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Quick balance discusion

Discussion in 'Suggestions' started by KurayamiLove, Oct 26, 2019.

  1. RegalStar
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    RegalStar Nightshadow

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    Power Knockback is boosted to 90% on this server IIRC. It works quite well on any mob that isn't stationary; even bosses can be PKB'd.

    Archers can also do back jumpshots as long as they're not wearing snowshoes. It's the same as their normal jumpshoots where arrows come out as if they're on the ground (so more like jump cancel than jump shot), but they can use rain/eruption if something is close by as well. PKB can be used in-air like any melee attack, of course.
     
    • Disagree Disagree x 1
  2. Lidas
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    Lidas Mixed Golem

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    Why you say thing without knowing. Trust me, pkb not always working. Its 100% yes but when mon attack its not working. It normaly take 2 hits to knock back.
    If im not wrong i dont see this problem with drogon breath, or nl and warrior knock back skills.
    I dont know why you bring snow maps, but even there you cant back jump if the monster is too close. Like you know the attck come from the jumping point.
     
  3. RegalStar
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    RegalStar Nightshadow

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    I've never really noticed PKB not working when the mob is attacking. I do know it doesn't work when the mob is already in KB frames, but that's normally only applicable to weird monsters with super long KB frames like windraiders.

    The back jumpshoot I'm talking about is like a regular jumpshoot, except it moves you forward and shoots backwards. It doesn't work when a monster is too close, yeah, but if you back jumpshoot rain/eruption, it will work because rain/eruption have no minimum range.
     
  4. Precel
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    Precel Zakum Retired Staff

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    The reason why wooden puppets moved from FM to Shaolin is because FM ones had to be manually spawned (when requested) for each server restart. Instead they got a permanent home now :D

    Mesos actually still dropped for a short while after puppets moved.
     
  5. OP
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    KurayamiLove
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    KurayamiLove Skelegon

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    Ohh I thought the pickpocket skill was making em a bit too good. I knew the new map at Shaolin was so they would have been spawned but they were worked out b4 that map was added I think so you couldn't farm mess there anymore
     
  6. Mirrors
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    Mirrors Zakum Retired Staff

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    I'm actually creating a Shadower class right now (simply because I love playing Shad lol) and although it would be *incredible* for shadowers to get Flash Jump, I don't think it'll happen. But with that being said, I agree with a lot of the other things you spoke up about, i.e. decreasing smokescreen cooldown, upping Meso Guard to 60%. I hope a few of these changes will show up in the new changes and that there's a bit of love for Shadowers! <3
     
  7. RegalStar
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    RegalStar Nightshadow

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    On the topic of balance, there's a very small one I kind of want to bring up: Burst Fire modifies Double Shot to fire three shots, but doesn't actually speed up each shot per se, so since Double Shot got buffed to 130% but low level Burst Fire still starts at 95%, this means Burst Fire actually lowers Outlaw's single target damage quite a bit at lower levels. It would be nice if Burst Fire starts scaling from a higher value at lower levels (max level value doesn't need changing).

    edit: a word
     
    • Like Like x 1
    • Agree Agree x 1
  8. Konnui
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    Konnui Timer

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    3:11 PM
    Konnui
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    Isn't smokescreen's duration 60 seconds at lv 30? if you decreased the cooldown to 5 minutes, a party of 5 shadowers would be untouchable all the time?

    i support this
     
    • Great Work Great Work x 2
  9. ColouredNote
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    ColouredNote Pink Teddy

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    7:11 PM
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    Give small power boosts to skills at level 1 so they don't do pathetic damage. Like Inferno does 50% at level 1 and Strafe 52% damage. So small. I only assume some other attacking skills of othe classes have bad damage at level 1.

    But I really have not played any other class to add to the list.
     
  10. Hyoon
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    Hyoon Zakum Retired Staff

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    I always enjoy reading the ridiculously random numbers thrown onto these changes.
     
    • Agree Agree x 3
  11. OP
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    KurayamiLove
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    KurayamiLove Skelegon

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    Makes the server actually washing optional?
    But yeah just a small oversight I had there, I always thought smoke screen did mostly nothing so perhaps less cd would make it better
     
  12. Blu301
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    Blu301 Pac Pinky

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    3:11 PM
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    I'm a bit biased, but I'd like to echo a lot of your shad buff suggestions and make a few points -

    Removing the crit lock on assassinate would help in the balancing of shad's poor solo-target DPM.
    When in Zak/CWK/HT/Neo Tokyo, it doesn't make sense that we're the only members of the party who are largely unaffected by the SE buff, especially when our solo-target DPM is already considerably lower than everyone else's. But I'm not a fan of removing the need to go dark sight to use assassinate, I think it's integral to the skill and it only adds an insignificantly small fraction of a second to the cast time when you macro the skills together (dark sight>assasinate>boomstep).

    100% with the band of thieves damage buff for the reason you stated. I think this attack buff would make training with BoT more viable as opposed to only meso exploding through 3rd job. I remember training at Windraiders was hell because BoT is quite weak and needs to connect at melee range; it only became very useful at Mannequins since those mobs are auto-aggressive. Plus, because shads also use a boomstep-BoT macro in 4th job (while grinding, CWKPQ boss stage, HT middle body), this would also slightly help in balancing our low DPM. When hitting 3 or less targets, shad multi-target DPM is considerably lower than that of any like-leveled warrior class, even if they don't have SI.

    Though it would be amazing, I think reducing smokescreen's cooldown to 5 minutes would make it too OP - that's 20% party invincibility during bossing, and 40% if you have 2 shads lol. I am a fan of the cooldown being reduced as you get it to max level though, I think a 7.5-minute cooldown at max would be a very reasonable time (that's reducing the cooldown time by 5 seconds for every skill point you add). And allowing smokescreen to negate status conditions especially HT's seduce would make shads a bit more sought-after for bossing, that's an interesting idea.

    Increasing assaulter's damage still wouldn't make it a useful attacking skill - in my experience it's exclusively for mobility purposes or as a finishing attack on a mob, so the delay between uses isn't much of a hindrance either.

    And I'm also totally with removing chakra's animation delay maybe by half, as it stands it's just not a reasonable healing skill to use in any situation unless you're fighting lower-leveled mobs that you can avoid at a high clip. I remember trying to use chakra to heal at Mannequins, and by the time it was done casting I was often below 50% HP again LOL. It shouldn't be close to no delay since that would make it OP, but it should be a shortened delay so that it's reasonable to use while grinding.
     
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