Game Balance

Discussion in 'Proposals' started by Itscappuccino, Jan 31, 2019.

  1. Itscappuccino

    Itscappuccino New Member

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    Old Thread, removed.
    Last edited: Feb 12, 2019
  2. Itscappuccino

    Itscappuccino New Member

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    Old thread, removed
    Last edited: Feb 12, 2019
  3. Nimri

    Nimri New Member

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    Keep in mind assassin gets bleed at lvl 60
    Could make the lvl 60 venom and 20 bleed
    That way you have more options early, and later on you are stronger and can manage
  4. Itscappuccino

    Itscappuccino New Member

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    Well, if you keep venom as earth damage its really only useful early game vs cyclops and stuff like that. Having it level 60 what do you really use it on currently? I guess if he eventually adds deeplings you'd use it on that.

    I think for now the option I like the most is just raising assassins weapons so you actually fight with them in melee. Assassin should be slightly more def than archer but higher dps.

    Edit: I wish river had made server like 80x exp rate and tested playing each of the classes b4 making Season 1. A lot of these issues could have been fixed already.
  5. Nimri

    Nimri New Member

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    Since assassin has 2 dot attacks one poison and one physical
    It can still have those 2 types just change ohysical at level 20 and poison at 60
    Assassin is supposed to be primaly for pvp, so itd no problem having poison at 60

    But yes, their melee attacks should be their main dps
    Last edited: Jan 31, 2019
  6. arkangel39

    arkangel39 New Member

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    Saw some issues when admin was trying to balance venom while still being a poison damage type. Also many monster at high level have high resistance for poison/earth damage types. Power was changed to physical damage, and much easier to balance. Right now it is more of a DoT (damage over time) that you wanna keep active on the target to maintain high dps. At higher level you have another DoT as well, which also heals you a % of the damage dealt, but has a shorter duration and ticks faster.
    Right now I suggested several ideas for new spells 2-3 for paladin and about 3 or 4 for assassin, given that most of the current assassin spell were just either too overpowered or too useless honestly.
    Weapons damage will be revisited for sure once all classes have been revised at least once. Also all classes will most likely need another round of balances, it's really hard to balance on 1 go, especially since most need changes.
    I'm also thinking some attributes like attack and maybe health will need a change, but haven't gotten to that point yet.
    Some stuff like dodge was hard capped at 50 points now, because it was really easy to reach 100 points later on and basically be untouchable.
    Will power was also limited at 50%, don't want anyone having 100% magic resist do we? specially if you wanna have "fair" pvp.
    Luck critical damage increase was buffed from 50% to 75% per crit, and maximum points also capped at 50, so max crit chance will be 50% if you manage to max it, I noticed even 10 or 15 points on luck do mage a nice difference.
    I also thought that some classes might need some change to their attributes gain per level, maybe increase or decrease some of those attributes per level depending on the vocation.

    Any other ideas/suggestions, or anything you guys see is too strong or too weak let me know, since right now I'm testing class by class, finished with knight and paladin for now, currently trying to finish assassin, and then will move to archer and last the mage classes bard and wizard. Any pointers you guys can give me if you have already tested those, and I'll make sure to let the admin know when we start testing that class, or maybe go back to a class we already tested to make some changes.

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