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Next Balance Patch Dreams

Discussion in 'Toram Online General Discussions' started by ViPR, Feb 1, 2019.

  1. kucingHD

    kucingHD Well-Known Member

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    buff armor break(by strong chase) chance rate to something near 35%. it won't be too much but helps(inflicting armor break by normal attacking is a brilliant idea for knuck since the first time, why make its chance so small).
    same goes to mail break for consuming 30SP, make it 50%chance rate at least.
    if so then those two can make a good combo.

    and make Rush perfect aim when the target is inflicted fear. it seems fair and not too OP(what's so good about 10sec of 10%motion speed bonus when bosses can keep you away by using spike trap).
     
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  2. mayam

    mayam Elite Member Elite Member Epic Member

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    Screenshot_2019-01-19-22-19-02-92.png
    I am just gonna leave this pic here for everyone to witness.
    This thing here is supposed to help brawlers by giving them a really "OP" 320 ATK knux. Yes this is what suzuki wants brawlers to become.
    This thing has 3 MINUTES cooldown for flinch, cant even talk about stun and tumble coz it is completely immune to them, can never inflict it, nada.
    Suzuki: What even is crowd control?
     
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  3. TokiXKiru

    TokiXKiru Well-Known Member

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    When the flinch cooldown is 178 seconds.
     

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  4. Kaisyl

    Kaisyl Elite Member Elite Member

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    ....
    The ducking hell is that?
     
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  5. J.D.X.

    J.D.X. The King of Flies on His Throne of Lies Elite Member

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    On top of that, mini boss gears a pain of a drop...
     
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  6. Lucifere

    Lucifere Angel of Rebellion Elite Member

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    Well you cant just spam skill and completely lock the boss actions.But they could add other status like bleed they should add beast knight of Iruna to make brawlers competitive dps class
     
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  7. Kaisyl

    Kaisyl Elite Member Elite Member

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    Dude... That's three whole minutes to a class that lives off of locking down enemies. Not to say that im against you on adding more ailmemt effects but Wtf are they supposed to do now?
     
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  8. screamingfox

    screamingfox Well-Known Member

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    Time for annoying ScreamingFox rant. o3o/.


    I'd rather they start by making Aggravate activation a 80% ~ 100% rate first. Armor Break last 10 seconds, and with Aggravate at a 100% activation rate at 5 ~ 15% Armor Break chance, it works fine and scales better with attack speed/motion speed. What we have right now at 50% chance to activate Aggravate and a 10% chance to activate armor break is...dated now. We aren't getting a reliable 5% chance to get the armor break proc as is. Also, would appreciate Shell Break replenishing MP even while Armor Break is up. I'd say it should also refresh the armor break buff, but we'd be bordering on being able to easily hit 100% Armor Break time.

    Not that all of that matters though, since 100% Armor Break on Bow and Katana is a thing. Don't mind it too much on Katana, since it's gated behind a counter, but Bow's just have it for free essentially while waiting for Crossfire. (Also, doesn't make sense that Bow's arrows have a higher armor break affliction rate than bow gun bolts, but okay.) So whatever. So long as Snipe can 100% Armor Break, the gimmick of Armor break on Auto attacks/Shell Break will be worthless anyway.

    Use Fear, Armor Break, Lethargy, flee, stop, ect and pray that these mediocre effects will carry us through our mediocre gimmick being neutered.

    I don't particularly mind high cooldown CC's and immunities on flinch/tumble/stun though. It's a change of pace from bullying some mini bosses *cough Volotour cough*. They just need to have a purpose. Like, if for Amoeba, Flinch caused a high burst damage opportunity by dropping it's resistance down. Or Fear/Lethargy having a special effect or resistance change to that enemy. But, making something like Amoeba, where the class that benefits most from farming it brings LITERALLY nothing special to the fight, drives me up a wall. I get that they're trying to show, "Man you knuckle guys might need something more if bosses keep coming up like this *hint hint wink wink*", but christ, I hope they don't think that throwing extremely resistant mobs with no compensation for doing so is a good idea and they keep it on the "very special occasions" list of things if they keep implementing bosses as they do.
     
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  9. Kaisyl

    Kaisyl Elite Member Elite Member

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    Yeah, you see, stop doesn't actually work in this game against bosses. At best it's another slow with nearly a minute long in cool down (screwing up cc for mages too).
    Fear is pure RNG even if it gets inflicted and for bosses like hero potum? LMAO.
    Thing is this, they need to stop taking the quick and dirty way out of this with regards to disabilities and develop a more dynamic method.
    You knock back a boss with showing break parts? Eat a projectile counter. You use a suction disability? Guard like a mofo. You use stun? Lowered resistance.
    Bullying should be a given with knuckles with their low as hell damage, low ampr and garbage all disability counter eating skill set.
     
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  10. Lucifere

    Lucifere Angel of Rebellion Elite Member

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    Hey im agree that 3 mins is crazy but we cant want that boss do absolutely nothing lol and more status ailment we could inflict easier to kill
     
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  11. TokiXKiru

    TokiXKiru Well-Known Member

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  12. TokiXKiru

    TokiXKiru Well-Known Member

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    Press F for Knuckles.
     
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  13. Jbazt

    Jbazt Into the Forsaken Realm of Consciousness Elite Member

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    We can't really expect all pve adversaries will came as perfect for our class type/build. The game is all about uniquneness and flexibility and the skills and combo system is a proof of it. The last 2 boss mom fluck and zelbuse I think is what many are referring to as anti melee? I don't see any problems on some melee I partied there. Maybe because they got a DPS combo for melee and for long range situation. Plus most of that boss spikes are fractional based. The lower DPS hp the lesser damge from those. And with tanks defensive skills that will befits whole party, upcoming new skills, and use of hp pots, that spike dmg can reduce from being annoying to meh can be ignored.
    The facts is boss will came pre programmed (patterns, behaviors, atk types, etc) no matter how much we complain about it, it will not adjust to us. We should be the one to adjust. So no matter what's our role, I suggest don't prepare for the meh few battles, but be prepared for the full war.
    Whenever we get a new DPS skills that's more powerful than the previous ones, the hype will sorrounds on how OP they can become. But when new harder boss came with new things that affects their OPness (which is imminent) we hear complains. Players base here only have one way tunnel vission.
     
    Last edited: Feb 2, 2019
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  14. BLCY

    BLCY Well-Known Member

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    Well, the boss always change his patron attacks and many things. The problem is that many people hate the spikes and they doesnt like stay into the guardian or santuary effect. Its a big problem for many tanks with dps noobs who understand the defensive skills.
     
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  15. TokiXKiru

    TokiXKiru Well-Known Member

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    Venena cough cough*
    Zelbus hacking cough*
     
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  16. Jbazt

    Jbazt Into the Forsaken Realm of Consciousness Elite Member

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    Yep that's another problem too. Many don't trust and appreciate other class/roles on what they can possibly bring to the farms (defensive/offensive boost) when majority of skills description are fully understandable even by a newbee.
    The shift of patterns of atk sometimes can be triggered. Like when venena about to laser, interrupting it may shift to using other sets of patterns (meteor, auto, etc) thats why its advisable to let her fully cast it (in the middle) coz its duration is longer compared to other atks and can be a means of protecting the party too.
     
    Last edited: Feb 2, 2019
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  17. Kaisyl

    Kaisyl Elite Member Elite Member

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    You should've seen the last hero potum fight then, there's no way in hell I'd wish that kind of hell on any melee character.
    Mom fluck I'd argue is balanced for both melee and ranged, Zelbuse is ridiculous with the instant Spike spawn.
    The main problem with this is that most boss skills are centered on them selves or start close to themselves like Zahhak who can one shot you with the wave flapping attacks and flinch spikes + one shot waves.
    From what I can see, yes the spikes are annoying but the wave attacks are the bigger problem here, you can't expect a squishy dps to take an attack that spawns 20 fractional wave attacks and live, that's madness.
    Also, as prior discussed, knuckles are seriously disadvantaged in this game due to disability cool downs. Yeah they prevent lock down but it is pointless if they always trigger the boss counter without any requirements. Amoeba has a 3 minutes resistance once flinched and the main drop from that boss is the knuckles. Wtf are knuckle players supposed to do against that? No other player has a reason to farm amoeba and even if they do, master's tonfa really only works with a magic brawler build.
    Also, without a way to recover mp fast like a mage, all melee must get close to the boss to recover mp when attacking. Boss spawns 20 fractional wave on you = dead.

    This isn't an issue of adaptation, it's a bad design issue.
     
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  18. TokiXKiru

    TokiXKiru Well-Known Member

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    Zelbus uses Earthquake* (spike AOE)
    Katana: I guess Ill die
     
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  19. TokiXKiru

    TokiXKiru Well-Known Member

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    Zelbus uses 9 Celestial Swords (Red AOE)
    Mage using Finale*

    Mage: watashi wa shinderu yo
     
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  20. Jbazt

    Jbazt Into the Forsaken Realm of Consciousness Elite Member

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    Most of skills you mentioned are aimed at tanks which you might have most of the time. You getting caught with it is not the games bad implementation of boss behaviors. It's more sounded like a DPS bad positioning and wrong timing of combo use thats related to a failure to learn boss patterns of atks. Case be different iff you soloing it.
     
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