Results 1 to 10 of 23

Threaded View

  1. #11
    Commoner pimoh's Avatar
    Join Date
    Oct 2014
    Location
    PH
    Posts
    182
    Quote Originally Posted by Karazy1337 View Post

    What good is a combat trick with the potential of earning 5 different people in the group a maximum HP bonus of 57,570 HP, or in an ideal group situation a total of 288,750 HP? Well, in many cases I would assume that the case would be just that; a combat trick. On live, 60k HP doesn't seem like very much with the power level of some of our players; in the KR version that is a significant chunk of HP. Combined with various utility abilities available to the priest to extend the duration of this buff (Mana Charge and dealing damage with Staff Mastery up are 2 examples right off the top of my head), this is a significant HP buffer to chew through, and if the priest is proactively engaged in Mana management and gaining, significantly adds to your group's survivability. The problem with this ability (to ME at least) isn't the cost; but it's power level in relation to HP buffing. With the amount of damage our players are doing, the HP bonus feels less helpful that it realistically should be. If this number was changed to something a little more powerful for our server; let's say for example something like 1000% the caster's level; that bonus would rise from 57,570/288,750 HP buffer to a 165,000/825,000 HP buffer.

    Would you consider that too powerful? Too weak? Let's get some feedback going for that.

    .!
    imagine taking this Dhan's damage as seen below for example.



    and taking the point for that extra HP buff but even a 500K hp character can be killed in just 2-3 hits with this Dhan's Damages in in a couple of second , Obli is not so defensive nowadays coz venom passes through it which the hp bonus boost factor bonus you give is not a good idea on it to reduce tick time of Marea or mana shield of temps, considering a dhan + guardian zerging a priest even that priest has 800K hp in couple of seconds the priest dead, the point is giving a little defensive power to a support character taking much long stand in pvp before she/he gets die in 1 party.

    Blunt Mastery was before an OP skill that was unaaceptable BEFORE the balance pathch and yes we know that, but after this balance patches, blunt mastery is not so concerned anymore even the blunt mastery does not to be nerfed its effect because you already gave other characters a more potentials to its attacks/melee attacks, making it much powered than to the blunt mastery's melee power its not the same as before in result, when giving boost to Dhan,guardians and Noirs melee power its like they are making ANOTHER templar in a Dhans, Gurdians or Noir's clothing, hope you will see and observe this. considering this as a balance if mentaining Blunt Mastery's original setting and giving boost other classe's melee power like what you did to dagger and katar mastery, boosting its melee, boost deadly blow, crazy str and AGI making them same level damage as temps melee power even rangers/scouts so everyone can have a potential of dealing hgih damages making a good mixture in pvp considering a survivable prist in a party.
    Last edited by pimoh; 08-19-2016 at 04:28 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
modify