Concrete suggestions to balance classes etc.

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maleficence
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Joined: Sun Aug 14, 2016 11:23 am

Re: Concrete suggestions to balance classes etc.

Post by maleficence »

The problem with this thread. Is that most players are focused on the gap in power gained at high levels. And introducing effects that diminish that gap without giving thoughts to the repercussions it has to the lower levels. (Note that in a game without level caps I use the term "low level" very vaguely and it includes the triple digits)

Simply put, low level mages are weak; abilities that lower mage damage and output, effect an already limited class at it lowest levels, which encourages bullying.
I get mobbed, attacked and killed, a lot during exp sessions of grinding; and the fact that I live out in the boonies with a relatively bad connections means I'm dismally terrible at PvP countering (Esp when caught with half mana when grinding something that takes half my mana to kill to begin with)

Stat wise I'm a level 113 pure mana build(sometimes I dip 10-20 levels into ARM if there's alot of PK traffic)
HP is 2599
620 damage per spell, 78 castings full mana (393 mana) 2 spell uses regenerated every 5 seconds.

That's 48360 damage for a full bar of mana. Or 24180 in PvP taking roughly 15 seconds to deal.With 6 spells recovered for +1860.( most pvp battles take far less than 15 seconds)
Now anyone with 45 levels put into ARM can negate the max damage. Any one who attacks me after I kill a pharoas spider (half my mana) would need only around 15k HP to stay out of my max damage threshold. Roughly 20 levels into ARM and 5 potions would work.
Spawning two pharoas spiders negates my green flow (meaning my max damage threshold is 13338 or 6669 with half mana) and with such low health ensures I'm dead. even should I win the fight; my mana would be too depleted to survive the monsters. (At this rate I usually take the time to strip my gear rather than fight...rather not lose my gear when faced with certain death)

The idea of balance isn't to nerf a class as a whole or introduce skills that nerf that class completely. When giving ideas you have to take into account the effects it will have on the lowest levels as well as the highest. (Players. abuse these and many target weaker players purposefully. If you introduce an idea that negates spell use or damage there a good chance it will be used to abuse low level characters)

Key balances would be diminished returns.
I have read a few comments complaining about "infinite" mana. But what is it on a mechanical level?
Infinite mana occurs when the regeneration of mana meets the amount of mana spent. In game terms the average player casts 5-4 spells per second. Or 20-25 spells every 5 seconds which means mana has to regenerate 125 every 5 seconds in order to be infinite.

Since mana regenerates 1+1 point per 40 mana, it would take 4960 mana to generate 125 mana every 5 second or 7000 mana for autoclickers. Meaning Infinite mana/casting is only feasible at around the upper 2300s (3400s for autoclickers) character levels with pure mana builds.
(Some might add that once you reach that level you deserve infinite mana) Any mage lower DOES NOT have infinite mana though he/she may have a lot of it. It will eventually run out.

So diminished returns for mana...(if you don't think those who reach 2300-2500 deserve the epic right to have it)
After X amount of levels mana regeneration begins to taper off.. All prior rates stay the same further point additions cost more levels.. The standard 40points (0.025%) would increase to 50, 60, 80, and 100 after levels X, X, X, And X..
• alternatively just cap mana regeneration at about 115 reachable at around 4560 total mana. To ensure a steady decline incasting ability. Esp for autoclickers.

•diminshed returns for spell damage (mainly a problem for high level quadruple digit play would have to be considered carefully with perhaps more stats bonuses to strength and dex in gear to help compensate for the loss in spell power)

•Another balance would be a skill that increases HP rate of recovery for combat classes while in combat or a recovery skill that grants a flat ##% of total HP.

•Scalable skills that increase with levels. With diminished returns and/or cap.

•Skill points that work like mana gained every level so you could repeatedly use skills you want (gets rid of cooldown allows skills to be spammed in a limited way) recovery of skill points, and skill cost would have to be figured out.

An extra attribute point every 4 levels to non-mage classes to help "balance" the mages impressive attack power (note that the 1.25 attack per attribute put into mana is based on the green flow spell which can be negated with spawned mobs) I mentioned this in another post. But looking back it may have some imbalances at early to mid levels. (As I mentioned mages are bullied at early levels and don't PvP well against those who know what they're doing during PvP)

None of these nerf damage output and potential of lower mages. Who need all they can get.

On a side note. Its a staple for RPGs and high fantasy to have overly powerful wizards who wield overly powerful and world breaking magic... If gandolf couldn't face a demon on his own where would all our hobbits end up? I'd shudder to think of the fate of the realms without the old sage Elminster.. And horror wouldn't be the same without the cultists of Cthulhu and the Old Ones (the imbalance is true to the genre... Now if only we had a sword and sorcery game.. All our spell chuckers would be deomincally possessed and drooling from mind Sundering influences.).. Till then I'll gladly be your insane little Faerie... I'm a natural Drooler anyway.
It's the developers role to make changes that encourage gameplay in all of its aspects.
It's the players role to enhance gameplay and make it enjoyable for others.

Dejahlia(111) Faerie.
DejahIia (4) Freya (Valkyrie)
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Larcos
Posts: 127
Joined: Thu May 14, 2015 11:42 am

Re: Concrete suggestions to balance classes etc.

Post by Larcos »

Hey GM's i got a request pls make mages stronger at sieging im on lvl 9 siege on my lvl 1520 mage and i need about 2h to kill a lvl 1 farm -_- thats horrible now there is spll protection and dmg protection pls get all classes siege to same its unfair .... im completly useles
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Bence
Posts: 556
Joined: Sat Dec 13, 2014 4:43 am

Re: Concrete suggestions to balance classes etc.

Post by Bence »

Yes, you are.
"We are unity in diversity"
lvl 1006 mage
DarkMagi
Posts: 25
Joined: Thu Apr 14, 2016 12:51 am

Re: Concrete suggestions to balance classes etc.

Post by DarkMagi »

One suggestion is quit worrying so much about money. I am seeing a trend. Auto clicker illegal, afk lvling illegal, killing someone's CASH pet perfectly legal. It seems to me if it makes you money you are all the more for it, but if it doesn't you want to perm jail someone. If the auto clicker is only used in pvm i do not see where it is hurting anyone, but since i seriously doubt it will be legalised if a mage has to click to deal damage all classes should also. No class has to work as hard as a mage in this game.

Make bigger mana pots.

Unnerf mages. High lvl swords, archers, orges, dwarfs, have extremely high hp, damage, arm, and dex. As where a mage has very low hp, arm, dex, and damage since we are nerfed in pvp to 50%. On top of that gear has spell protection. Which drops our damage to like 1/4. Another imperfection is all classes but spell casters their stats added by gear helps with damage, but a mages does not. It only helps with mana regen. This is a very big unbalance and unjust.
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Leone
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Re: Concrete suggestions to balance classes etc.

Post by Leone »

Un-nerf mages? God no. Look at most 1000+ players , see what class they are and wonder why.
fiora
Posts: 215
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Re: Concrete suggestions to balance classes etc.

Post by fiora »

Lol larcos archer as me useless in fishing so we can't get tons of gold as other classes so I guess they won't balance it
sara--->mage
Fiora--->archer
Fiora2---> sword
Fiora3--->ogre
Fiora4--->dwarf
Fiora5--->mage
•○● i will be glad if u asked my help in anything ^_^●○•
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nt300
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Location: Ancient Athens GREECE

Re: Concrete suggestions to balance classes etc.

Post by nt300 »

I've posted these suggestions back in 2014. And nothing happened. The "Melee" Swordsman/Dwarf continue to suffer from MAJOR LIMITATIONS.

My Original 2014 Suggestions with some new Input:
All classes have there strengths and weaknesses.

All have their advantages and disadvantages, it all comes down to preference.

* Archers SHOULD HAVE long range, transparent sneak attacks & kills and "super" speed walk/run, but Low HP
* Swordsman SHOULD HAVE "super" high hp, high hp Re-Gen, high Armour & high Tanking skills, but normal walk/run. But also have ability to stun, and have skills like +2 to +3 Range Attacks like Fire Ball/Ice attacks coming off the sword
* Mages SHOULD HAVE sheer firepower, walk/run speed & high Mana Re-Gen, but very low hp. Mages should also have more spell variety and have ability to equip up to 5 spells. Consider an invisibility spell for example.

With regards to the most Under Powered Class "Swordsman", I would suggest you make it fun to Level it up based on PVM. They are essentially Useless in PVP. That is a matter of FACT.
* I would also suggest the Swordsman remove that nonsense skill just above Fire Sword and make it a Dual or Tri Attack, where you attack more than 1 Monster at a time. Maybe 2 to 3 Monsters for example.
* Remove that annoying HP loss limitation when using Fire Sword. This skill making you lose HP makes no sense. I haven't seen such a thing in games. That would make many players happy.
* Etc., Coming Soon.
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Bence
Posts: 556
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Re: Concrete suggestions to balance classes etc.

Post by Bence »

That would be nonsense if you remove the hp reduction because then swordman skill dkes -40% hp damage and the archer skill does -30% hp damage.
the 1. swordman skill can make the arm spell useless btw mages still win the pvp.
The dwarfes are the most underpowered clayses not the swordmans.
"We are unity in diversity"
lvl 1006 mage
Bence
Posts: 556
Joined: Sat Dec 13, 2014 4:43 am

Re: Concrete suggestions to balance classes etc.

Post by Bence »

If you run arounf the monsters yoh can hit many of them using fire skill so you can hit more then one target.
Please find real problems and real ways to solve them and never forget the ballance.
"We are unity in diversity"
lvl 1006 mage
Bence
Posts: 556
Joined: Sat Dec 13, 2014 4:43 am

Re: Concrete suggestions to balance classes etc.

Post by Bence »

To solve the mana problem we need a new way to calculate mana regeneration, maybe a static form.
"We are unity in diversity"
lvl 1006 mage
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