was so stupid, light armor players should not be able to run away if they endlessly if they missed a guy who came after them it was their problem there founs themselves out of position, secons question how I suposed to catch them with VG? Or as GA without root on gravity, stun from WH is too slow and very easy to dodge so no it wont works. Musket trap would become worthless too but most of people dont care, they anyway dont take part in OPRs just playing solo.

What re thinking needs to be done here?

Greataxe/hammers goes back to dropping IG literally no time lost there at all.

Rapier/Life staff would need to equip what 2-3 more pieces dex or eat some dex food to unlock that perk

or go back to void gauntlet as their secondary, which up until bugs and other issues came with it, was actually seeing a lot of play.

I see your point in making it irrelevant for some builds, but really who is decked out in BiS other than healers where that might be an inconvenience.

Everyone using GA/IG or musket IG already has the stat spread in place to be effective. 300 dex 150 int or 150 dex, 300 int for muskets.

GA/IG uses 300 str anyways to be meta for PvP.

Lack of support weapons does not mean that classes who actually want to use weapons for their intended purpose need to suffer because healers or other classes want the utility.

This same issue happened in this game prior stat scaling and the argument was the same thing, a classeless system.

The issue this created was that everyone could equip a life staff, and basically used it as their secondary or third weapon when you could equip three weapons and it was bullshit as everyone could do everything and there was no group synergy or role in a holy trinity MMORPG.

When weapons went down from 3 to 2, people cried but it was necessary to create a healthy holy trinity system.

People also cried when attribute scaling and attribute perks were added to the game, when prior you had “stats” but it was an illusion - weapon damage scaled primarily off of gear score hence why anyone could equip a life staff and become a proficient healer, thereby creating the one size fits all class

sword and board, life staff, and fire staff.

Good melee survivability, coupled with good healing and good AoE burst.
At the time fire staff was the great axe of current game time, and meteor shower did far more burst and 5 man teams were essentially group wipe insta wipes with a far more oppressive AoE than gravity well.

Anyone could also pick up a fire staff and essentially 2 shot or do competitive enough damage it was insane honestly, and yet there were still people arguing that this is how the game had to be

#classeless system

So people who want to just be a mage
or just be a rogue
or just be a tank
or just a barbarian

or any other form of DnD archetype

need to have the whole game balanced around people who want to achieve hybrid builds

Go for the hybrid builds but there should be some form of trade off, or investment required if the stat scaling is not intended between the weapons

some might argue the trade off is the damage in not being able to do damage with that other weapon - but in the instances of utility - but now for the true archetype that weapon is intended for aka a dex player needing that rapier to be competitive or a mage that needs that ice shower to be competitive is nerfed.

hence the see saw begins , builds become unfun, or nerfed to the point they suck and everyone jumps to the new meta AoE burst build.

the devs need to take a page out of dota 2’s book or team fight tactics - everyone feeling powerful is better than a see saw balancing meta.

but how do you keep the almighty healer in check?

The true 1vX solo god build which void gauntlet does serve a purpose in countering (but has since basically just been a glorified puddle dropper now as void blade has no GRIT and cannot trade effectively in melee, and root was watered downed and nerfed further into pun not intended “oblivion” in what now plauged perks and grenade passives do far better in war meta) or requiring healers who want to be effective in dealing damage but also have that healing ability - some serious thought into build dynamics to be competitive in PvP.

or an exclusion can be made for healers to not require as heavy point distribution ?

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I still think the only root in the game could be a trap and it would still be effective.

As it stands, roots are causing bad rubberbanding issues, gravity well being horrible, as are bugs from void scream or ice shower, giving movement bugs to players.

You make a good point, but I think they could tone down the i frame of the light dodge, aka the invulnerability you get while dodging

relegate all dodges to 2 dodges and seriously look at stamina regeneration perks

and possibly nerf the range down of the distance you travel

People with nimble just spam dodging all over the place, completely out of position, ping ponging all over coupled, it’s pretty nuts to watch people use 2 dodges and a charge and be home free, the distance covered is like a mount.

Dodges are not problem only with light but also in medium, if u have a good prcatise in timing and knowledge about castin skills u can in medium armor jump between 5-6 enemies with roots gravity, hammers and never being caught, u cant fight but u can be annoying af. Also ino bugs should be fixed without keep nerfing roots, they are needed and if arenas will be released correct way of using CC will be a clue to win, team who will fail this will lose.

Well the Balancing i would like to see is:

  1. you cant equip a life staff when you wear heavy armor

  2. To use the ulti of a weapon you need 150 points in its main Attribute.

  3. DR for CC

  4. Reduce musket range to 75m

  5. Stop the nvidia downscale abuse

  6. Fix desync

  7. Give the war rooster limited slots for weapons, so the vortex fiesta stops.

  8. Limit AOE Healing

  9. Increase potions CD to 1 minute

  10. Switching the dead CD to 30secs. during wars

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In terms of musket i have tried to play the 5 con everything else dex/int build. Its great at hitting light armor users and thats it.

In terms of balancing it more i would like to see it reload faster but reduce its damage and have it ignore all armor. Ideally around 2k damage per shot at max BiS gear? people tend to sit around 9-11k health making it a 4 shot weapon IF you can land all your hits. Shooters stance would have to be changed obviously. Also yes need to be able to move while reloading.

Even as a tank in heavy armor a GA can 4 hit me so its not unreasonable. Right now in OPR as a tank i just ignore muskets that are shooting me.

Oh and musket in PVE really needs some love. Shooting a boss for less damage and a slower reload than a spear can with faster hitting make it a non choice. Plus you need Ori Ammo.

No. Roots are important to game play experience and balance.

I am not convienced it needs to be at this point. What needs to happen is heavy armor cc bonus duration needs to be removed and changed to something else, this will correct almost all cc-chain issues.

In most cases i agree, though i think maybe there should be exceptions based on class and cooldown (especially if cd is over 30 seconds)

Agreed.

I think the abilities themselves should gain damage, and duration bonus’s based on attributes

example: Ice shower deals base damage + damage per intellect point for base duration + duration per intellect point.

This will prevent really abusive builds like GA/IG without some intellect being placed.

I think that light armor needs to come up, medium needs to go a few hundred over that (so around +300 armor each) and heavy armor needs to drop down to 1700 base.

From there that +20% armor pip in con needs to be nerfed to 10%, and the perks for “reinforced armor” needs to becoming + 2-4% armor bonus instead of +durability.

This will allow for a more balanced experience for all classes in damage, help light in pve, and help ranged deal damage to heavy. It will also force people who want to have large amounts of tank to sacrifice some damage for that extra armor value.

Most of the 300 pips are trash, intellect needs something and i have thought about it but i am not sure. I am barking up the "once every x seconds your next ability gains 50% cd reduction after cast)