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Some class balancing

Posted: Wed Aug 24, 2022 12:06 am
by CrazyVanilla
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?

Re: Some class balancing

Posted: Wed Aug 24, 2022 12:23 am
by Ruppy
hmm yis weri siantifik i soport u ;) :D :lol: :)

Re: Some class balancing

Posted: Wed Aug 24, 2022 2:59 am
by Kentrassi
Maybe remove the lifesteal for tornado or nerf it to 1 hp for whipmaster? Anyways support

Re: Some class balancing

Posted: Wed Aug 24, 2022 3:25 am
by Fav
CrazyVanilla wrote:
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?
Support. Id like to add that the heal that comes with the tornado is too op, makes whipmasters just spam nados and have no fear of death.

Re: Some class balancing

Posted: Wed Aug 24, 2022 5:52 am
by Pro_xGamer
Support!

Re: Some class balancing

Posted: Wed Aug 24, 2022 7:01 am
by TheWood
Just because a tornado have regen is the only reason I'm able to kill warriors or other tank builds. Don't remove it. It's hard to lure someone into a tornado. Using whirl is useless after your fireballs have run out. Support.

Re: Some class balancing

Posted: Wed Aug 24, 2022 11:32 am
by CrazyVanilla
TheWood wrote:
Wed Aug 24, 2022 7:01 am
Just because a tornado have regen is the only reason I'm able to kill warriors or other tank builds. Don't remove it. It's hard to lure someone into a tornado. Using whirl is useless after your fireballs have run out. Support.
Agreed. I don't think the tornado healing is that big of a deal really, I don't see a reason to nerf it. Whipmasters don't have high defense because of their skills, so having it heal hp is good.

Re: Some class balancing

Posted: Wed Aug 24, 2022 11:40 am
by Joey!!
yes moving wirl and moving magic breathe was what i was thinking of as well
but instead of 2 mp for gunner how about 1 mp to make it like running?
bc im tired of arguing about no mp for it :roll:

Re: Some class balancing

Posted: Wed Aug 24, 2022 3:20 pm
by Kentrassi
CrazyVanilla wrote:
Wed Aug 24, 2022 11:32 am
TheWood wrote:
Wed Aug 24, 2022 7:01 am
Just because a tornado have regen is the only reason I'm able to kill warriors or other tank builds. Don't remove it. It's hard to lure someone into a tornado. Using whirl is useless after your fireballs have run out. Support.
Agreed. I don't think the tornado healing is that big of a deal really, I don't see a reason to nerf it. Whipmasters don't have high defense because of their skills, so having it heal hp is good.
Nah, I think it’s a big deal because once they can stack their nados, they get unkillable rq because of their op healing. Besides theres snakes, you can just spam and wipe everyone out

Re: Some class balancing

Posted: Wed Aug 24, 2022 3:28 pm
by TheWood
Kentrassi wrote:
Wed Aug 24, 2022 3:20 pm
CrazyVanilla wrote:
Wed Aug 24, 2022 11:32 am
TheWood wrote:
Wed Aug 24, 2022 7:01 am
Just because a tornado have regen is the only reason I'm able to kill warriors or other tank builds. Don't remove it. It's hard to lure someone into a tornado. Using whirl is useless after your fireballs have run out. Support.
Agreed. I don't think the tornado healing is that big of a deal really, I don't see a reason to nerf it. Whipmasters don't have high defense because of their skills, so having it heal hp is good.
Nah, I think it’s a big deal because once they can stack their nados, they get unkillable rq because of their op healing. Besides theres snakes, you can just spam and wipe everyone out
Any player caught in a tornado dies in a couple of seconds and only tank builds can survive. Snakes are just bad for tank builds, an archer or gunner will shoot you while you're spamming snakes. A warrior will kill you with 1 hit lol.