Delirium
06-24-2018, 04:56 PM
These changes might be unrealistic as it is a LOT of changes, but I just wanted to offer my 12 years of silkroad experience on how to properly balance the classes while keeping the builds interesting (as it is really boring without any debuffs and counterplay right now with there being so much immunity from cleric (50%) and chinese (30% from fireshield and 40% from force, which can stack btw for 70% resistance...)
The problem with the current 10% dmg/absorb increase system is that CHN chars already have better stats because of passive and active buffs, so increasing stats does not work for balancing, in fact it makes the races even more unbalanced. The reason why Euro chars excel is because of their skill set. So how do you balance this?
So lets go in order and start with CHN chars first. I think the 10% buff should be taken off completely or reduced to 5% with these skill balancing changes.
Bicheon:
The biggest problem with bicheon right now is that they can't apply debuffs, therefore they can't really kill anyone in a 1v1. I think the 30% resistance from fire shield should be removed (as well as the force cure therapy that gives 40% resistance, and holy spell should be changed to only 20% as well). Other debuffs need to be balanced accordingly after that. For bicheon the bleed should remain the same (can't apply with holy spell) but the debuffs on the chain should be increased to 30% so they can be applied to clerics. There should also be a crit increase on the stabs to make blader viable as well.
Heuksal:
This is the only build that can compete with euros even without the 10% buff so it should remain unchanged. Spear has always been a warriors worst enemy and the only build that can compete with warriors besides other warriors.
Pacheon:
Weakest CHN build by far because it has no survivability. With no survivability you should have more damage but with the current skills its not enough. Crit on Anti-devil series should be increased by 5 on each skill. Add 5 crit to devil arrow and increase stun by 5% on strong bow.
Force (Ice/Light/Fire):
If the 10% buff is removed then the mag/phy atk power buffs should be increased by 5-8% mag and 3-5% phy. The biggest change here I would suggest is removing the 30% from fireshield and balancing debuffs by reducing their % probability (again, more on that very soon.)
Force (the old school force):
Again I think the cure therapy that gives 40% resistance should be removed if fireshield resistance is removed or else everyone would play force and it would make everyone with the same boring builds... but Force still gives you the ability to take off debuffs. With those changes the debuffs should be reduced from 80% to 35% and cooldown should be increased by 25-50% (don't remember what it is now, like 20 seconds? so it should be 25-30 seconds). The debuffs still have a 15% chance of applying to clerics.
On to Euros and how to make them less annoying. NOTE: THESE CHANGES ONLY WORK PROPERLY WITH THE ABOVE CHANGES ALSO APPLIED AND THE 10% BUFF REMOVED
Warrior:
Warrior buffs:
I think PQ and fences are at a good spot, if wizz takes too much damage the warrior will die, and the warrior needs to be the target to be killed first sometimes in order to take off the buffs. The problem is with screens. It makes a target invincible for 60 seconds. A lot of servers try to fix this by increasing cooldown but that is not the problem. The problem is how much defense they give. At lvl 80 they basically double your defense. The stats should be reduced from 975 phy/1289 mag to about 500 phy and 800 mag (still really strong but not invincible).
Attack skills:
Biggest problem with warrior is that they have so much crowd control and you can't hit them. They control 1v1s like no other build. So the most obvious fix is just reducing the % probability for the crowd control. Knock back on sprint assault should be reduced from 60% to 50% and stun from 31%(at lvl 80) to 25%, and on shield bash it should be reduced from 80% to 60% and the dull from 25% to 15%. Knock down on turn-rising should be 40%. The stun probability on sudden twist should be reduced from 15% to 12% and the bleed from 20% to 12%. I've played a server with similar changes to these and they worked really well.
Rogue:
The damage on rogue is pretty ridiculous and only warriors and warlocks can counter it properly with their crowd control. Easiest solution to that is to just nerf crossbow extreme and dagger desperate. Just change the damage increase from 75% to about 60%.
Wizard:
Same problem. Decrease LT from 25% to 15% dmg increase (seems like a lot but the mag. atk. power increase still gives a ton of damage).
Warlock:
With the changes to immunity, warlock debuffs should have the same balancing as force debuffs. The problem is that they stick almost no matter what with disease on, so easiest fix is to reduce the probability of disease from 80% to 40%, and then the same thing as force, decrease probability to 30%. Warlock still might be OP with these changes so if it needs further nerfs the cooldown of debuffs should be increased (from almost instant to about 10 seconds).
Bard:
I think this build is kind of a lost hope it would need a total rebuild to be any good, but if people start making bards to be op in FW then tambours and dances are going to be a problem so their % increases should be reduced.
Cleric:
Black ress is not a problem in this server, thank god, and the cooldowns are fine too. The problem is three things, bless spell, absolute damage, and bless spell again. The most common fixes to bless spell are to increase cooldown or to make it come off when you switch weapons. The switch weapon fix is not bad, but an even better fix is the same as screens, just reduce how OP it is. Right now level 80 bless, again, doubles your defense. It should be reduced from 915 phy/1464 mag to the same as screens, 500 phy and 800 mag. Just test these changes to where, say 2 wizards can 1shot someone if they meteor at the same time, I think that's a fair spot. On to absolute damage, I think the problem with it is reduced with nerfs to bless spell and screens because with the current system absolute damage is the only way to kill people in bless or screens. Nevertheless even 1 cleric can kill ints if they spam 2-3 absolutes, while being insanely tanky with passive(in Light Armor) and active phy/mag buffs. I think the damage of absolutes should be decreased by 10-15% so 1 cleric can't kill an FB int with 2-3 gluts, only wizards with LT.
That's all I can think of right now I hope I didn't miss anything important. I would love to hear the GM's opinion about this but more importantly the opinions of other experienced players (with reasons supporting their argument).
The problem with the current 10% dmg/absorb increase system is that CHN chars already have better stats because of passive and active buffs, so increasing stats does not work for balancing, in fact it makes the races even more unbalanced. The reason why Euro chars excel is because of their skill set. So how do you balance this?
So lets go in order and start with CHN chars first. I think the 10% buff should be taken off completely or reduced to 5% with these skill balancing changes.
Bicheon:
The biggest problem with bicheon right now is that they can't apply debuffs, therefore they can't really kill anyone in a 1v1. I think the 30% resistance from fire shield should be removed (as well as the force cure therapy that gives 40% resistance, and holy spell should be changed to only 20% as well). Other debuffs need to be balanced accordingly after that. For bicheon the bleed should remain the same (can't apply with holy spell) but the debuffs on the chain should be increased to 30% so they can be applied to clerics. There should also be a crit increase on the stabs to make blader viable as well.
Heuksal:
This is the only build that can compete with euros even without the 10% buff so it should remain unchanged. Spear has always been a warriors worst enemy and the only build that can compete with warriors besides other warriors.
Pacheon:
Weakest CHN build by far because it has no survivability. With no survivability you should have more damage but with the current skills its not enough. Crit on Anti-devil series should be increased by 5 on each skill. Add 5 crit to devil arrow and increase stun by 5% on strong bow.
Force (Ice/Light/Fire):
If the 10% buff is removed then the mag/phy atk power buffs should be increased by 5-8% mag and 3-5% phy. The biggest change here I would suggest is removing the 30% from fireshield and balancing debuffs by reducing their % probability (again, more on that very soon.)
Force (the old school force):
Again I think the cure therapy that gives 40% resistance should be removed if fireshield resistance is removed or else everyone would play force and it would make everyone with the same boring builds... but Force still gives you the ability to take off debuffs. With those changes the debuffs should be reduced from 80% to 35% and cooldown should be increased by 25-50% (don't remember what it is now, like 20 seconds? so it should be 25-30 seconds). The debuffs still have a 15% chance of applying to clerics.
On to Euros and how to make them less annoying. NOTE: THESE CHANGES ONLY WORK PROPERLY WITH THE ABOVE CHANGES ALSO APPLIED AND THE 10% BUFF REMOVED
Warrior:
Warrior buffs:
I think PQ and fences are at a good spot, if wizz takes too much damage the warrior will die, and the warrior needs to be the target to be killed first sometimes in order to take off the buffs. The problem is with screens. It makes a target invincible for 60 seconds. A lot of servers try to fix this by increasing cooldown but that is not the problem. The problem is how much defense they give. At lvl 80 they basically double your defense. The stats should be reduced from 975 phy/1289 mag to about 500 phy and 800 mag (still really strong but not invincible).
Attack skills:
Biggest problem with warrior is that they have so much crowd control and you can't hit them. They control 1v1s like no other build. So the most obvious fix is just reducing the % probability for the crowd control. Knock back on sprint assault should be reduced from 60% to 50% and stun from 31%(at lvl 80) to 25%, and on shield bash it should be reduced from 80% to 60% and the dull from 25% to 15%. Knock down on turn-rising should be 40%. The stun probability on sudden twist should be reduced from 15% to 12% and the bleed from 20% to 12%. I've played a server with similar changes to these and they worked really well.
Rogue:
The damage on rogue is pretty ridiculous and only warriors and warlocks can counter it properly with their crowd control. Easiest solution to that is to just nerf crossbow extreme and dagger desperate. Just change the damage increase from 75% to about 60%.
Wizard:
Same problem. Decrease LT from 25% to 15% dmg increase (seems like a lot but the mag. atk. power increase still gives a ton of damage).
Warlock:
With the changes to immunity, warlock debuffs should have the same balancing as force debuffs. The problem is that they stick almost no matter what with disease on, so easiest fix is to reduce the probability of disease from 80% to 40%, and then the same thing as force, decrease probability to 30%. Warlock still might be OP with these changes so if it needs further nerfs the cooldown of debuffs should be increased (from almost instant to about 10 seconds).
Bard:
I think this build is kind of a lost hope it would need a total rebuild to be any good, but if people start making bards to be op in FW then tambours and dances are going to be a problem so their % increases should be reduced.
Cleric:
Black ress is not a problem in this server, thank god, and the cooldowns are fine too. The problem is three things, bless spell, absolute damage, and bless spell again. The most common fixes to bless spell are to increase cooldown or to make it come off when you switch weapons. The switch weapon fix is not bad, but an even better fix is the same as screens, just reduce how OP it is. Right now level 80 bless, again, doubles your defense. It should be reduced from 915 phy/1464 mag to the same as screens, 500 phy and 800 mag. Just test these changes to where, say 2 wizards can 1shot someone if they meteor at the same time, I think that's a fair spot. On to absolute damage, I think the problem with it is reduced with nerfs to bless spell and screens because with the current system absolute damage is the only way to kill people in bless or screens. Nevertheless even 1 cleric can kill ints if they spam 2-3 absolutes, while being insanely tanky with passive(in Light Armor) and active phy/mag buffs. I think the damage of absolutes should be decreased by 10-15% so 1 cleric can't kill an FB int with 2-3 gluts, only wizards with LT.
That's all I can think of right now I hope I didn't miss anything important. I would love to hear the GM's opinion about this but more importantly the opinions of other experienced players (with reasons supporting their argument).