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How To Balance

46 posts in this topic

Posted

Remove protection area.  buff the Elion blessing of valk to 12 sec duration for 2m cooldown.

Healing Lighthouse IV

Self: Recovers 30% of the user's MAX HP up to 3 times /to Self: Recovers 10% of the user's MAX HP up to 3 times
Friend: Recovers 20% of the friends' MAX HP up to 3 times /to Friend: Recovers 25% of the friends' MAX HP up to 3 times
Recovers MP 150 of the user up to 3 times

Flame Knot

Damage 428%
Super Armor while Grappling remove
Bound if Grappling succeeds

Cataclysm IV

Damage per Hit 855% x MAX 7 Hits /to 655% Max 7 hits.
Accuracy +25%  / remove
Bound if a hit lands
Recover 30 MP per successful hit  / remove
Down Attack remove
Super Armor while using the skill
Casting Speed +10% for 10 sec. while using the skill / remove

Bolide of Destruction III

Damage per Hit 911% x MAX 6 Hits

Burn Damage of 50 every 3s for 9s per successful hit
Accuracy +20%  /remove
100 chance of Critical Hit
Bound if a hit lands
Down Attack remove
Super Armor while using the skill

Water Sphere III

Damage per Hit 878% x MAX 5 Hits to
Accuracy +30% /remove
MP +40 per successful hit/ remove
Knockdown if a hit lands /to  [Hif the first hit land]

Flow: Aqua Bomb

Damage per Hit 1049% x 5 Hits
Accuracy +10% remove
50% chance of Critical Hit remove
Air Smash if a hit lands
Down Smash if a hit lands remove
Down Attack remove

 

Aqua Jail Explosion IV

Damage per Hit 478% x MAX 13 Hits
Accuracy +20%/ remove
Stiffness if a hit lands
Movement Speed -15% for 10 sec. if a hit lands
100% chance of Critical Hit remove
Super Armor while using the skill / to Forward Guard.

Hellfire IV

Damage per Hit 632% x Max 11 Hits /to 475% x MAX 11 hits
Accuracy +20% remove
Stiffness before hit
Recover MP 50 per hit remove
Stun if a hit lands
Down Attack
Forward Guard while using the skill

Chilling Wave III

Damage per Hit 608% x MAX 12 Hits
Extra attack up to 12 hits during combo attack
Accuracy +30% remove
Movement Speed -20% for 10 sec. if a hit lands remove
Pushes the target (Not in PVP)
Forward Guard while using the skill
Critical Hit Chance +8% for 10 sec. upon using the skill remove
Knockback if a hit lands in PVP
Down Attack
Consumes extra 50 MP in combo attack

Awakening: Godr Sphera of Lord Red

A transitioning skill into Godr Sphera.
Transition available while using attack skills
Forward Guard after transitioned into Godr Sphera  remove

Controlled Madness remove

 

Perfect nerf/change.


 

 

if this happened (ideal world) maybe wiz/witches will start to stack accuracy instead of just going dp/eva build with full ap accessories.....

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Posted

if this happened (ideal world) maybe wiz/witches will start to stack accuracy instead of just going dp/eva build with full ap accessories.....

are you forgetting that pretty much all other classes have accuracy on most of their skills as well, even if not as high? its pretty obvious that his post was a pure troll. those changes would put the wiz's dmg to the very bottom of all classes by removing ALL accuracy, along with down attacks, air attacks, lowering the dmg of one of his mainskills by about 30% ect, oh and obviously just completely remove a whole skill as well which every class has instead of just changing it into something that would be more equal to the other classes skill, and also remove ALL of his abilities to recover MP because why not let him switch to staff every 6-8 seconds for mana absorption to do 0 dmg and be completely vulnerable.

why am i even answering to this... its baffling how some would not realize its a troll.

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Posted (edited)

are you forgetting that pretty much all other classes have accuracy on most of their skills as well, even if not as high? its pretty obvious that his post was a pure troll. those changes would put the wiz's dmg to the very bottom of all classes by removing ALL accuracy, along with down attacks, air attacks, lowering the dmg of one of his mainskills by about 30% ect, oh and obviously just completely remove a whole skill as well which every class has instead of just changing it into something that would be more equal to the other classes skill, and also remove ALL of his abilities to recover MP because why not let him switch to staff every 6-8 seconds for mana absorption to do 0 dmg and be completely vulnerable.

why am i even answering to this... its baffling how some would not realize its a troll.

i just agreed on the accu parts, because why on earth should a class with high dmg get extra accu as well? musa on the other hand has 10% or less on its hard hitting main skills and 6% on its hard hitting flows and some skills have no acc at all, maybe just nerf the acc modifiers but atm its just too high considering everything else you have.

and switching back to non awakening, why shouldnt wizards be vunerable other classes have to do it, why shouldnt you?

Edited by Valient

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Posted

i just agreed on the accu parts, because why on earth should a class with high dmg get extra accu as well? musa on the other hand has 10% or less on its hard hitting main skills and 6% on its hard hitting flows and some skills have no acc at all, maybe just nerf the acc modifiers but atm its just too high considering everything else you have.

and switching back to non awakening, why shouldnt wizards be vunerable other classes have to do it, why shouldnt you?

in the time it takes the wizard to cast just 1 aqua jail, chilling wave or bollide (his most damaging skills and his 100%), the musa as well as almost every other class can use 2-3 or even more of their skills. Thats why most skills from other classes have lower dmg & accuracy.

most classes dont have to switch back to non-awa, but almost all classes do at some point or for some combos, the difference here is that wizard/witch who switch back for the big heal or a mana drain are completely vulnerable, have to stand still, have long cast times on those & have no sa or guard while doing so. other classes switch back to non-awa for 0.5 seconds to execute a certain combo or animation cancel and then switch right back, or they even have sa or guard in their non-awa as well, they aren't any more vulnerable because of it.

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Posted

in the time it takes the wizard to cast just 1 aqua jail, chilling wave or bollide (his most damaging skills and his 100%), the musa as well as almost every other class can use 2-3 or even more of their skills. Thats why most skills from other classes have lower dmg & accuracy.

most classes dont have to switch back to non-awa, but almost all classes do at some point or for some combos, the difference here is that wizard/witch who switch back for the big heal or a mana drain are completely vulnerable, have to stand still, have long cast times on those & have no sa or guard while doing so. other classes switch back to non-awa for 0.5 seconds to execute a certain combo or animation cancel and then switch right back, or they even have sa or guard in their non-awa as well, they aren't any more vulnerable because of it.

however wizards and witches get protected area and magic shield, the first of which makes every single of your skills tanky as hell and full super armour, and honestly apart from grabs the only things that i find a bit irritating are things like aqua jail from wiz and chain crash from kuno, skills that have a long duration with complete super armour, this way classes can simply avoid being cced throught some classes whole combo simply by doing those skills.

and apart from your 1 ranged attack all your skills get forward guard and super armour unlike ninjas musas sorc, who have skills that get 0 protection for some of their skills.

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Posted (edited)

are you forgetting that pretty much all other classes have accuracy on most of their skills as well, even if not as high? its pretty obvious that his post was a pure troll. those changes would put the wiz's dmg to the very bottom of all classes by removing ALL accuracy, along with down attacks, air attacks, lowering the dmg of one of his mainskills by about 30% ect, oh and obviously just completely remove a whole skill as well which every class has instead of just changing it into something that would be more equal to the other classes skill, and also remove ALL of his abilities to recover MP because why not let him switch to staff every 6-8 seconds for mana absorption to do 0 dmg and be completely vulnerable.

why am i even answering to this... its baffling how some would not realize its a troll.

Wizard/witch need to spam Mana pots like all other classe. the heal need nerf too cause thier dont need alot of HP potion. Ranger Bow(distance) have 0 crown control in pvp . need to be the same with classe distance classe. Any Back attack/Special attack multiplicator need to be remove. Wizard/witch not supose to do Critical hit on my opinion. if thier can Crown control. IF wizard/witch have the best damage burst and Crown control. thier survivability need to be push to the ground.  * the balance* work if you make weakness. actualy Wizard/witch are the best in all situation. a Guild of 100 wizard/witch cannot lose. Protection Area require to be remove in this situation. and healing dramaticly nerf for self heal

 

Edited by Catastigma

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Posted

however wizards and witches get protected area and magic shield, the first of which makes every single of your skills tanky as hell and full super armour

wrong PA dont gives Superarmor for its duration. only the groupmember get superarmor but no DP Buff therefore. 

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Posted

Remove protection area.  buff the Elion blessing of valk to 12 sec duration for 2m cooldown.

Healing Lighthouse IV

Self: Recovers 30% of the user's MAX HP up to 3 times /to Self: Recovers 10% of the user's MAX HP up to 3 times
Friend: Recovers 20% of the friends' MAX HP up to 3 times /to Friend: Recovers 25% of the friends' MAX HP up to 3 times
Recovers MP 150 of the user up to 3 times

Flame Knot

Damage 428%
Super Armor while Grappling remove
Bound if Grappling succeeds

Cataclysm IV

Damage per Hit 855% x MAX 7 Hits /to 655% Max 7 hits.
Accuracy +25%  / remove
Bound if a hit lands
Recover 30 MP per successful hit  / remove
Down Attack remove
Super Armor while using the skill
Casting Speed +10% for 10 sec. while using the skill / remove

Bolide of Destruction III

Damage per Hit 911% x MAX 6 Hits

Burn Damage of 50 every 3s for 9s per successful hit
Accuracy +20%  /remove
100 chance of Critical Hit
Bound if a hit lands
Down Attack remove
Super Armor while using the skill

Water Sphere III

Damage per Hit 878% x MAX 5 Hits to
Accuracy +30% /remove
MP +40 per successful hit/ remove
Knockdown if a hit lands /to  [Hif the first hit land]

Flow: Aqua Bomb

Damage per Hit 1049% x 5 Hits
Accuracy +10% remove
50% chance of Critical Hit remove
Air Smash if a hit lands
Down Smash if a hit lands remove
Down Attack remove

 

Aqua Jail Explosion IV

Damage per Hit 478% x MAX 13 Hits
Accuracy +20%/ remove
Stiffness if a hit lands
Movement Speed -15% for 10 sec. if a hit lands
100% chance of Critical Hit remove
Super Armor while using the skill / to Forward Guard.

Hellfire IV

Damage per Hit 632% x Max 11 Hits /to 475% x MAX 11 hits
Accuracy +20% remove
Stiffness before hit
Recover MP 50 per hit remove
Stun if a hit lands
Down Attack
Forward Guard while using the skill

Chilling Wave III

Damage per Hit 608% x MAX 12 Hits
Extra attack up to 12 hits during combo attack
Accuracy +30% remove
Movement Speed -20% for 10 sec. if a hit lands remove
Pushes the target (Not in PVP)
Forward Guard while using the skill
Critical Hit Chance +8% for 10 sec. upon using the skill remove
Knockback if a hit lands in PVP
Down Attack
Consumes extra 50 MP in combo attack

Awakening: Godr Sphera of Lord Red

A transitioning skill into Godr Sphera.
Transition available while using attack skills
Forward Guard after transitioned into Godr Sphera  remove

Controlled Madness remove

 

Perfect nerf/change.


 

 

Obviously trolling. As a witch, I have all the reason to have my issues against Wizards. But this is just butchering a class. When nerfing ask yourself the question, "Would I want to play it after?"

if this happened (ideal world) maybe wiz/witches will start to stack accuracy instead of just going dp/eva build with full ap accessories.....

Have you casted the Lightning spell 3x hits no accuracy and stun? This is what a 0% accuracy move looks like.

Hint: it never ever hits. And if you manage to hit the stun with it, you're damned surprised.

Wizard/witch need to spam Mana pots like all other classe. the heal need nerf too cause thier dont need alot of HP potion. Ranger Bow(distance) have 0 crown control in pvp . need to be the same with classe distance classe. Any Back attack/Special attack multiplicator need to be remove. Wizard/witch not supose to do Critical hit on my opinion. if thier can Crown control. IF wizard/witch have the best damage burst and Crown control. thier survivability need to be push to the ground.  * the balance* work if you make weakness. actualy Wizard/witch are the best in all situation. a Guild of 100 wizard/witch cannot lose. Protection Area require to be remove in this situation. and healing dramaticly nerf for self heal

 

Rangers deal damage and are evasive while doing so from range. Range + Dmg + Avoidance.

Staff W/W deal damage and crowd control while being stationary. Range + Dmg + CC - Stationary / Vulnerable

And calling for nerf on heal is very disingenuous when some wizard and witches (that's including me) have been building around that 20% heal for so long. You are calling for drammatic nerf on a class without iframes and direct means of avoiding damage while drinking the potions. I am pretty sure a Tamer or a Musa that doesn't wish to fight could avoid all day and night if he or she wished for it.

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Posted

Obviously trolling. As a witch, I have all the reason to have my issues against Wizards. But this is just butchering a class. When nerfing ask yourself the question, "Would I want to play it after?"

Have you casted the Lightning spell 3x hits no accuracy and stun? This is what a 0% accuracy move looks like.
Hint: it never ever hits. And if you manage to hit the stun with it, you're damned surprised.

Rangers deal damage and are evasive while doing so from range. Range + Dmg + Avoidance.

Staff W/W deal damage and crowd control while being stationary. Range + Dmg + CC - Stationary / Vulnerable

And calling for nerf on heal is very disingenuous when some wizard and witches (that's including me) have been building around that 20% heal for so long. You are calling for drammatic nerf on a class without iframes and direct means of avoiding damage while drinking the potions. I am pretty sure a Tamer or a Musa that doesn't wish to fight could avoid all day and night if he or she wished for it.

 

Actualy some classe have some tool that destroy the game. The protection Area/Heal of Wizard/witch is a REQUIRE in Node War. A Guild with 100 Wizard/witch can completly dominate the game.. All classe with a Huge Advantage in Node War need a drastic nerf if thier OP tools.

Remove Protection Area from wizard/witch is a necessity for balancing the game. or nerf hard thier damage/CC in PvP.

Damage/CC or tools ? Pearls abyss have to choice. Protection Area is a gamebreaking skill. It is a fact.

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Posted

Have you casted the Lightning spell 3x hits no accuracy and stun? This is what a 0% accuracy move looks like.
Hint: it never ever hits. And if you manage to hit the stun with it, you're damned surprised.

welcome to musa awakening, our acc ranges from 0% to 10% on 99% of the skills.

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 I am pretty sure a Tamer or a Musa that doesn't wish to fight could avoid all day and night if he or she wished for it.

Going to have to disagree with this one. As you know I main Musa, and when Witch awakening first came out, one of our guildies tested it out, all she had to do was evade, teleport, bubble, and basically just make sure I could never touch her, while her lightning pet killed me. Sure we were in Arena and didn't pot, so open world might go differently if we were potting, but the point is, if anything needs to be removed from the Witch/Wiz kit, it's the fact that their pets damage scaling is nuts. I know our 220 Wiz's pet alone can half health our giant in the time he does his chain grab combo. So, the entire time wizard is "Locked" he can still half health a tank without ever doing a thing... Which seems quite unreasonable. Especially since the pets can eat ranged CC's, either take no damage, or have an insane DP/HP pool, basically they make every fight a 2v1, and not like Tamer which needs to combo hard, or be geared up the ass to kill people during a Heilang CC.

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welcome to musa awakening, our acc ranges from 0% to 10% on 99% of the skills.

your dash also ranges from calpheon to altinova. welcome to the world of classes still need to move by feet

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your dash also ranges from calpheon to altinova. welcome to the world of classes still need to move by feet

our dash only last as much as our stam, unlike ranger war or valk who as long you have pots you can chase as far as you want, ps not like our dash is one shotting 5 ppl at a time.

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our dash only last as much as our stam, unlike ranger war or valk who as long you have pots you can chase as far as you want, ps not like our dash is one shotting 5 ppl at a time.

hard to play! stamina so importanté

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Posted

hard to play! stamina so importanté

that sentence is asking for zombie sorcs to visit your house.

jokes aside, considering our movement, our block, our offensive skills take stamina, we have to learn to manage it, not like a wiz where you do 1 skill without looking at mp or stamina and just wipe a party.

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Casters do need lower accuracy on their attacks.  Don't remove it entirely, but cut it in half for most everything.  Not only are they unnecessarily buffed in accuracy, the overall attraction of the class is making recruiting anything else a chore.  :P

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Not to mention just the accuracy, Warrior and wizard also have extremely reliable CCs as well as 100% crit damage on most skills. Not to mention grapple to extend a combo. We keep overloading classes that do crap tons of damage as it is, with more and more combo potential. And about swapping stances, i don't even give a shit. The most I've EVER seen a wizard swap stance for is to:
A) Heal
B)Protected area
C)By some unfortunate chain of events the guy is 150 ap something and can't kill you in one rotation and needs to freeze u.

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jokes aside, considering our movement, our block, our offensive skills take stamina, we have to learn to manage it, not like a wiz where you do 1 skill without looking at mp or stamina and just wipe a party.

b*llshet. wizard/witch have to watch their mana all the time, especially with manashield up. And mana is not a stat that restores itself easily in several seconds like stamina. 

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b*llshet. wizard/witch have to watch their mana all the time, especially with manashield up. And mana is not a stat that restores itself easily in several seconds like stamina. 

I did not realize that mana pots weren't a thing anymore. Where as stamina has no spammable potions, you can just keep popping your mana pots every few seconds, along with your self heal every what... 8 seconds I believe? And at least for wizard I decided to take a look at the skill set of awakening, and almost every single skill have MP recovery per hit.

Cataclysm; 30 MP per hit, 7 hits. 210 MP potential while DPSing, 15% Accuracy buff on skill.

LMB; base 30 MP per hit, 3 hits. 90 MP, ranged, and if holding LMB while quickly strafing with a+d can be pseudo ani-canceled to speed up MP recovery. 
Assuming the current endgame Meta for a lot of GvG guilds is 58/59, the skill becomes. (Assuming low end even so we'll use the 58 version)
LMB; 70 MP per hit, 3 hits, 210 MP per click, with 9% accuracy

(From here on I'll just assume the meta of 58 for how much Wizards at least don't need to watch their mana)

Water Sphere II; 35 MP per hit, 5 hits, 175 MP. 20% Accuracy

Hellfire III; 50 MP per hit, 11 hit max, 550 MP, 15% Accuracy

I only mention the accuracy because it further increases the chances that you will be hitting more often then most classes with the same gear setup which will mean you are more likely to get your MP recovery.

You're right however, Manashield will eat your MP when you get hit... Suppose it's pretty handy that all but Water Sphere have either Super Armor or Frontal Guard to help mitigate that damage even further right? 

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I did not realize that mana pots weren't a thing anymore. Where as stamina has no spammable potions, you can just keep popping your mana pots every few seconds, along with your self heal every what... 8 seconds I believe? And at least for wizard I decided to take a look at the skill set of awakening, and almost every single skill have MP recovery per hit.

why u would need a pot for stamina? how often a musa need to dash untill he wasted 2k stamina? and how long it needs to recover?
i'd rather play a class with staminaconsumption instead of mana. 


Cataclysm; 30 MP per hit, 7 hits. 210 MP potential while DPSing, 15% Accuracy buff on skill.

LMB; base 30 MP per hit, 3 hits. 90 MP, ranged, and if holding LMB while quickly strafing with a+d can be pseudo ani-canceled to speed up MP recovery. 
Assuming the current endgame Meta for a lot of GvG guilds is 58/59, the skill becomes. (Assuming low end even so we'll use the 58 version)
LMB; 70 MP per hit, 3 hits, 210 MP per click, with 9% accuracy

using autohit is dangerous and you loose damage on it, as well as the railgun needs 150 stamina each hit as well

(From here on I'll just assume the meta of 58 for how much Wizards at least don't need to watch their mana)

Water Sphere II; 35 MP per hit, 5 hits, 175 MP. 20% Accuracy

Hellfire III; 50 MP per hit, 11 hit max, 550 MP, 15% Accuracy

I only mention the accuracy because it further increases the chances that you will be hitting more often then most classes with the same gear setup which will mean you are more likely to get your MP recovery.

you dont understand the class right i guess. Wiz/Witch have high accuracy coz slow big glowing effects are not supposed to hit everytime in PvP, except you fight with ppl throwing their brainless bodys into it.

You're right however, Manashield will eat your MP when you get hit... Suppose it's pretty handy that all but Water Sphere have either Super Armor or Frontal Guard to help mitigate that damage even further right? 

to hold up ur superarmor up into a chain u need to constantly spam ur skills out the throat, what eats ur mana even more. especially against classes like musas with no problem to bait out all of your mana before enganging... except you fight with ppl throwing their brainless bodys... dont need to repeat it i guess.

Witchs Block regenerates 15>%< Mana each Time it gets hit. thats a huge advantage compared to wizard. wizard still got everything else to be better. The rest of this regstats on skills like watersphere is a drop in the ocean. especially if not every hit is actually hitting the enemy, even with 100% accuracy... as long as you dont fight ppl throwing their............ 

i see rarely musa or plums that actually make a real trick and threat play on wizards. but those who know how to never get killed by them.

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So as we all know. 

Top tier classes are running this game right now.

For warrior and wiz/witch i have a solution! other classes idk D=

But hear me out.

As a wizard/witch they are fine as a glass cannon. Their damage is their and their utility is terrific! Leave it what it is.

I think the way to "Balance" these classes is to take Super Armor away from them.

In any game or anything involving spell casters it is common sense that their most vulnerable spot is when they are casting.

Tut that is not the case here! 

They have very short windows to gain leverage while pvping

Due to when they summon certain spells super armor is there protecting them.

Their one vulnerable spot protected by Daum/Pearl Abyss

Let them keep their crazy AoE Damage, 10 Second AoE CC, and their full HP/MP heal.

But protecting them during the casting of these spells is what makes them broken. Their is no window of opportunity thus simplifying these classes to a brain dead proportion.

 

As for warrior what makes him over powered is how he can animation cancel most moves directly into his block.

The warriors block is what makes him op

So how about adding some time before his block is up so that way he cant spin into the air doing a front flip with a Great sword and suddenly be blocking as soon as he lands.

Make him not be able to block instantaneously after a big move.

 

 

These makes these Over Powered characters more balanced and actually add some strategy to their gameplay. 

Instead of just standing there and waiting for the opponent to attack before they use a spell with super armor for a CC chain starter or being blocked 90% of the time by warrior.

what do you think?

 

 

I think you are way off base.  The biggest problem we face right now is the server performance and network lag.  If those 2 things can be improved then we would have a chance to "hit the weak spot" of any class.

ripping the guts out of a class is just not right.

 

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