Class Balance - Introducing Secrets! (AGAIN!)

Explanations please - no flames
Rerfu
Posts: 366

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#11 » Fri Jan 01, 2010 7:09 am

Rangers are not in line with other DPS classes - False to be honest.

Current Issues:
1) Bow damage is rather unstable, I have 5000 DPS parses, and 1900 DPS parses with bow same buffs, same discs. The 80 damage hits need to go when you have a 98 damage bow and 16 damage arrows + Archery Mastery AAs. Once this change is in place Ranger bow damage can be tweaked to fit into whatever DPS order you envision. Right now it is:

1. Rogue 2. Monk 3. Ranger 4. Berserker 5. Warrior 9. Cloth Casters.

2) Plane of Air Bow does not have Panther Maw proc, this proc was added to all raid bows in order to keep bow damage = 70-80% of Ranger Melee DPS in a Raid setting. I am currently the only one who has this bow; however, more rangers will get them shortly.

3) Casting Ancient: North Wind, Hearth Embers actually lowers my overall DPS.

People keep referring to me as utility because that's the way Rangers were on live. My only utility is Guard of Earth and Howl of Chaos on raids, I'm fine with that others new rangers might not be but I should not be DPS penalized for 2 spells.

Secrets
Posts: 129

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#12 » Fri Jan 01, 2010 9:18 pm

Rerfu wrote:Rangers are not in line with other DPS classes - False to be honest.


Untrue based on the information you are presenting. Their damage is not as consistant as other classes thus they are not in line with other classes, because of how inconsistant their damage is.

Rerfu
Posts: 366

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#13 » Fri Jan 01, 2010 11:12 pm

What I mean is, its not going to take a major overhaul of the Ranger class to put them in-line. Once Bow damage is more consistent, I'm happy with the state of the ranger class.

Other classes like Cloth Casters and Shadowknight, Paladin, Beastlord should probably be a higher priority.

Xebnok
Posts: 57

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#14 » Fri Jan 01, 2010 11:41 pm

I always thought that more focus could be put into Enchanters illusions.

Projecting illusions on to people to increase AC/HP and add procs.

I know that this already exists but it would be nice to get some custom illusions and add some actual use to them and have a need/want for an enchanter to cast an illusion on casters/dps/tanks.
Incognito - Enchanter - <DINODEEPS>
Xebnok - Berserker - <DINODEEPS>
Fatal - Rogue - <DINODEEPS>

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Lillu
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Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#15 » Fri Jan 01, 2010 11:46 pm

custom illusions with extra AC/HP or whatever stats are actually a great idea.

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Lochrin
Posts: 144

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#16 » Sat Jan 02, 2010 1:44 pm

Enchanter buffing players not with spells but with illusions would be interesting. EQL chanters got trol for a lil regen, and ogre for non frontal stun (which got nerfed anyway)
So maybe illusion 'buffs' could add some respectable stats., as for what exactly..I dunno things like.. goblin = +% backstab mod (for rog) .. high elf = extra mana.. ghoul/mummy for a disease proc.. golem = + AC / but neg movement speed.
just thoughts. )

Xebnok
Posts: 57

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#17 » Sat Jan 02, 2010 5:21 pm

Yeah, I was thinking the same thing.

I would rather make utility/buff classes be balanced around that.

They should be able to nuke and everything much like they do now but it would be ideal to see them built around buffs so that there is actually a need/want to have them in groups and raids.


Making Illusions beneficial would be amazing and I would LOVE to see this implemented.

I played an enchanter on live and always wanted something like this.


As for the illusion types, it would be nice to see custom illusions/models instead of just ogre/human/gnome etc etc.

Illusions for Melee dps (rogue="specific model" and +backstab damage, monk="specific model" and + flying kick)

Illusions for Caster DPS and Healers and Tanks and so on.


Make these Illusions with certain cooldowns to avoid being too powerful.

Personally I would like to see Higher recast timers, or only one person at a time buffs, and make these illusions be fairly powerful and something to be extremly desired by other players.

Also, Enchanter donator should be changed and designed to be more beneficial to the caster and other group/raid members. Make the clicky be a special illusion/buff of something, or make the effect reduce/eliminate cooldowns on all the above new illusion ideas.

IMO the current charm click on the donator should be changed to an actual spell and have it be a rare drop, more rare than the current ancient spells that drop.


Rare drop spells leave something to be desired from killing mobs who no longer drop loot that is needed.
Incognito - Enchanter - <DINODEEPS>
Xebnok - Berserker - <DINODEEPS>
Fatal - Rogue - <DINODEEPS>

Desimus
Posts: 131

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#18 » Sat Jan 02, 2010 6:32 pm

I 100% agree with everything you've said here. Enchanter's with a spell that wasn't able to be maintained indefinitely but added a good boost to whichever class you illusioned would be indeed very desirable. We might actually get to use a few of those bots! ;)

I also fully agree with the mentioned donater change. I'm not sure what you want to change it to, but as it stands... that spell is useless. (Peak at ToV pants for enchanters...http://magelo.thehiddenforest.org/)

All in all, I like the ideas here! Good way to bring back a class that has long since been shunned as useless. (Even Sony tried by giving them an exp aura... alas.. they were still fail).
Nigrog Dinodeeps 70 Rogue
Lullaby Dinodeeps 70 Bard
Vanlailia Dinodeeps 70 Cleric

Secrets
Posts: 129

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#19 » Sun Jan 03, 2010 2:59 am

To begin with class balancing, I am going to introduce some "double-edged" sword spells for enchanters to begin with. These spells are the basic versions of spells that should give enchanters some utility for now.

They are illusion spells with statistics, however, they buff one area of expertise and reduce the other. However, they make your character look cooler. These will not give any newbie-killing detrimental effects before you go all "OMG!" on me.

These are only the beginning spells for enchanters. They will get updated to reduce less of the other stat, and give a bigger boost of the primary stat they boost with upgrades. You will find the upgrades finding their way into THF very soon, we just need to finish the other classes first before we announce anything. (hint: points!)

You gain these spells starting at level 59.

Illusion: Brainfeaster
Effect 1: Turns you into a DoDH Skeleton
Effect 2: Increases Spell Crit % of Target by 2
Effect 3: Increases Spell Vulnerability % of Target by 2 (this increases incoming spell dmg)


Illusion: Brutal Werewolf
Effect 1: Turns you into a Classic Werewolf
Effect 2: Increases Melee Crit of Target by 2%
Effect 3: Increases Melee Dmg % of Target by 2
Effect 4: Decreases Avoidance % of Target by 15
Effect 5: Decreases Parry % of Target by 15


Illusion: Luclin Skeleton
Effect 1: Turns you into a Luclin-Era Skeleton
Effect 2: Decreases Melee Crit of Target by -15%
Effect 3: Decreases Melee Dmg % of Target by -15%
Effect 4: Increases Avoidance % of Target by 2
Effect 5: Increases Parry % of Target by 2

ChaosSlayer
Posts: 1693

Re: Class Balance - Introducing Secrets! (AGAIN!)

Post#20 » Sun Jan 03, 2010 3:09 am

RE: by 2%

Considering Cleave I is 40%, and 40% on top of 2% BASE5, becomes 2.8% total...
Which 2% you mean by this?
Also, I wonder if server code add worn critical items to base, before buff apply, or counts them all as worn+buffs.
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