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Aldemir
04-03-2006, 06:56 AM
I understand where your coming from, but there is a balance. You say SHs and Necros are overpowered. However there are necros and SHs on both sides that attack each other. Secondly, they have a reputation for being very strong so what does everyone do? They target the Necros and SHs and powerful classes first rendering them less powerful. This game is about team work and you need less powerful classes and powerful classes to work together to achieve power. Its kind of like the military i think. There are fighters and they do damage and kill each other, and then there are engineers and supply lines and other things that are not very good at fighting, but the fighters would not be good without the support.
Countering a mage with a mage isnt what I call ballance

Starpo
04-03-2006, 03:52 PM
Thanks Hellrose. :)

OldMcDonald
04-04-2006, 11:44 AM
Dagger>Mages>Tank>Archer>Melee>Dagger
What do you all think?

Krog
04-04-2006, 12:21 PM
How's that dagger gonna reach the mage before its 2 shotted?

Krog

Chair
04-04-2006, 12:23 PM
Dagger>Mages>Tank>Archer>Melee>Dagger
What do you all think?

NO NO and NO. How many different classes do we have in the game? We have 37. Do all of them play alike? NO. So how would this work? It won't. Oh yea, dagger is melee!

Dreadnought
04-05-2006, 11:38 AM
My two cents on a few things that could balance the game a bit.

1. Make Pdef something to strive for. Right now, overenchanting armor has little reward for the risk that is taken. Make Pdef matter more -- especially when it comes to Archer crits.

2. Archers crit less on heavy armor / light armor, and more so on robes. It would be easier to find a weakspot on someone with robes, rather than someone in heavy armor hiding behind a shield.

3. Mages fail spells more often. It's too rare. Right now, the only reason spells really fail is because the level difference is too high. Make higher Mdef a mages absolute worst nightmare. Right now, archers and melee are forced to pick soft targets... the same should apply for mages. I don't think Mdef matters as much as it should right now.

4. Mages have more interrupts from melee. This pretty much speaks for itself -- if a melee is able to get close to a mage, they should have the advantage. Much more interrupts.

Mages should absolutely do the most damage out of any other classes in the game. However, that advantage should change once they become targeted. Casting magic is supposed to take a large amount of concentration... this should be easily broken when taking damage. Nerf the concentration buff.

5. Make evasion matter a little more. I really like evasion as it is right now, but it could use some more work. If someone strives for an evasion build, it should be more noticeable.

6. Daggers should be faster. Right now, they only have one or two more runspeed than their bow weilding counterparts -- it should be more than that. The damage they do right now is fine, but in order to fulfill their desired function, which is quick in-and-out kills, they need to be a lot faster than they are.

There are a few other things, but these were just a few things on the top of my mind.

Thought this would be worth quoting again. Agree with it all.

AdmiralChaos
04-20-2006, 08:13 PM
idea: archers & daggers > soft targets like mages/healers
tanks > archers & daggers & mages (boost that resist arrow self buff, and make entangle/hamstring/freezing strike a LOT more powerful)
mages > all IF CIRCUMSTANCES ARE CORRECT. for instance...make those resist element buffs OVERPOWERED and not stack with each other. ie, resist wind gives what, 25% damage reduction against wind atm? pump that up to 100 or 150%, now we're talking. and, if you were to pump up the mage/warrior bane skills, you would seriously even the playing field, as healers/buffers would become debuffers too.
archers = daggers (mebe?)

hmm....indeed, i agree with the above quote. p.def/m.def really need to matter more. +5/+5/+5/+5/+5 maj set = 2 or 3k m.def? 5k on a destroyer?


i dont plan on reading this topic again. i ran across it on one of the forums i read.

Xon
04-21-2006, 08:35 AM
no need to nerf anything, just make the other classes stronger, until the point where it's like real life situation, if you get shot/stabbed/blast/shocked etc.. you are either dying or dead ^_^
sure it'll make battles go lots faster but it's a goodthing cuz then people can go back to there xp spots lvl'ing in peace ^_^b

Hahn
04-21-2006, 08:43 AM
Its gonna be really funny if WM increases runspeed. Means that a nuker will indeed be faster than any human fighter class. And thats without using slow.

+5 dex, +7 run speed from DC, +6 run speed from zerk and like +4 or +5 run speed from WM.
In other C5 notes it says WM will decrease runspeed. So don't go berserk yet before NCSoft itself confirms it.

Xon
04-21-2006, 09:57 AM
In other C5 notes it says WM will decrease runspeed. So don't go berserk yet before NCSoft itself confirms it.
it actually makes more sense, but still i doubt that mages care much about runspeed, so long as they keep 1shotting ppl

Xephia
04-21-2006, 11:04 AM
it actually makes more sense, but still i doubt that mages care much about runspeed, so long as they keep 1shotting ppl

Xon the more run speed a mage has the less chance a melee (Dagger/Gladi/DA/SWS/BD/And more) won't be able to catch them. a Elf mage and DE mage can basically out run any human fighter except the th atm.

Xephia
04-21-2006, 12:21 PM
Um. All daggers and Archers are faster.

Except TH/HE - though they got sprint.

You missed the point completely.

BURMON
04-26-2006, 08:06 PM
I sure hope they will specifically address the tyrant nuker mismatch. It would be nce to have a power charge where you could deflect at least one nuker and close the distants

Pinchy
04-26-2006, 08:12 PM
and those who bet C5 would be the Age of the Gladiator lose again!