Some class balancing
Posted: Wed Aug 24, 2022 12:06 am
Warrior
Power Smash:
- Slightly increase the radius of the base power smash skill.
This is just to compensate for desync and the often-weird perspective in the game. A lot of the time I will use power smash and it looks like I land the hit, but because of both reasons I mentioned above, I don't actually land it. This really won't change much, just make it slightly more accurate.
Lava Smash:
- Remove the effect of this catching the enemy on fire. It makes fire runes useless for power smash. Or at least make it so if you have fire runes the damage from them overrides the lava smash fire damage.
Whipmaster
Tornado:
- Remove rune damage from the tornado skill itself (keep it for air bursts)
Tornado is basically the only useful skill for whipmasters, the class is nothing without it. With that being said, I think it would be fair to give the tornado a small nerf, and buff the whirl skill, to try and make the class more well-rounded. Removing rune damage from the actual tornado skill but keeping it for the air bursts will still keep the tornado a very good skill, but just not as op as it is right now.
Whirl:
- Increase the damage per level to 50% from 30%.
Moving Whirl: (New skill)
- Allows you to move while using the whirl skill (similar to moving gunner)
Stages: 1
Damage: 90%
Mp cost: 2mp per second of moving
Cowboy
Moving Gunner:
- Make the skill cost 2mp per second of moving. This is an advanced movement skill and extremely useful, should cost mp just like running does.
Money power:
- The damage boost is dependent on the distance the bullet travels. The longer the bullet travels, the smaller the damage boost for that bullet is.
(If the bullet travels the full 33 feet, damage is reduced by 50%, and scaling down accordingly)
Piercing Rounds: (New skill, a branch to coinshot) (ONLY should be added if money power is changed, otherwise would be WAY too OP)
See Flashlights thread here: viewtopic.php?f=5&t=10404
The defense reduction should be SIGNIFICANTLY less though. Being able to reduce defense by 37.5% is A LOT in addition to ice runes. Should be more like 10-15% IMO. I also believe it should cost some MP to use as well. Perhaps 2MP every 5 bullets?
Power Smash:
- Slightly increase the radius of the base power smash skill.
This is just to compensate for desync and the often-weird perspective in the game. A lot of the time I will use power smash and it looks like I land the hit, but because of both reasons I mentioned above, I don't actually land it. This really won't change much, just make it slightly more accurate.
Lava Smash:
- Remove the effect of this catching the enemy on fire. It makes fire runes useless for power smash. Or at least make it so if you have fire runes the damage from them overrides the lava smash fire damage.
Whipmaster
Tornado:
- Remove rune damage from the tornado skill itself (keep it for air bursts)
Tornado is basically the only useful skill for whipmasters, the class is nothing without it. With that being said, I think it would be fair to give the tornado a small nerf, and buff the whirl skill, to try and make the class more well-rounded. Removing rune damage from the actual tornado skill but keeping it for the air bursts will still keep the tornado a very good skill, but just not as op as it is right now.
Whirl:
- Increase the damage per level to 50% from 30%.
Moving Whirl: (New skill)
- Allows you to move while using the whirl skill (similar to moving gunner)
Stages: 1
Damage: 90%
Mp cost: 2mp per second of moving
Cowboy
Moving Gunner:
- Make the skill cost 2mp per second of moving. This is an advanced movement skill and extremely useful, should cost mp just like running does.
Money power:
- The damage boost is dependent on the distance the bullet travels. The longer the bullet travels, the smaller the damage boost for that bullet is.
(If the bullet travels the full 33 feet, damage is reduced by 50%, and scaling down accordingly)
Piercing Rounds: (New skill, a branch to coinshot) (ONLY should be added if money power is changed, otherwise would be WAY too OP)
See Flashlights thread here: viewtopic.php?f=5&t=10404
The defense reduction should be SIGNIFICANTLY less though. Being able to reduce defense by 37.5% is A LOT in addition to ice runes. Should be more like 10-15% IMO. I also believe it should cost some MP to use as well. Perhaps 2MP every 5 bullets?