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  1. #1

    Rohan Balance Patch

    THIS IS NOT THE REAL BALANCE PATCH, THIS PATCH IS COMPILED BY ME AS ADVICE FOR THE GMS

    ROHAN Class balancing

    For Albreiker:

    You told me to deliver a high quality post/advice, after which you’d assess if it’s worthy to give out a reward for the effort. So this is my reply to you.
    I do have 2 terms if you wish for me to continue this work:

    1. I demand a feedback loop from your team, in which you tell me/everyone what’s discussed and what decisions were made and why. I want to see this posted on the forums so everyone can read what’s going on and can formulate an opinion about it.
    2. I’ve put a lot of hours in gathering the information for this post, not to mention almost writing/copying 10k words for the complete balance of all classes. If you want reports like this more often, I want a monthly fee payed in RPs to compensate for the work done.

    Prefase:
    This balance post will be based on the balance patch from Korea. I have however made many small or big adjustments to make it a better fit for our server.
    This balance patch focuses ONLY on balancing things and is thus only part of phase 1. For a complete make-over of skills/buffs see phase 1 & 2

    Phase 1: Balance patch for all classes, adjusting current buffs and skills accordingly for PVP & PVE. Some major changes
    Phase 2: Revamp skills (Think about premium shot and such) from classes that are currently not used/useless, fine-tune phase 1 results (minor changes).

    Overall Balance
    Balancing classes is one of the hardest things to do in any MMORPG. Especially if the game is older, 5+ years the balancing is usually done by people who didn’t develop the game but joined in later. They do not have the core knowledge to balance every class and take in all the parameters that are directly paired with the change in skills/buffs.

    To balance ROHAN one has to take in account all the items that are in the game, all the different classes strong & weak points, the general ‘’vision’’ the game creators have/had and the difference between veteran and new players. Especially the ‘’items’’ section is complicated because future patches might add items which will unbalance a class that is currently balanced. Another major problem is the difference between PVP and PVE. A change can be really good for PVP but not work at all in PVE, or be quite balanced in PVE but totally overpowered in PVP.

    To get a good ‘’balance’’ between all these things, it’s not just required to change skills and buffs. Changing skills & buffs is the most important step, but with it, some itemization will also have to be changed in order to make up for the differences in PVP & PVE as well as the difference in players (veterans vs. new players).

    Balance Focus
    The general focus of this suggested balance patch will be on PVP & PVE while keeping the strong & weak points of every class in account as well as to minimize the difference between new and veteran players (by some itemization changes).

    *Remark*
    I’m not responsible for misinterpretation of players/staff, I’m also not responsible for the release of others items or changes that might have a negative effect on my suggestions. Everything I say is based on the current status of the game with my main vison that every class should be able to participate and excel in either PVP or PVE (or both for some) at endgame lvl with endgame gear.

    General Philosophy
    As most veteran players know, there were some drastic changes in classes their skills/buffs for the past few years.

    The most important change was that you couldn’t give buffs away anymore (except for the m.kill buff from dekans and the mana regen buff from white mage, which are probably bugged or forgotten). Either way, the general vision from the Korean devs is to make PVP and PVE more group oriented, meaning players have to work together in partys to defeat their opponents. The updates for the mirror dungeons are done for similar reasons (strong monsters and larger groups require you to party up). I support this philosophy and you will see some of that back in my post.

    Another very important change is the cooldown reduction on lots of skills/buffs but with it also the duration of the buff is cut back. This makes a person able to cast it more often and thus use a certain combo more often but for a shorter time. This should improve PVP experience since fights often last no more than 20-30 seconds. Having shorter cooldowns makes people able to have more fights in a shorter timeframe, with longer cooldowns people have to wait for their cooldowns to be back up.
    Last edited by shannon11; 09-08-2018 at 05:39 AM.
    Main: Arctic - AnnetteLouise - Resident


    A taste of the divine

  2. #2
    Human:

    Knight

    -Invoke
    Lvl1 200% Dex to Crit damage, 20% Dex
    Lvl2 400% Dex to Crit damage, 20% Dex
    Lvl3 600% Dex to Crit damage, 20% Dex
    Lvl4 800% Dex to Crit damage, 20% Dex
    Lvl5 1000% Dex to Crit damage, 20% Dex
    Lvl6 1200% Dex to Crit damage, 30% Dex
    Lvl7 1500% Dex to Crit damage, 60% Dex

    -Blessed Shield
    Lvl1 50% shields defense boost
    Lvl2 100% shields defense boost
    Lvl3 200% shields defense boost
    Lvl4 300% shields defense boost
    Lvl5 400% shields defense boost
    Lvl6 500% shields defense boost
    Lvl7 800% shields defense boost
    Block-rate: Removed, no longer grants additional block-rate

    Guardian

    -Knights Mind
    Lvl1 18 minutes 20% AoE chance 50% drop in damage
    Lvl2 21 minutes 30% AoE chance 45% drop in damage
    Lvl3 24 minutes 40% AoE chance 40% drop in damage
    Lvl4 27 minutes 50% AoE chance 35% drop in damage
    Lvl5 30 minutes 60% AoE chance 30% drop in damage
    Lvl6 30 minutes 80% AoE chance 25% drop in damage
    Lvl7 120 minutes 100% AoE chance 20% drop in damage

    -Stone Skin
    Lvl1 lasts 8 seconds, 210 seconds cooldown
    Lvl2 lasts 10 seconds, 210 seconds cooldown
    Lvl3 lasts 12 seconds, 210 seconds cooldown
    Lvl4 lasts 14 seconds, 210 seconds cooldown
    Lvl5 lasts 16 seconds, 210 seconds cooldown
    Lvl6 lasts 20 seconds, 180 seconds cooldown
    Lvl7 lasts 25 seconds, 90 seconds cooldown

    -Aimed Blow (block works like dhan’s parry, blocked attack with off-hand weapon)
    Lvl1 8% block chance, 3% Crit rate
    Lvl2 10% block chance, 4% Crit rate
    Lvl3 12% block chance, 5% Crit rate
    Lvl4 14% block chance, 6% Crit rate
    Lvl5 16% block chance, 7% Crit rate
    Lvl6 20% block chance, 10% Crit rate
    Lvl7 25% block chance, 15% Crit rate
    (Buff only works while dual wielding a sword + a dagger)

    Note for Aimed Blow: This skill has been developed by the Korean devs, I like their change since currently guards can get 50% blockrate, which is too much if you ask me. 25% seems more appropriate. The 20% blockrate they lose gains them 15% crit chance and the stats from their off-hand dagger instead of a simple shield. Due to the change in Invoke their critical damage is further boosted, making the 15% crit chance more valuable. It also might be possible to play des guardian again, next to str, or even hybrid would be possible. I’m always in favour of changes that increase the games variety.


    -Rohas Blessing
    Lvl1 lasts 8 seconds, 120 seconds cooldown
    Lvl2 lasts 10 seconds, 120 seconds cooldown
    Lvl3 lasts 12 seconds, 120 seconds cooldown
    Lvl4 lasts 14 seconds, 120 seconds cooldown
    Lvl5 lasts 16 seconds, 120 seconds cooldown
    Lvl6 lasts 20 seconds, 90 seconds cooldown
    Lvl7 lasts 25 seconds, 60 seconds cooldown

    -Heavy Weapon
    Lvl1 Reduce opponents attackspeed by 10%, 10 second duration
    Lvl2 Reduce opponents attackspeed by 20%, 12 second duration
    Lvl3 Reduce opponents attackspeed by 30%, 14 second duration
    Lvl4 Reduce opponents attackspeed by 40%, 16 second duration
    Lvl5 Reduce opponents attackspeed by 50%, 18 second duration
    Lvl6 Reduce opponents attackspeed by 60%, 20 second duration
    Lvl7 Reduce opponents attackspeed by 70%, 30 second duration


    Defender

    -Blunt Mastery
    Lvl1 10% boost in one handed Mace damage and boost melee by 2% of their maximum hp
    Lvl2 20% boost in one handed Mace damage and boost melee by 3% of their maximum hp
    Lvl3 30% boost in one handed Mace damage and boost melee by 3% of their maximum hp
    Lvl4 40% boost in one handed Mace damage and boost melee by 4% of their maximum hp
    Lvl5 50% boost in one handed Mace damage and boost melee by 5% of their maximum hp
    Lvl6 60% boost in one handed Mace damage and boost melee by 7% of their maximum hp
    Lvl7 80% boost in one handed Mace damage and boost melee by 10% of their maximum hp

    Due to the lack of ''damage'' buffs on defender I have placed a max HP to melee multiplier on their blunt mastery. This should increase their damage and should scale well with empower.

    -Defending Nature
    Lvl1 Lasts 20 seconds, 40 seconds cooldown, 110% damage received
    Lvl2 Lasts 20 seconds, 40 seconds cooldown, 100% damage received
    Lvl3 Lasts 20 seconds, 40 seconds cooldown, 90% damage received
    Lvl4 Lasts 20 seconds, 40 seconds cooldown, 80% damage received
    Lvl5 Lasts 20 seconds, 40 seconds cooldown, 70% damage received
    Lvl6 Lasts 20 seconds, 40 seconds cooldown, 60% damage received
    Lvl7 Lasts 20 seconds, 40 seconds cooldown, 50% damage received

    Having a damage reducing effect on DN gives defenders some of their supporting power back.

    -Shield Mastery
    Lvl1 8% block rate
    Lvl2 11% block rate
    Lvl3 14% block rate
    Lvl4 17% block rate
    Lvl5 21% block rate
    Lvl6 25% block rate
    Lvl7 35% block rate
    Removed: shield defense boost

    The name of this class tells you what you need to know about it. They defend, and thus should be tanky. The old shield buff that was available for both guardian and defender will now only be available for defender, making them able to reach 50% blockrate.

    -Stone Skin
    Lvl1 lasts 8 seconds, 210 seconds cooldown
    Lvl2 lasts 10 seconds, 210 seconds cooldown
    Lvl3 lasts 12 seconds, 210 seconds cooldown
    Lvl4 lasts 14 seconds, 210 seconds cooldown
    Lvl5 lasts 16 seconds, 210 seconds cooldown
    Lvl6 lasts 20 seconds, 180 seconds cooldown
    Lvl7 lasts 25 seconds, 90 seconds cooldown

    -Eternal Vitality
    Lvl1 10% boost in vit
    Lvl2 15% boost in vit
    Lvl3 20% boost in vit
    Lvl4 25% boost in vit
    Lvl5 30% boost in vit
    Lvl6 40% boost in vit
    Lvl7 60% boost in vit

    -Powered Heavy Armor
    Lvl1 40% drop in mobility
    Lvl2 35% drop in mobility
    Lvl3 30% drop in mobility
    Lvl4 25% drop in mobility
    Lvl5 20% drop in mobility
    Lvl6 10% drop in mobility
    Lvl7 NO (0%) drop in mobility

    -Shield Burden
    Lvl1 100% of your vit inflicts additional damage to opponent, 5% decrease in mobility for 30 seconds, cooldown 60 seconds,
    Lvl2 200% of your vit inflicts additional damage to opponent, 10% decrease in mobility for 30 seconds, cooldown 60 seconds
    Lvl3 300% of your vit inflicts additional damage to opponent, 20% decrease in mobility for 30 seconds, cooldown 60 seconds
    Lvl4 400% of your vit inflicts additional damage to opponent, 30% decrease in mobility for 30 seconds, cooldown 60 seconds
    Lvl5 500% of your vit inflicts additional damage to opponent, 40% decrease in mobility for 30 seconds, cooldown 60 seconds
    Lvl6 600% of your vit inflicts additional damage to opponent, 50% decrease in mobility for 30 seconds, cooldown 60 seconds
    Lvl7 800% of your vit inflicts additional damage to opponent, 70% decrease in mobility for 30 seconds, cooldown 40 seconds
    New: Ignores targets damage reducing effects and defense all lvls. (Note that skill defense & pvp defense still reduce this skills damage)

    -Leaders Mind
    Lvl1 18 minutes 20% AoE chance 50% drop in damage
    Lvl2 21 minutes 30% AoE chance 45% drop in damage
    Lvl3 24 minutes 40% AoE chance 40% drop in damage
    Lvl4 27 minutes 50% AoE chance 35% drop in damage
    Lvl5 30 minutes 60% AoE chance 30% drop in damage
    Lvl6 30 minutes 80% AoE chance 25% drop in damage
    Lvl7 120 minutes 100% AoE chance 20% drop in damage


    Giant:

    Warrior
    -Battle Chant
    Lvl1 Adds 5% boost in health
    Lvl2 Adds 10% boost in health
    Lvl3 Adds 15% boost in health
    Lvl4 Adds 20% boost in health
    Lvl5 Adds 25% boost in health
    Lvl6 Adds 30% boost in health
    Lvl7 Adds 40% boost in health

    -Blood Adrenaline
    Lvl1 25% consumed Hp
    Lvl2 25% consumed Hp
    Lvl3 25% consumed Hp
    Lvl4 25% consumed Hp
    Lvl5 25% consumed Hp
    Lvl6 20% consumed Hp
    Lvl7 10% consumed Hp

    -Find Hole
    Lvl1 18 minutes, 1% Hp absoption
    Lvl2 21 minutes, 2% Hp absoption
    Lvl3 23 minutes, 3% Hp absoption
    Lvl4 27 minutes, 4% Hp absoption
    Lvl5 30 minutes, 5% Hp absoption
    Lvl6 30 minutes, 6% Hp absoption
    Lvl7 120 minutes, 10% Hp absoption

    -Rage
    Lvl1 100% of your strength & dexterity are applied to a critical strike
    Lvl2 200% of your strength & dexterity are applied to a critical strike
    Lvl3 300% of your strength & dexterity are applied to a critical strike
    Lvl4 400% of your strength & dexterity are applied to a critical strike
    Lvl5 500% of your strength & dexterity are applied to a critical strike
    Lvl6 600% of your strength & dexterity are applied to a critical strike
    Lvl7 800% of your strength & dexterity are applied to a critical strike

    Berserker

    -Vigilance
    Lvl1 18 minutes 5% Str and dex
    Lvl2 21 minutes 10% Str and dex
    Lvl3 23 minutes 15% Str and dex
    Lvl4 27 minutes 20% Str and dex
    Lvl5 30 minutes 25% Str and dex
    Lvl6 30 minutes 30% Str and dex
    Lvl7 120 minutes 60% Str and dex

    -Presition
    Lvl1 12 seconds 300%
    Lvl2 12 seconds 400%
    Lvl3 12 seconds 500%
    Lvl4 12 seconds 600%
    Lvl5 12 seconds 700%
    Lvl6 12 seconds 800%
    Lvl7 15 seconds 1000%

    -Brandish Weapons
    Lvl1 18 minutes 20% AoE chance 50% drop in damage
    Lvl2 21 minutes 30% AoE chance 45% drop in damage
    Lvl3 24 minutes 40% AoE chance 40% drop in damage
    Lvl4 27 minutes 50% AoE chance 35% drop in damage
    Lvl5 30 minutes 60% AoE chance 30% drop in damage
    Lvl6 30 minutes 80% AoE chance 25% drop in damage
    Lvl7 120 minutes 100% AoE chance 20% drop in damage

    -Gigantic Storm
    Removed: Widens normal attack range

    -Madness
    Changed: Stun upon successful critical hit: 3 second stun duration, at lvl 1-6
    Stun upon successful critical hit: 5 second stun duration at lvl 7


    -Retaliate
    Removed: When hit by ranged attacks, stuns the opponent for x seconds, depending on the skill’s lvl
    Added: Take reduced damage from all ranged attacks


    Lvl1 5% reduced damage from ranged attacks (18 minutes)
    Lvl2 8% reduced damage from ranged attacks (21 minutes)
    Lvl3 10% reduced damage from ranged attacks (23 minutes)
    Lvl4 14% reduced damage from ranged attacks (27 minutes)
    Lvl5 18% reduced damage from ranged attacks (30 minutes)
    Lvl6 25% reduced damage from ranged attacks (30 minutes)
    Lvl7 35% reduced damage from ranged attacks (90 minutes)

    -Berserk: Cooldown 5 seconds at all lvls

    -Fortunate
    Lvl1 60 seconds cooldown, lasts 30 seconds

    Savage

    -Dual Sword Mastery
    Lvl1 18 minutes 2% atk spd
    Lvl2 21 minutes 6% atk spd
    Lvl3 24 minutes 10% atk spd
    Lvl4 27 minutes 14% atk spd
    Lvl5 30 minutes 18% atk spd
    Lvl6 30 minutes 22% atk spd
    Lvl7 120 minutes 30% atk spd

    -Barbaric Cry
    Lvl1 Disable regular attacks of target and 1 surrounding enemies, Duration 4 seconds, Cooldown 120 seconds
    Lvl2 Disable regular attacks of target and 1 surrounding enemies, Duration 6 seconds, Cooldown 120 seconds
    Lvl3 Disable regular attacks of target and 2 surrounding enemies, Duration 8 seconds, Cooldown 120 seconds
    Lvl4 Disable regular attacks of target and 2 surrounding enemies, Duration 10 seconds, Cooldown 120 seconds
    Lvl5 Disable regular attacks of target and 3 surrounding enemies, Duration 12 seconds, Cooldown 120 seconds
    Lvl6 Disable regular attacks of target and 3 surrounding enemies, Duration 15 seconds, Cooldown 120 seconds
    Lvl7 Disable regular attacks of target and 5 surrounding enemies, Duration 20 seconds, Cooldown 90 seconds

    For the totems it’s: Duration - Cooldown (the numbers are in that order)

    -Gail's Blessing
    Lvl1 3 minutes 180 seconds 500 HP Recovery
    Lvl2 3 minutes 180 seconds 1000 HP Recovery
    Lvl3 3 minutes 180 seconds 1500 HP Recovery
    Lvl4 3 minutes 180 seconds 2000 HP Recovery
    Lvl5 3 minutes 180 seconds 2500 HP Recovery
    Lvl6 3 minutes 180 seconds 3000 HP Recovery
    Lvl7 10 minutes 60 seconds 5000 HP Recovery

    -Gail's Protection
    Lvl1 3 minutes, 180 seconds 10% Atk spd
    Lvl2 3 minutes, 180 seconds 20% Atk spd
    Lvl3 3 minutes, 180 seconds 25% Atk spd
    Lvl4 3 minutes, 180 seconds 30% Atk spd
    Lvl5 3 minutes, 180 seconds 35% Atk spd
    Lvl6 3 minutes, 180 seconds 40% Atk spd
    Lvl7 10 minutes, 60 seconds 50% Atk spd

    -Gail's Wash
    Lvl1 3 minutes 180 seconds
    Lvl2 3 minutes 180 seconds
    Lvl3 3 minutes 180 seconds
    Lvl4 3 minutes 180 seconds
    Lvl5 3 minutes 180 seconds
    Lvl6 3 minutes 180 seconds
    Lvl7 10 minutes 90 seconds

    -Rampage Force
    Lvl1 18 minutes 20% AoE chance 50% drop in damage
    Lvl2 21 minutes 30% AoE chance 45% drop in damage
    Lvl3 24 minutes 40% AoE chance 40% drop in damage
    Lvl4 27 minutes 50% AoE chance 35% drop in damage
    Lvl5 30 minutes 60% AoE chance 30% drop in damage
    Lvl6 30 minutes 80% AoE chance 25% drop in damage
    Lvl7 120 minutes 100% AoE chance 20% drop in damage

    -Brutality
    Lvl1 18 minutes 10%Str, 2% vit
    Lvl2 21 minutes 15%Str, 4% vit
    Lvl3 24 minutes 20%Str, 6% vit
    Lvl4 27 minutes 25%Str, 8% vit
    Lvl5 30 minutes 30%Str, 10% vit
    Lvl6 30 minutes 40%Str, 15% vit
    Lvl7 120 minutes 60%Str, 20% vit

    -Ferocious
    Lvl1 18 minutes 8% mobility, reduce all damage taken by 2%
    Lvl2 21 minutes 10% mobility, reduce all damage taken by 4%
    Lvl3 24 minutes 12% mobility, reduce all damage taken by 6%
    Lvl4 27 minutes 14% mobility, reduce all damage taken by 8%
    Lvl5 30 minutes 16% mobility, reduce all damage taken by 10%
    Lvl6 30 minutes 20% mobility, reduce all damage taken by 15%
    Lvl7 90 minutes 25% mobility, reduce all damage taken by 20%

    Increased mobility and changed critical damage reduction into overall damage reduction (like rumir’s buff)

    -Pillage
    Lvl1 Reactivation time 1800 seconds Steals 1 buff skill from the target for 5 minutes
    Lvl2 Reactivation time 1800 seconds Steals 1 buff skill from the target for 10 minutes
    Lvl3 Reactivation time 1800 seconds Steals 1 buff skill from the target for 15 minutes
    Lvl4 Reactivation time 1800 seconds Steals 1 buff skill from the target for 20 minutes
    Lvl5 Reactivation time 1800 seconds Steals 1 buff skill from the target for 25 minutes
    Lvl6 Reactivation time 1800 seconds Steals 1 buff skill from the target for 30 minutes
    Lvl7 Reactivation time 1800 seconds Steals 1 buff skill from the target for 60 minutes

    Removed: No longer deals damage.
    Effect changed: Only steals 1 buff with a 100% chance of stealing that buff.

    -Fury Tempest
    Lvl1 20% boost in attack speed, Duration 60 seconds, Cooldown 180 seconds, 1% of damage dealt applied to next attack
    Lvl2 25% boost in attack speed, Duration 60 seconds, Cooldown 180 seconds, 2% of damage dealt applied to next attack
    Lvl3 30% boost in attack speed, Duration 60 seconds, Cooldown 180 seconds, 3% of damage dealt applied to next attack
    Lvl4 35% boost in attack speed, Duration 60 seconds, Cooldown 180 seconds, 4% of damage dealt applied to next attack
    Lvl5 40% boost in attack speed, Duration 60 seconds, Cooldown 180 seconds, 5% of damage dealt applied to next attack
    Lvl6 50% boost in attack speed, Duration 60 seconds, Cooldown 180 seconds, 6% of damage dealt applied to next attack
    Lvl7 80% boost in attack speed, Duration 60 seconds, Cooldown 180 seconds, 8% of damage dealt applied to next attack

    -Fortunate
    Lvl1 60 seconds cooldown, lasts 30 seconds

    Dekan:

    Dragon Fighter

    -Health Funnel
    Lvl1 200% Int and 200% Vit are applied to recover the targets HP, Cooldown 12 seconds, Activation time 1 second
    Lvl2 400% Int and 400% Vit are applied to recover the targets HP, Cooldown 12 seconds, Activation time 1 second
    Lvl3 600% Int and 600% Vit are applied to recover the targets HP, Cooldown 12 seconds, Activation time 1 second
    Lvl4 800% Int and 800% Vit are applied to recover the targets HP, Cooldown 12 seconds, Activation time 1 second
    Lvl5 1000% Int and 1000% Vit are applied to recover the targets HP, Cooldown 12 seconds, Activation time 1 second
    Lvl6 1200% Int and 1200% Vit are applied to recover the targets HP, Cooldown 12 seconds, Activation time 1 second
    Lvl7 1500% Int and 1800% Vit are applied to recover the targets HP, Cooldown 8 seconds, Activation time 1 second

    -Breath: Cooldown to 4 seconds at all lvls
    -Health Drain: cooldown to 8 seconds at all lvls

    Dragon Knight

    -Double Fore Foot Swing
    Lvl1 17 seconds cooldown, 20%hp consuption
    Lvl2 17 seconds cooldown, 20%hp consuption
    Lvl3 17 seconds cooldown, 20%hp consuption
    Lvl4 17 seconds cooldown, 20%hp consuption
    Lvl5 17 seconds cooldown, 18%hp consuption
    Lvl6 17 seconds cooldown, 15%hp consuption
    Lvl7 15 seconds cooldown, 12%hp consuption

    -Divide Flow
    Lvl1 12 seconds cooldown, 30%damage boost, 1 seconds stun
    Lvl2 12 seconds cooldown, 50%damage boost, 2 seconds stun
    Lvl3 12 seconds cooldown, 70%damage boost, 2 seconds stun
    Lvl4 12 seconds cooldown, 90%damage boost, 3 seconds stun
    Lvl5 12 seconds cooldown, 120%damage boost, 3 seconds stun
    Lvl6 12 seconds cooldown, 150%damage boost, 4 seconds stun
    Lvl7 12 seconds cooldown, 200%damage boost, 4 seconds stun

    -Lunacy
    Lvl1 15%atk spd
    Lvl2 20%atk spd
    Lvl3 25%atk spd
    Lvl4 30%atk spd
    Lvl5 35%atk spd
    Lvl6 40%atk spd
    Lvl7 60%atk spd

    -Sudden Death
    Lvl1 10% additional damage to your attacks
    Lvl2 12% additional damage to your attacks
    Lvl3 14% additional damage to your attacks
    Lvl4 16% additional damage to your attacks
    Lvl5 20% additional damage to your attacks
    Lvl6 25% additional damage to your attacks
    Lvl7 35% additional damage to your attacks

    -Evolve
    Lvl1 18 minutes 10% boost in HP
    Lvl2 21 minutes 10% boost in HP
    Lvl3 24 minutes 15% boost in HP
    Lvl4 27 minutes 15% boost in HP
    Lvl5 30 minutes 20% boost in HP
    Lvl6 60 minutes 20% boost in HP
    Lvl7 120 minutes 25% boost in HP
    Cooldown at all lvls: 5 seconds cooldown

    -Crit Immunity
    1 18 minutes 50% Vit drops Crit damage
    2 21 minutes 100% Vit drops Crit damage
    3 24 minutes 150% Vit drops Crit damage
    4 27 minutes 200% Vit drops Crit damage
    5 30 minutes 250% Vit drops Crit damage
    6 30 minutes 350% Vit drops Crit damage
    7 90 minutes 500% Vit drops Crit damage

    Dragon Sage

    -Evolve
    Lvl1 18 minutes, 10% boost in HP
    Lvl2 21 minutes, 10% boost in HP
    Lvl3 24 minutes, 15% boost in HP
    Lvl4 27 minutes, 15% boost in HP
    Lvl5 30 minutes, 20% boost in HP
    Lvl6 60 minutes, 25% boost in HP
    Lvl7 120 minutes, 35% boost in HP
    Cooldown at all lvls: 5 seconds cooldown

    -Crit Immunity
    Lvl1 18 minutes, 50% Int drops Crit damage
    Lvl2 21 minutes, 100% Int drops Crit damage
    Lvl3 24 minutes, 150% Int drops Crit damage
    Lvl4 27 minutes, 200% Int drops Crit damage
    Lvl5 30 minutes, 250% Int drops Crit damage
    Lvl6 30 minutes, 350% Int drops Crit damage
    Lvl7 90 minutes, 500% Int drops Crit damage

    -Mana Guard
    Lvl1 40 seconds cooldown, lasts 60 seconds, 600% Int absorbs Damage
    Lvl2 40 seconds cooldown, lasts 60 seconds, 800% Int absorbs Damage
    Lvl3 40 seconds cooldown, lasts 60 seconds, 1000% Int absorbs Damage
    Lvl4 40 seconds cooldown, lasts 60 seconds, 1200% Int absorbs Damage
    Lvl5 40 seconds cooldown, lasts 60 seconds, 1500% Int absorbs Damage
    Lvl6 30 seconds cooldown, lasts 60 seconds, 1800% Int absorbs Damage
    Lvl7 30 seconds cooldown, lasts 60 seconds, 2500% Int absorbs Damage

    -Reverse Scale
    60 seconds duration at all lvls

    -Moving Shadow
    Lvl1 Duration 18 minutes, 10% boost in attack speed, Cooldown 5 seconds
    Lvl2 Duration 21 minutes, 20% boost in attack speed, Cooldown 5 seconds
    Lvl3 Duration 24 minutes, 30% boost in attack speed, Cooldown 5 seconds
    Lvl4 Duration 27 minutes, 40% boost in attack speed, Cooldown 5 seconds
    Lvl5 Duration 30 minutes, 50% boost in attack speed, Cooldown 5 seconds
    Lvl6 Duration 30 minutes, 60% boost in attack speed, Cooldown 5 seconds
    Lvl7 Duration 90 minutes, 80% boost in attack speed, Cooldown 5 seconds


    Dark Elf:

    Mage

    -Dark Message
    Lvl1 18 minutes, 5% boost in HP
    Lvl2 21 minutes, 8% boost in HP
    Lvl3 24 minutes, 10% boost in HP
    Lvl4 27 minutes, 12% boost in HP
    Lvl5 30 minutes, 15% boost in HP
    Lvl6 60 minutes, 20% boost in HP
    Lvl7 120 minutes, 30% boost in HP

    -Wide Encourage
    Lvl1 10 seconds cooldown, 200% of intelligence as damage to the targets and surrounding enemies in a 10m radius
    Lvl2 10 seconds cooldown, 400% of intelligence as damage to the targets and surrounding enemies in a 10m radius
    Lvl3 10 seconds cooldown, 600% of intelligence as damage to the targets and surrounding enemies in a 10m radius
    Lvl4 10 seconds cooldown, 800% of intelligence as damage to the targets and surrounding enemies in a 10m radius
    Lvl5 10 seconds cooldown, 1000% of intelligence as damage to the targets and surrounding enemies in a 10m radius
    Lvl6 10 seconds cooldown, 1500% of intelligence as damage to the targets and surrounding enemies in a 10m radius
    Lvl7 10 seconds cooldown, 2000% of intelligence as damage to the targets and surrounding enemies in a 10m radius

    -Wide Pollution
    Lvl1 10 seconds cooldown
    Lvl2 10 seconds cooldown
    Lvl3 10 seconds cooldown
    Lvl4 10 seconds cooldown
    Lvl5 10 seconds cooldown
    Lvl6 10 seconds cooldown
    Lvl7 10 seconds cooldown

    Wizzard

    -Staff Mastery
    Lvl1 18 minutes , 50% Psy as additional Magic attack
    Lvl2 21 minutes , 100% Psy as additional Magic attack
    Lvl3 24 minutes, 150% Psy as additional Magic attack
    Lvl4 27 minutes, 200% Psy as additional Magic attack
    Lvl5 30 minutes, 250% Psy as additional Magic attack
    Lvl6 30 minutes, 300% Psy as additional Magic attack
    Lvl7 120 minutes, 400% Psy as additional Magic attack

    -Destroy
    Lvl1 18 minutes, normal attack deals area damage, additional 3 targets, increase damage 15%
    Lvl2 21 minutes, normal attack deals area damage, additional 4 targets, increase damage 20%
    Lvl3 24 minutes, normal attack deals area damage, additional 5 targets, increase damage 25%
    Lvl4 27 minutes, normal attack deals area damage, additional 6 targets, increase damage 30%
    Lvl5 30 minutes, normal attack deals area damage, additional 7 targets, increase damage 35%
    Lvl6 30 minutes, normal attack deals area damage, additional 8 targets, increase damage 40%
    Lvl7 90 minutes, normal attack deals area damage, additional 9 targets, increase damage 50%

    -Magical Piercing
    Lvl1 600%, Cooldown 10 seconds
    Lvl2 700%, Cooldown 10 seconds
    Lvl3 800%, Cooldown 10 seconds
    Lvl4 900%, Cooldown 10 seconds
    Lvl5 1000%, Cooldown 10 seconds
    Lvl6 1200%, Cooldown 10 seconds
    Lvl7 1500%, Cooldown 8 seconds

    -Multi Magic Arrow (damage based on psy % + base magic attack)
    Lvl1 2 hits 200%
    Lvl2 3 hits 200%
    Lvl3 4 hits 200%
    Lvl4 5 hits 200%
    Lvl5 6 hits 200%
    Lvl6 7 hits 300%
    Lvl7 8 hits 400%

    -Ring Bust
    Lvl1 600%, Cooldown 10 seconds
    Lvl2 700%, Cooldown 10 seconds
    Lvl3 800%, Cooldown 10 seconds
    Lvl4 900%, Cooldown 10 seconds
    Lvl5 1000%, Cooldown 10 seconds
    Lvl6 1200%, Cooldown 8 seconds
    Lvl7 1500%, Cooldown 6 seconds

    -Slow
    Lvl1 100% damage, 10 seconds debuff
    Lvl2 110% damage, 10 seconds debuff
    Lvl3 120% damage, 10 seconds debuff
    Lvl4 130% damage, 10 seconds debuff
    Lvl5 140% damage, 10 seconds debuff
    Lvl6 160% damage, 12 seconds debuff
    Lvl7 200% damage, 15 seconds debuff

    -Spell Extention
    Lvl1 60 seconds Cooldown
    Lvl2 60 seconds Cooldown
    Lvl3 60 seconds Cooldown
    Lvl4 60 seconds Cooldown
    Lvl5 60 seconds Cooldown
    Lvl6 60 seconds Cooldown
    Lvl7 60 seconds Cooldown

    -Psyche Shield
    Now works again for party members in a range of 50 meters. Damage reduction goes from the psy of the host(wizard), amount of psyche which reduces damage remains unchanged.
    Why this change? I want people to grind/farm and PVP in groups. Currently almost all classes contribute at least one buff or aura to a party, mages should be able to do this as well, specially wizard, which used to be the core farmer of partys.

    Warlock

    -Staff Mastery
    Lvl1 18 minutes , 50% Int as additional Magic attack, 5% attack speed
    Lvl2 21 minutes , 100% Int as additional Magic attack, 10% attack speed
    Lvl3 24 minutes, 150% Int as additional Magic attack, 15% attack speed
    Lvl4 27 minutes, 200% Int as additional Magic attack, 20% attack speed
    Lvl5 30 minutes, 250% Int as additional Magic attack, 25% attack speed
    Lvl6 30 minutes, 300% Int as additional Magic attack, 40% attack speed
    Lvl7 120 minutes, 400% Int as additional Magic attack, 70% attack speed

    -Magic Push
    Lvl1 20 seconds cooldown, 150% damage boost
    Lvl2 20 seconds cooldown, 200% damage boost
    Lvl3 20 seconds cooldown, 250% damage boost
    Lvl4 20 seconds cooldown, 300% damage boost
    Lvl5 20 seconds cooldown, 350% damage boost
    Lvl6 18 seconds cooldown, 400% damage boost
    Lvl7 15 seconds cooldown, 500% damage boost

    -Broken Treasure
    Lvl1 90 seconds cooldown, 30 seconds effect duration, 100%Mag damage boost
    Lvl2 90 seconds cooldown, 30 seconds effect duration, 150%Mag damage boost
    Lvl3 90 seconds cooldown, 30 seconds effect duration, 200%Mag damage boost
    Lvl4 90 seconds cooldown, 30 seconds effect duration, 250%Mag damage boost
    Lvl5 90 seconds cooldown, 30 seconds effect duration, 300%Mag damage boost
    Lvl6 90 seconds cooldown, 30 seconds effect duration, 400%Mag damage boost
    Lvl7 60 seconds cooldown, 45 seconds effect duration, 600%Mag damage boost

    -Mana Incineration
    Lvl1 18 minutes, Burns the targets mana by 2% of all damage received
    Lvl2 21 minutes, Burns the targets mana by 4% of all damage received
    Lvl3 24 minutes, Burns the targets mana by 6% of all damage received
    Lvl4 27 minutes, Burns the targets mana by 8% of all damage received
    Lvl5 30 minutes, Burns the targets mana by 10% of all damage received
    Lvl6 30 minutes, Burns the targets mana by 12% of all damage received
    Lvl7 90 minutes, Burns the targets mana by 20% of all damage received


    Half elf:

    Archer

    -Fatal
    Lvl1 18 minutes, 300% of dexterity applied as damage after a successful critical hit
    Lvl2 21 minutes, 400% of dexterity applied as damage after a successful critical hit
    Lvl3 24 minutes, 500% of dexterity applied as damage after a successful critical hit
    Lvl4 27 minutes, 600% of dexterity applied as damage after a successful critical hit
    Lvl5 30 minutes, 700% of dexterity applied as damage after a successful critical hit
    Lvl6 30 minutes, 900% of dexterity applied as damage after a successful critical hit
    Lvl7 120 minutes, 1200% of dexterity applied as damage after a successful critical hit

    -Bleeding shot
    Lvl1 10 seconds cooldown
    Lvl2 10 seconds cooldown
    Lvl3 10 seconds cooldown
    Lvl4 10 seconds cooldown
    Lvl5 10 seconds cooldown
    Lvl6 10 seconds cooldown
    Lvl7 10 seconds cooldown

    -Piercing root
    Lvl1 20 seconds cooldown, 5 second duration 50% chance to root
    Lvl2 20 seconds cooldown, 5 second duration 60% chance to root
    Lvl3 20 seconds cooldown, 5 second duration 70% chance to root
    Lvl4 20 seconds cooldown, 5 second duration 80% chance to root
    Lvl5 20 seconds cooldown, 5 second duration 90% chance to root
    Lvl6 20 seconds cooldown, 7 second duration 100% chance to root
    Lvl7 20 seconds cooldown, 10 second duration 100% chance to root

    Ranger

    -Crossbow Mastery
    Lvl1 25% dex as Bonus Ranged Attack, 10% boost in Crossbow damage
    Lvl2 50% dex as Bonus Ranged Attack, 20% boost in Crossbow damage
    Lvl3 100% dex as Bonus Ranged Attack, 30% boost in Crossbow damage
    Lvl4 150% dex as Bonus Ranged Attack, 40% boost in Crossbow damage
    Lvl5 200% dex as Bonus Ranged Attack, 50% boost in Crossbow damage
    Lvl6 250% dex as Bonus Ranged Attack, 70% boost in Crossbow damage
    Lvl7 350% dex as Bonus Ranged Attack, 100% boost in Crossbow damage
    Attackspeed boost: unchanged

    -Critical Shot
    Lvl1 25 seconds cooldown
    Lvl2 25 seconds cooldown
    Lvl3 25 seconds cooldown
    Lvl4 25 seconds cooldown
    Lvl5 25 seconds cooldown
    Lvl6 20 seconds cooldown
    Lvl7 10 seconds cooldown

    -Strip Shot
    Lvl1 25 seconds cooldown
    Lvl2 25 seconds cooldown
    Lvl3 25 seconds cooldown
    Lvl4 25 seconds cooldown
    Lvl5 25 seconds cooldown
    Lvl6 20 seconds cooldown
    Lvl7 10 seconds cooldown

    -Silence shot
    Removed: Damage
    Unchanged: Cooldown and silence duration
    Change: Now no longer is a projectile but a debuff like Anti-Pot or Ensnare(like dhans silence). This means that this skill can’t be resisted/blocked/parried but it also doesn’t apply the ranger ulti anymore.

    -Open Eyes
    Lvl1 30 seconds cooldown

    Why these ranger changes? Ranger relies on hitting skills to apply their ulti. Skills are easily resisted or blocked thus some of the cooldowns of certain skills were lowered to make their playstyle more reliable. Same goes for their target, The whole point of a ranger is to shutdown 1 high priority target completely. Applying silence + antipot + ulti should have a 100% success chance. You can still counter this with reflect buffs, cure silence, mirror, spirit, rohas etc etc.

    The Koreans suggest this for rangers:

    -Critical Shot
    Lvl1 10 seconds cooldown, 4 Targets, 30% chance to Crit
    Lvl2 10 seconds cooldown, 5 Targets, 40% chance to Crit
    Lvl3 10 seconds cooldown, 6 Targets, 50% chance to Crit
    Lvl4 10 seconds cooldown, 7 Targets, 60% chance to Crit
    Lvl5 10 seconds cooldown, 8 Targets, 70% chance to Crit
    Lvl6 10 seconds cooldown, 9 Targets, 80% chance to Crit
    Lvl7 5 seconds cooldown, 9 Targets, 100% chance to Crit

    I totally disagree with this since rangers are single target burst DPS PVP characters. They should not get AOE, just like Avengers shouldn’t. It simply doesn’t fit in their playstyle. Beside that having crit shot with 5 seconds cooldown, hitting 9 targets and applying their ulti at 9 targets would totally mess up pvp and pve. It should NOT be introduced.

    Since rangers lack AOE, I boosted their critical damage, their ranged attack and their cooldowns. This way they remain a more reliable single target DPS PVP class.



    Scout

    -Bow Mastery
    Lvl1 25% dex as Bonus Ranged Attack, 10% boost in Bows damage
    Lvl2 50% dex as Bonus Ranged Attack, 20% boost in Bows damage
    Lvl3 100% dex as Bonus Ranged Attack, 30% boost in Bows damage
    Lvl4 150% dex as Bonus Ranged Attack, 40% boost in Bows damage
    Lvl5 200% dex as Bonus Ranged Attack, 50% boost in Bows damage
    Lvl6 250% dex as Bonus Ranged Attack, 70% boost in Bows damage
    Lvl7 300% dex as Bonus Ranged Attack, 100% boost in Bows damage

    -Ignore Aggro (name change to: Ranged Abso)
    Lvl1 1% hp/mp absorption from damage given
    Lvl2 2% hp/mp absorption from damage given
    Lvl3 3% hp/mp absorption from damage given
    Lvl4 4% hp/mp absorption from damage given
    Lvl5 5% hp/mp absorption from damage given
    Lvl6 8% hp/mp absorption from damage given
    Lvl7 12% hp/mp absorption from damage given
    Removed: no longer removes aggro from monsters

    -Rain Shot
    Lvl1 50% chance of dealing critical damage to your target and 3 others in his surrounding, 40 seconds cooldown
    Lvl2 60% chance of dealing critical damage to your target and 4 others in his surrounding, 40 seconds cooldown
    Lvl3 70% chance of dealing critical damage to your target and 5 others in his surrounding, 40 seconds cooldown
    Lvl4 80% chance of dealing critical damage to your target and 6 others in his surrounding, 35 seconds cooldown
    Lvl5 90% chance of dealing critical damage to your target and 7 others in his surrounding, 30 seconds cooldown
    Lvl6 100% chance of dealing critical damage to your target and 8 others in his surrounding, 25 seconds cooldown
    Lvl7 100% chance of dealing critical damage to your target and 9 others in his surrounding, 15 seconds cooldown

    -Multi Shot
    Lvl1 30% boost in damage dealt to your target and 3 others near him, 15 seconds cooldown
    Lvl2 60% boost in damage dealt to your target and 4 others near him, 15 seconds cooldown
    Lvl3 90% boost in damage dealt to your target and 5 others near him, 15 seconds cooldown
    Lvl4 120% boost in damage dealt to your target and 6 others near him, 15 seconds cooldown
    Lvl5 160% boost in damage dealt to your target and 7 others near him, 15 seconds cooldown
    Lvl6 200% boost in damage dealt to your target and 8 others near him, 12 seconds cooldown
    Lvl7 250% boost in damage dealt to your target and 9 others near him, 10 seconds cooldown

    -Violent shot
    Lvl1 Every 3 seconds 50% of your damage is dealt to your target and 3 surrounding others for 30 seconds, Cooldown 40 seconds
    Lvl2 Every 3 seconds 55% of your damage is dealt to your target and 4 surrounding others for 30 seconds, Cooldown 40 seconds
    Lvl3 Every 3 seconds 60% of your damage is dealt to your target and 5 surrounding others for 30 seconds, Cooldown 40 seconds
    Lvl4 Every 3 seconds 65% of your damage is dealt to your target and 6 surrounding others for 30 seconds, Cooldown 40 seconds
    Lvl5 Every 3 seconds 70% of your damage is dealt to your target and 7 surrounding others for 30 seconds, Cooldown 40 seconds
    Lvl6 Every 3 seconds 80% of your damage is dealt to your target and 8 surrounding others for 30 seconds, Cooldown 30 seconds
    Lvl7 Every 3 seconds 100% of your damage is dealt to your target and 9 surrounding others for 30 seconds, Cooldown 30 seconds

    -Pouring Shot
    Lvl1 Penetrates damage reducing effects and the targets defense, your target and 3 others around him will receive a 20% boost in damage, cooldown 40 seconds
    Lvl2 Penetrates damage reducing effects and the targets defense, your target and 4 others around him will receive a 40% boost in damage, cooldown 40 seconds
    Lvl3 Penetrates damage reducing effects and the targets defense, your target and 5 others around him will receive a 60% boost in damage, cooldown 40 seconds
    Lvl4 Penetrates damage reducing effects and the targets defense, your target and 6 others around him will receive a 80% boost in damage, cooldown 40 seconds
    Lvl5 Penetrates damage reducing effects and the targets defense, your target and 7 others around him will receive a 100% boost in damage, cooldown 40 seconds
    Lvl6 Penetrates damage reducing effects and the targets defense, your target and 8 others around him will receive a 120% boost in damage, cooldown 30 seconds
    Lvl7 Penetrates damage reducing effects and the targets defense, your target and 9 others around him will receive a 150% boost in damage, cooldown 20 seconds

    -Melting
    Lvl1 30 seconds cooldown


    Dhan

    Assassin

    -Deadly Blow
    Lvl1 200% of users Agility damage bonus upon a successful critical attack. 20% boost in agility
    Lvl2 400% of users Agility damage bonus upon a successful critical attack. 20% boost in agility
    Lvl3 600% of users Agility damage bonus upon a successful critical attack. 20% boost in agility
    Lvl4 800% of users Agility damage bonus upon a successful critical attack. 20% boost in agility
    Lvl5 1000% of users Agility damage bonus upon a successful critical attack. 20% boost in agility
    Lvl6 1200% of users Agility damage bonus upon a successful critical attack. 20% boost in agility
    Lvl7 1500% of users Agility damage bonus upon a successful critical attack. 40% boost in agility

    -Parry
    Lvl1 4% chance of blocking a physical attack with your weapon
    Lvl2 8% chance of blocking a physical attack with your weapon
    Lvl3 10% chance of blocking a physical attack with your weapon
    Lvl4 12% chance of blocking a physical attack with your weapon
    Lvl5 16% chance of blocking a physical attack with your weapon
    Lvl6 20% chance of blocking a physical attack with your weapon
    Lvl7 25% chance of blocking a physical attack with your weapon

    -Boost
    lvl 7 duration changed to 120 minutes instead of 30 minutes

    Avenger

    -Avenger Mastery (name changed)
    Lvl1 30% boost to your katar’s/Dagger’s damage, 2% agility as added damage
    Lvl2 40% boost to your katar’s/Dagger’s damage, 5% agility as added damage
    Lvl3 50% boost to your katar’s/Dagger’s damage, 10% agility as added damage
    Lvl4 60% boost to your katar’s/Dagger’s damage, 15% agility as added damage
    Lvl5 70% boost to your katar’s/Dagger’s damage, 20% agility as added damage
    Lvl6 80% boost to your katar’s/Dagger’s damage, 25% agility as added damage
    Lvl7 100% boost to your katar’s/Dagger’s damage, 40% agility as added damage
    New: Can be used with dagger and katar

    -Shadow
    Lvl1 Resistance to Disorient Skills, Duration 10 seconds, cooldown 90 seconds
    Lvl2 Resistance to Disorient Skills, Duration 12 seconds, cooldown 90 seconds
    Lvl3 Resistance to Disorient Skills, Duration 14 seconds, cooldown 90 seconds
    Lvl4 Resistance to Disorient Skills, Duration 16 seconds, cooldown 90 seconds
    Lvl5 Resistance to Disorient Skills, Duration 18 seconds, cooldown 90 seconds
    Lvl6 Resistance to Disorient Skills, Duration 20 seconds, cooldown 75 seconds
    Lvl7 Resistance to Disorient Skills, Duration 25 seconds, cooldown 60 seconds

    -Storm Assault
    Lvl1 1% accumulating damage to your next attack, 10% chance to block a physical attack with your weapon, duration 10 seconds, 30 seconds cooldown
    Lvl2 2% accumulating damage to your next attack, 20% chance to block a physical attack with your weapon, duration 10 seconds, 30 seconds cooldown
    Lvl3 4% accumulating damage to your next attack, 30% chance to block a physical attack with your weapon, duration 10 seconds, 30 seconds cooldown
    Lvl4 6% accumulating damage to your next attack, 40% chance to block a physical attack with your weapon, duration 10 seconds, 30 seconds cooldown
    Lvl5 8% accumulating damage to your next attack, 50% chance to block a physical attack with your weapon, duration 10 seconds, 30 seconds cooldown
    Lvl6 10% accumulating damage to your next attack, 60% chance to block a physical attack with your weapon, duration 12 seconds, 30 seconds cooldown
    Lvl7 12% accumulating damage to your next attack, 70% chance to block a physical attack with your weapon, duration 15 seconds, 30 seconds cooldown

    -Suicide
    Lvl1 Deals 10% from your max HP as damage to 1 target if suicide succeeds, 2% chance to succeed
    Lvl2 Deals 20% from your max HP as damage to 1 target if suicide succeeds, 5% chance to succeed
    Lvl3 Deals 30% from your max HP as damage to 1 target if suicide succeeds, 10% chance to succeed
    Lvl4 Deals 40% from your max HP as damage to 1 target if suicide succeeds, 20% chance to succeed
    Lvl5 Deals 50% from your max HP as damage to 1 target if suicide succeeds, 30% chance to succeed
    Lvl6 Deals 70% from your max HP as damage to 1 target if suicide succeeds, 40% chance to succeed
    Lvl7 Deals 100% from your max HP as damage to 1 target if suicide succeeds, 50% chance to succeed
    Note: You will always die when using this skill.
    Activation/channel time changed to: 3 seconds

    Why this change? Suicide is a skill that I do not want to remove completely from the game, It is however too strong at the moment. It should always only kill 1 target not multiple, avengers are single target burst assassins. It also seems unfair to be able to kill someone with 3x your own hp (avenger has mind exchange for that), thus you either have to make a full vit dhan to suicide at people and even then you still won’t kill other maxed out vit charcters, simply because they outscale you due to their hp/vit boosts. This also prevents people from making lvl 50 suicide dhans, since they will have only a few thousand HP, their suicide won’t deal any damage.

    -Rowel Spur
    100% boost in your mounts mobility, lasts 30 minutes

    -Free up
    30 seconds cooldown

    Why these avenger changes? Well first of all avenger is a bit over-buffed. 2000% scaling from agi to critical hits is too much so I decreased it to 1500%. Most of avengers skills and such have short cooldowns, therefore it’s not logical to put a 180 sec cooldown on shadow. I shortened the duration but cut back on the cooldown, making you able to get a combo off much more often but for a shorter period of time. Just like Storm Assault/PP/DPP etc. this scales much better with their playstyle and skillset. I’ve changed storm assault as well, dhans are classes that deal tonns of damage in a short period of time. With storm assault they have a 15 second window to kill somebody, after which they have a 15 second active cooldown. Opposed to 10 sec active cooldown and 20 second window at the moment. To compensate for the increased cooldown I increased the blockrate on both parry and SA and also increased the accumulating damage slightly. This cooldown change will offer more counter-play for other players. (if they can survive)


    Predator

    -Predator Mastery (name changed)
    Lvl1 30% boost to your katar’s/Dagger’s damage, 2% agility as added damage, 5% attackspeed
    Lvl2 40% boost to your katar’s/Dagger’s damage, 5% agility as added damage, 8% attackspeed
    Lvl3 50% boost to your katar’s/Dagger’s damage, 10% agility as added damage, 10% attackspeed
    Lvl4 60% boost to your katar’s/Dagger’s damage, 15% agility as added damage, 15% attackspeed
    Lvl5 70% boost to your katar’s/Dagger’s damage, 20% agility as added damage, 18% attackspeed
    Lvl6 80% boost to your katar’s/Dagger’s damage, 25% agility as added damage, 20% attackspeed
    Lvl7 100% boost to your katar’s/Dagger’s damage, 40% agility as added damage, 30% attackspeed
    New: Can be used with dagger and katar
    Removed: No longer garants 2-15% crit chance

    -Transformation
    Lvl1 Convert 100% of your targets ranged attack into 90% melee attack, duration 10 seconds
    Lvl2 Convert 100% of your targets ranged attack into 80% melee attack, duration 12 seconds
    Lvl3 Convert 100% of your targets ranged attack into 70% melee attack, duration 14 seconds
    Lvl4 Convert 100% of your targets ranged attack into 60% melee attack, duration 16 seconds
    Lvl5 Convert 100% of your targets ranged attack into 50% melee attack, duration 18 seconds
    Lvl6 Convert 100% of your targets ranged attack into 40% melee attack, duration 20 seconds
    Lvl7 Convert 100% of your targets ranged attack into 30% melee attack, duration 30 seconds

    -Black Mantle
    Lvl1 10% boost to you and your party members mobility, Vanish mode lasts 2 minutes, cooldown 300 seconds
    Lvl2 20% boost to you and your party members mobility, Vanish mode lasts 2 minutes, cooldown 300 seconds
    Lvl3 30% boost to you and your party members mobility, Vanish mode lasts 3 minutes, cooldown 280 seconds
    Lvl4 40% boost to you and your party members mobility, Vanish mode lasts 3 minutes, cooldown 260 seconds
    Lvl5 50% boost to you and your party members mobility, Vanish mode lasts 4 minutes, cooldown 240 seconds
    Lvl6 70% boost to you and your party members mobility, Vanish mode lasts 5 minutes, cooldown 180 seconds
    Lvl7 100% boost to you and your party members mobility, Vanish mode lasts 10 minutes, cooldown 90 seconds
    New: Range increase to 50 meters


    Elf

    White Mage

    - Intelligence Blow
    Lvl1 10% boost to casters magic attack force
    Lvl2 15% boost to casters magic attack force
    Lvl3 20% boost to casters magic attack force
    Lvl4 25% boost to casters magic attack force
    Lvl5 30% boost to casters magic attack force
    Lvl6 35% boost to casters magic attack force
    Lvl7 50% boost to casters magic attack force

    -Magic Barrier
    Lvl1 30 seconds cooldown, lasts 60 seconds, 600% Psy absorbs Damage
    Lvl2 30 seconds cooldown, lasts 60 seconds, 800% Psy absorbs Damage
    Lvl3 30 seconds cooldown, lasts 60 seconds, 1000% Psy absorbs Damage
    Lvl4 30 seconds cooldown, lasts 60 seconds, 1200% Psy absorbs Damage
    Lvl5 30 seconds cooldown, lasts 60 seconds, 1500% Psy absorbs Damage
    Lvl6 30 seconds cooldown, lasts 60 seconds, 1800% Psy absorbs Damage
    Lvl7 20 seconds cooldown, lasts 60 seconds, 2500% Psy absorbs Damage

    -Heal
    Lvl1 200% Int and 500% Psy are applied to recover the targets HP, Cooldown 6 seconds, Activation time 1 second
    Lvl2 400% Int and 700% Psy are applied to recover the targets HP, Cooldown 6 seconds, Activation time 1 second
    Lvl3 500% Int and 900% Psy are applied to recover the targets HP, Cooldown 6 seconds, Activation time 1 second
    Lvl4 600% Int and 1100% Psy are applied to recover the targets HP, Cooldown 6 seconds, Activation time 1 second
    Lvl5 1000% Int and 1300% Psy are applied to recover the targets HP, Cooldown 6 seconds, Activation time 1 second
    Lvl6 1200% Int and 1500% Psy are applied to recover the targets HP, Cooldown 6 seconds, Activation time 1 second
    Lvl7 1500% Int and 2000% Psy are applied to recover the targets HP, Cooldown 6 seconds, Activation time 1 second

    -Group heal
    Lvl1 200% Int and 500% Psy are applied to recover the party members HP, Cooldown 10 seconds, Activation time 1 second
    Lvl2 300% Int and 700% Psy are applied to recover the party members HP, Cooldown 10 seconds, Activation time 1 second
    Lvl3 400% Int and 900% Psy are applied to recover the party members HP, Cooldown 10 seconds, Activation time 1 second
    Lvl4 500% Int and 1100% Psy are applied to recover the party members HP, Cooldown 10 seconds, Activation time 1 second
    Lvl5 600% Int and 1300% Psy are applied to recover the party members HP, Cooldown 10 seconds, Activation time 1 second
    Lvl6 800% Int and 1500% Psy are applied to recover the party members HP, Cooldown 10 seconds, Activation time 1 second
    Lvl7 1200% Int and 2000% Psy are applied to recover the party members HP, Cooldown 8 seconds, Activation time 1 second


    Priest

    -Vacuum
    Lv 1- 8 sec vacuum, 90 sec cd
    Lv 2- 10 sec vacuum, 90 sec cd
    Lv 3- 12 sec vacuum, 90 sec cd
    Lv 4- 14 sec vacuum, 90 sec cd
    Lv 5- 16 sec vacuum, 90 sec cd
    Lv 6- 18 sec vacuum, 90 sec cd
    Lv 7- 25 sec vacuum, 90 sec cd

    -Heavens Dawn
    Lvl1 Duration 60 seconds, cooldown 180 seconds
    Lvl2 Duration 60 seconds, cooldown 180 seconds
    Lvl3 Duration 60 seconds, cooldown 180 seconds
    Lvl4 Duration 60 seconds, cooldown 180 seconds
    Lvl5 Duration 60 seconds, cooldown 180 seconds
    Lvl6 Duration 60 seconds, cooldown 180 seconds
    Lvl7 Duration 60 seconds, cooldown 180 seconds

    -Marea’s Grace
    Lvl1 Boost casters and party members health by 5%, sustain mana 500
    Lvl2 Boost casters and party members health by 10%, sustain mana 800
    Lvl3 Boost casters and party members health by 15%, sustain mana 1000
    Lvl4 Boost casters and party members health by 20%, sustain mana 1200
    Lvl5 Boost casters and party members health by 25%, sustain mana 1500
    Lvl6 Boost casters and party members health by 30%, sustain mana 2000
    Lvl7 Boost casters and party members health by 40%, sustain mana 2500


    Templar

    -Equality
    Lvl1 18 minutes 20% AoE chance 50% drop in damage
    Lvl2 21 minutes 30% AoE chance 45% drop in damage
    Lvl3 24 minutes 40% AoE chance 40% drop in damage
    Lvl4 27 minutes 50% AoE chance 35% drop in damage
    Lvl5 30 minutes 60% AoE chance 30% drop in damage
    Lvl6 30 minutes 80% AoE chance 25% drop in damage
    Lvl7 120 minutes 100% AoE chance 20% drop in damage

    -Last Divine
    Lvl1 Duration 60 seconds, cooldown 180 seconds
    Lvl2 Duration 60 seconds, cooldown 180 seconds
    Lvl3 Duration 60 seconds, cooldown 180 seconds
    Lvl4 Duration 60 seconds, cooldown 180 seconds
    Lvl5 Duration 60 seconds, cooldown 180 seconds
    Lvl6 Duration 60 seconds, cooldown 180 seconds
    Lvl7 Duration 60 seconds, cooldown 180 seconds

    -Reflection
    Damage reducing effect which reduced templars damage output by 20% while reflect is cast, remove the effect at all lvls.

    Trinity

    Mar

    No changes

    Rumir

    -Revive Force
    Lvl1 When targets receives a death blow, recover 50% hp, consumes 800 TP, Lasts 30 seconds, Cooldown 60 seconds
    Lvl2 When targets receives a death blow, recover 50% hp, consumes 800 TP, Lasts 30 seconds, Cooldown 60 seconds
    Lvl3 When targets receives a death blow, recover 60% hp, consumes 800 TP, Lasts 30 seconds, Cooldown 60 seconds
    Lvl4 When targets receives a death blow, recover 60% hp, consumes 800 TP, Lasts 30 seconds, Cooldown 60 seconds
    Lvl5 When targets receives a death blow, recover 70% hp, consumes 800 TP, Lasts 30 seconds, Cooldown 60 seconds
    Lvl6 When targets receives a death blow, recover 70% hp, consumes 800 TP, Lasts 30 seconds, Cooldown 60 seconds
    Lvl7 When targets receives a death blow, recover 100% hp, consumes 800 TP, Lasts 40 seconds, Cooldown 60 seconds

    -Casual Loop (light side)
    Lvl1 Negates all critical damage received, Heals for 5% of the critical damage, duration 30 seconds, cooldown 29 seconds
    Lvl2 Negates all critical damage received, Heals for 10% of the critical damage, duration 30 seconds, cooldown 29 seconds
    Lvl3 Negates all critical damage received, Heals for 15% of the critical damage, duration 30 seconds, cooldown 29 seconds
    Lvl4 Negates all critical damage received, Heals for 20% of the critical damage, duration 30 seconds, cooldown 29 seconds
    Lvl5 Negates all critical damage received, Heals for 25% of the critical damage, duration 30 seconds, cooldown 29 seconds
    Lvl6 Negates all critical damage received, Heals for 30% of the critical damage, duration 30 seconds, cooldown 29 seconds
    Lvl7 Negates all critical damage received, Heals for 50% of the critical damage, duration 30 seconds, cooldown 29 seconds
    Dark side: Remains unchanged
    Changed: (light & dark) No longer grants TP


    -Sequoias favour
    Lvl1 Boosts casters Vit by 3% of Psy
    Lvl2 Boosts casters Vit by 5% of Psy
    Lvl3 Boosts casters Vit by 7% of Psy
    Lvl4 Boosts casters Vit by 9% of Psy
    Lvl5 Boosts casters Vit by 11% of Psy
    Lvl6 Boosts casters Vit by 15% of Psy
    Lvl7 Boosts casters Vit by 20% of Psy

    -Eternal Aria
    Lvl1 5% boost in psy, 10% boost in attack speed, can use skills without consuming TP, lasts 60 second, 180 seconds cooldown
    Lvl2 10% boost in psy, 20% boost in attack speed, can use skills without consuming TP, lasts 60 second, 180 seconds cooldown
    Lvl3 15% boost in psy, 30% boost in attack speed, can use skills without consuming TP, lasts 60 second, 180 seconds cooldown
    Lvl4 20% boost in psy, 40% boost in attack speed, can use skills without consuming TP, lasts 60 second, 180 seconds cooldown
    Lvl5 25% boost in psy, 50% boost in attack speed, can use skills without consuming TP, lasts 60 second, 180 seconds cooldown
    Lvl6 30% boost in psy, 60% boost in attack speed, can use skills without consuming TP, lasts 60 second, 180 seconds cooldown
    Lvl7 40% boost in psy, 80% boost in attack speed, can use skills without consuming TP, lasts 80 second, 180 seconds cooldown

    Why these rumir changes? Rumirs are currently the number 1 supports but they are also DPS, some of their skills have simply too short cooldowns for it to be fair in PVP. Beside their supporting ability’s needing a nerf, they also need a small nerf in their toughness. It’s not fair compared to other classes how much HP this class can reach while not having to put any points in VIT.


    Noir

    -Distortion Claw – Dimension
    Lvl1 Stuns the target for 2 seconds, consumes 200 TP, Cooldown 90 seconds
    Lvl2 Stuns the target for 4 seconds, consumes 200 TP, Cooldown 90 seconds
    Lvl3 Stuns the target for 6 seconds, consumes 200 TP, Cooldown 90 seconds
    Lvl4 Stuns the target for 8 seconds, consumes 200 TP, Cooldown 90 seconds
    Lvl5 Stuns the target for 10 seconds, consumes 200 TP, Cooldown 90 seconds
    Lvl6 Stuns the target for 12 seconds, consumes 200 TP, Cooldown 90 seconds
    Lvl7 Stuns the target for 15 seconds, consumes 200 TP, Cooldown 60 seconds

    -Distortion claw – Oblivion
    Lvl1 Cooldown 90 seconds
    Lvl2 Cooldown 90 seconds
    Lvl3 Cooldown 90 seconds
    Lvl4 Cooldown 90 seconds
    Lvl5 Cooldown 90 seconds
    Lvl6 Cooldown 90 seconds
    Lvl7 Cooldown 60 seconds

    -Arrendal Mastery
    Lvl1 Boost Melee Attack Force by 50% of Str, 10% boost to Arrendal damage
    Lvl2 Boost Melee Attack Force by 100% of Str, 20% boost to Arrendal damage
    Lvl3 Boost Melee Attack Force by 150% of Str, 30% boost to Arrendal damage
    Lvl4 Boost Melee Attack Force by 200% of Str, 40% boost to Arrendal damage
    Lvl5 Boost Melee Attack Force by 250% of Str, 50% boost to Arrendal damage
    Lvl6 Boost Melee Attack Force by 300% of Str, 70% boost to Arrendal damage
    Lvl7 Boost Melee Attack Force by 400% of Str, 100% boost to Arrendal damage

    -Silent Noise
    Lvl1 30% boost in mobility, 30% boost in attack speed, 5M boost to attack range, lasts 60 seconds, 180 seconds cooldown
    Lvl2 40% boost in mobility, 35% boost in attack speed, 6M boost to attack range, lasts 60 seconds, 180 seconds cooldown
    Lvl3 50% boost in mobility, 40% boost in attack speed, 7M boost to attack range, lasts 60 seconds, 180 seconds cooldown
    Lvl4 60% boost in mobility, 45% boost in attack speed, 8M boost to attack range, lasts 60 seconds, 180 seconds cooldown
    Lvl5 70% boost in mobility, 50% boost in attack speed, 9M boost to attack range, lasts 60 seconds, 180 seconds cooldown
    Lvl6 80% boost in mobility, 60% boost in attack speed, 10M boost to attack range, lasts 60 seconds, 180 seconds cooldown
    Lvl7 100% boost in mobility, 80% boost in attack speed, 15M boost to attack range, lasts 80 seconds, 180 seconds cooldown


    Revisions since the first post:

    (Assassin) Parry lvl 7 30% block -->25%
    (Guard) Aimed blow lvl 7 30% block -->25%
    (Avenger) Storm assault 75% block --> 70%
    (Defender) Blunt Mastery, Now doesn't scale on str anymore but on maximum HP of the user.
    (Templar) Reflect: Made a clear description
    (Defender) Shield burden changed completely (cd, scaling, duration etc)
    (Warlock) Magic Push cooldown increased slightly, damage reduced, slightly
    (Avenger) Shadow duration lvl 7 30 sec -->25 sec

    Last edited by shannon11; 09-09-2018 at 04:38 AM.
    Main: Arctic - AnnetteLouise - Resident


    A taste of the divine

  3. #3
    Item changes

    Elemental Talisman
    This item currently gives flat HP/Defense/Attack and PVE defense. The PVE defense should be adjusted and PVE attack should be added:
    Starting at 5% PVE defense at +1 and going up by 5% with every +2 with an extra 5% bonus at +10. PVE Attack should also be added, every +2 but in smaller amounts, also a bonus of 5% applies to +10

    PVE Defense:
    1: 5%
    2: 5%
    3: 10%
    4: 10%
    5: 15%
    6: 15%
    7: 20%
    8: 20%
    9: 25%
    10: 30%

    PVE Attack:
    1: 3%
    2: 3%
    3: 6%
    4: 6%
    5: 9%
    6: 9%
    7: 12%
    8: 12%
    9: 15%
    10: 20%

    In addition to this there should be a preservation stone on the item mall with which you can preserve the enhanced amount on your talisman (say it’s +7 and you fail, it stays +7). The price of this preservation stone could be similar to the price of the Arrendal enhancement preservation stone. In addition a ‘’free’’ stone could be released that’s inside certain boxes, but only has a 50% chance of preserving the enhanced amount.

    Title: Wild Hunter
    Change the PVE defense to 15% instead of 10% and also add 15% PVE attack.

    Why these PVE focused changes?
    One of the main reasons is that both these ‘’items’’ are fairly easy to get (if they change the way in which you can obtain the wild title). New players currently can’t farm the mirror maps or do inter dungeon because they simply can’t tank the damage from the monsters. A good amount of easy to obtain PVE defense would help new players to farm/xp and that way make items or rps while farming. Adding PVE defense has no influence on PVP and thus can be added safely to the game without endangering the global balance.
    More PVE attack/defense could be added, I’m a big fan of giving Onyx armour set a set effect of 10-15% PVE attack & defense, just to promote people using/forging/selling/buying them and to make it easier for new players to get their hands on fairly good armour with which they can farm/xp themselves.
    Main: Arctic - AnnetteLouise - Resident


    A taste of the divine

  4. #4
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    It is sad to see you go through all this trouble and all that writing only to have the staff here pretty much ignore it. I really hope they actually use some of that, but we both know what they will do with it.

    Thanks for trying though. If nobody else does at least I appreciate the effort.

  5. #5
    Quote Originally Posted by PenguinJoe View Post
    It is sad to see you go through all this trouble and all that writing only to have the staff here pretty much ignore it. I really hope they actually use some of that, but we both know what they will do with it.

    Thanks for trying though. If nobody else does at least I appreciate the effort.
    Thanks, I just keep hoping that some day the GMs will start to listen to their players. It was indeed quite some work to put all of this together, luckily I'm used to writing essays/thesis.

    If they don't use it and don't reward me this will be the last info they'll get from me, simple as that. Not worth to put in more time if they don't.
    Main: Arctic - AnnetteLouise - Resident


    A taste of the divine

  6. #6
    I need you to differentiate the changes that are from the korean balance patch and the ones that are from your opinion.

    I wont comment on any balance changes until that is done except for this one:

    LOOP NEEDS TO BE NERFED!

    I know you want a counter to crit classes but 100% crit resistance with 1 second downtime? come on

    The crit resistance has to be nerfed from 100% to like 75% we are on an upg server where everybody has crit rate increase and then you get extra crit rate from various buffs. Only class that gets 100% crit resistance is group mortal immune because that requires you to have a wizz in your party thats literally up your ass. Not some stupid single target buff with 1 second downtime that you can then proceed to run wherever you want. On the bright side predator's braindead katar mastery crit rate is getting the boot (or is that one of your proposed changes?) see this is why im confused color coat that ****!

    Iceyy~~No longer a Rohan Expert
    ROHAN: Game s0x
    Unofficial post count: Whatever it says on the left + 9461

  7. #7
    Quote Originally Posted by sunnyangel View Post
    I need you to differentiate the changes that are from the korean balance patch and the ones that are from your opinion.

    I wont comment on any balance changes until that is done except for this one:

    LOOP NEEDS TO BE NERFED!

    I know you want a counter to crit classes but 100% crit resistance with 1 second downtime? come on

    The crit resistance has to be nerfed from 100% to like 75% we are on an upg server where everybody has crit rate increase and then you get extra crit rate from various buffs. Only class that gets 100% crit resistance is group mortal immune because that requires you to have a wizz in your party thats literally up your ass. Not some stupid single target buff with 1 second downtime that you can then proceed to run wherever you want. On the bright side predator's braindead katar mastery crit rate is getting the boot (or is that one of your proposed changes?) see this is why im confused color coat that ****!
    95% of these changes are based on my opinion/my design, most of it is inspired by changes Korea wants to make as well but I've adjusted almost everything since I think it fits our server better. They write their patches for THEIR server, which is entirely different from ours.

    The green txt is all written by me (except the copy-paste from the range AOE which is directly from KR server), tekst in green is a small explanations why I have made certain changes. I simply don't have the time to design a balance patch in which I compare every skill with the korean one. I also do not deem it that important since the korean patches aren't even designed for this server, so why should I even make the comparison?

    I'll post links of the two main KR patches that have been applied there, which I used as guidelines for the patch I made. They have actually had 2 balance patches after our patch. Both patches were translated and have been posted at this forum.
    2016 KR patch: http://forum.playrohan.com/forum/sho...#axzz5QYCU5eQN
    2017 KR patch: http://forum.playrohan.com/forum/sho...#axzz5QYCU5eQN


    About loop: Loop isn't an issue at all as far as I see it, you can either give it to another person or to the rumir itself. If you are a dhan or anything else that's crit based you simply just focus the person without loop. Also I'm not sure how much you have PVP'ed since you're back but loop is the only ''counter'' measure to some classes and even with loop, avengers can still kill people. Loop is also the only skill that actually blocks critical damage. Every other buff in game only drops the initial crit, not the invenom. Crit scrolls, dekans crit immune, wizz crit buff etc. only drop the initial damage, not the invenoms that comes with it. People reaching 70-90% critrate on characters at the moment, without loop you're gone in a few hits. Loop just needed a tweak in which the cooldown is pretty much the same as the duration and the heal is nerfed. I think it's a bad idea to change it completely but then again, opinions can differ, that's what we're here for xD

    Also the reason I want to do this in two phases is because I have to see how some changes would work out. I can predict for about 80-90% of the things I suggested how they'll work out, but I'm 100% sure that some things will happen, that I haven't forseen which will have to be adjusted in phase 2. Phase 2 would also focus on all the skills that are currently useless, new effects have to be designed for thos skills, this takes a lot more time than simply balancing skills, it also takes more creativity and more input from others. I'm able to write this balance patch alone because I've been playing (a lot of PVP as well as PVE) almost all classes with: 2.0/3.0 upg weapons, 4x rulers +15-18, abs +15-18, onyx set +14-15 and their lvl being at least 115+20 or higher. Thus having experienced how their skills/buffs scale and work in both PVP and PVE, after the last balance patches with fairly up-to-date gear.
    Last edited by shannon11; 09-08-2018 at 04:01 PM.
    Main: Arctic - AnnetteLouise - Resident


    A taste of the divine

  8. #8
    Quote Originally Posted by shannon11 View Post
    95% of these changes are based on my opinion/my design, most of it is inspired by changes Korea wants to make as well but I've adjusted almost everything since I think it fits our server better. They write their patches for THEIR server, which is entirely different from ours.

    The green txt is all written by me (except the copy-paste from the range AOE which is directly from KR server), tekst in green is a small explanations why I have made certain changes. I simply don't have the time to design a balance patch in which I compare every skill with the korean one. I also do not deem it that important since the korean patches aren't even designed for this server, so why should I even make the comparison?

    I'll post links of the two main KR patches that have been applied there, which I used as guidelines for the patch I made. They have actually had 2 balance patches after our patch. Both patches were translated and have been posted at this forum.
    2016 KR patch: http://forum.playrohan.com/forum/sho...#axzz5QYCU5eQN
    2017 KR patch: http://forum.playrohan.com/forum/sho...#axzz5QYCU5eQN


    About loop: Loop isn't an issue at all as far as I see it, you can either give it to another person or to the rumir itself. If you are a dhan or anything else that's crit based you simply just focus the person without loop. Also I'm not sure how much you have PVP'ed since you're back but loop is the only ''counter'' measure to some classes and even with loop, avengers can still kill people. Loop is also the only skill that actually blocks critical damage. Every other buff in game only drops the initial crit, not the invenom. Crit scrolls, dekans crit immune, wizz crit buff etc. only drop the initial damage, not the invenoms that comes with it. People reaching 70-90% critrate on characters at the moment, without loop you're gone in a few hits. Loop just needed a tweak in which the cooldown is pretty much the same as the duration and the heal is nerfed. I think it's a bad idea to change it completely but then again, opinions can differ, that's what we're here for xD

    Also the reason I want to do this on two phases is because I have to see how some changes would work out. I can predict for about 80-90% of the things I suggested how they'll work out but I'm 100% sure that some things will happen, that I haven't forseen that have to be adjusted in phase 2. Phase 2 would also focus on all the skills that are currently useless, new effects have to be designed for thos skills, this takes a lot more time than simply balancing skills, it also takes more crativity and more input from others. I'm able to write this balance patch alone because I've been playing (a lot of PVP as well as PVE) almost all classes with: 2.0/3.0 upg weapons, 4x rulers +15-18, abs +15-18, onyx set +14-15 and their lvl being at least 115+20 or higher.
    People are reaching these absurd crit rates primarily because of katar mastery crit rate which needs to be changed. Also I have been doing quite a bit of pvp in PA (on my avenger) and when thats done pushing rumirs/noirs/scouts into spawn with my defender. Loop is a stupid skill you put it on one person and that one person is immortal with 1 second uptime. no chance for a crit to bleed through, even if you dont have an absurd crit rate 1 crit nullifies all those regular hits so its not like you could even use a templar to counter loop.

    75% is fair or make it 90% and reduce the heal to 2% hp per crit absorbed.


    Also the way I see it the crown changes from dhans to guardians while all other classes get to remain in that "not good enough but not bad so up to you" territory. Getting 30% block and 15% crit this is the defensive version of predator's katar mastery 1000% not necessary.

    Also why is every class getting 100% chance to their cleave skills at lvl 7? This just sounds like a massive aoe cluster**** that buff should be capped at 60%.

    Reflect being removed is stupid as well, this skill used to be the ultimate counter to getting zerged but I guess now it doesnt matter because you can just play a guard and get looped and become an immortal killing machine. I also dont like that suicide change its a unique skill and while the current state of the game doesnt require it one day you might want to have that suicide squad attack.

    Defenders should get damage based on their HP just like DKs do which would allow you to take advantage of that defending nature buff as well. The main problem with defenders however is that most of their skills suck like whirlwind is one of their big skills and it deals peanuts for damage, the push is the same at all lvls and the cooldown is long as hell. Shield burden one of my favorite skills scales so bad should ignore DD and have a higher %age so it becomes the ghetto version of knight symbol.

    Iceyy~~No longer a Rohan Expert
    ROHAN: Game s0x
    Unofficial post count: Whatever it says on the left + 9461

  9. #9
    This is really great that dagger now is a part of option dhans buffs, it would be highly appreciated that would be implemented.

    I agree also with the “loop” that’s insane.

  10. #10
    Conscript Jester999's Avatar
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    yo great job!
    even if i dont agree to all of your points (most likely coz of my isen-point-of-view) but overall you had some pretty good ideas and i really hope Gms/Devs will notice and appreciate your work.
    oh and merge the damn servers
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