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Next Balance Patch Dreams

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

  1. ViPR

    ViPR Elite Observer Elite Member

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    What do you want in the next inevitable balance patch? I want:

    -Decoy Shot now functions like regular auto attacks where all calculations are done per hit. Same ampr rules for auto atks apply to decoy. Can not be recast while active

    -Magic:Finale constant changed to 100 * skill lvl+ (base int and dex * 4)

    -Mail Breaker proc rate increased to 25% from 10%

    Dual Swords no longer gain double AMPR on normal auto attacks. All unsheathe auto attacks still retain the double AMPR bonus.

    Universal base AMPR value increased to 20.

    Magic: Burst cast time reduced to 4 seconds or Power Wave now counts toward burst counter.

    P. Def mp cost increased to 200mp. Aggro generation lowered as compensation. Total aggro generation will stay the same.

    Knuckle now gains 1 attack per str. Changed from dex because str is better.

    Martial Mastery DMG increase up to 20% from 10%

    All agi based bonuses for Martial skills are now knuckle main exclusive. Regular bonuses still apply to knuckle sub

    Magic Devices can now equip daggers and arrows in secondary weapon slot.

    Ailment Resistance and Physical Pierce are now capped at 75% or they have a soft cap similar to Dmg resistance stats

    Base Guard Power is no longer ignored when equipping a shield.

    Support skills are no longer cancel from taking damage. Instead every instance of damage lowers the remaining time of all support buffs by 2 mins.

    War Cry no longer buffs teammates and is no longer considered a support skill.

    Fighters High is now affected by natural hp regen gained using Safe Rest. Same principle applies for Sober Analyst and Short Rest.

    Double Stab now doubles AMPR recovered from dagger evade attacks
     
    Last edited: Feb 4, 2019
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  2. ★Excalibur✩

    ★Excalibur✩ Well-Known Member

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    Most of your idea just make the game more unbalanced than it currently does

    About decoy, it was a mistake since its first day. Not to mention bonus ampr if u are lucky. Not sure how to nerf such powerful, and greatly used by players without making them angry.

    Finale, cant say anything. Not a fan of mage, reduce the constant a little maybe ? (‘_’) dont nerf the pantzu shot plissss....

    Dual sword doubled ampr should remain the same. With their high mp cost and complexity. why would u change it now ? (‘_’) it was too late to do so i guess. They consume a lot of mp anyway.

    Never used burst. So its up to u...

    One day i have a chat with my guild master. Whats gonna happen if they buffed knuckle. We shared our thoughts and reached a conclusion that its not the best thing to do in balance changes. Knuck already have a lot of ailments, flinch, tumble, stun, etc. Increasing its damage output would make a huge deals (‘_’) u know not every 'classes' born the be attacker (‘_’)

    so whats the point to cap ailment resist at 75% when if u only have 90% u will still get hit by ailments most of the time. Its not reducing the chance into 25%. But
    Boss ailment chance * (1-(resist/100)) (‘_’) am i right ? (‘_’)

    about support skill..im not really sure.
    War cry (‘_’) everyone can hear war cry so they should get the buff

    Now goes to my balance changes proposal.
    ★ Rework how barrier works. Seriously even with 600 hp barrier. All of it will be consumes when u get attacked even with 23 damage. Barrier should work like additional HP it wont disappear completely only because of small portion of damage. Suppose u have 2000 magical barrier. If u get hit by black crystal for 100 magic damage, now u still have 1900 magical barrier left instead of 0. And then increase the cooldown.

    ★ Rework Parry. Make it gives u additional phys and magic resist instead. Because i dont see any reason to use it beside to get P.Def

    ★ Dex should gives more HIT per point. So accuracy will become a thing.

    ★ This isnt not balance changes. But if u want to fight boss, there should be a visible window of gem that will be consumed inside and also the played ign that use it (‘_’) just changes to prevent scam. And also the gem will be locked once the user press start.

    ★ make HB able to use shield so i can make 100% ailment resist HB with paladin spear (‘_’)
     
    Last edited: Feb 1, 2019
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  3. U~esuri

    U~esuri Well-Known Member

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    You, my friend, give me the feeling that you like Knuckles builds but don't do it because the dmg sucks. I'm in the same boat. Knucks are my faves but sadly they cant do shit unless it's some stupid FU
     
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  4. ViPR

    ViPR Elite Observer Elite Member

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    Knuckle were my very first build then bosses started getting sensitive to ailments. Then I just switch to 1h from then.
     
  5. Yunan

    Yunan Not Enough Salt Elite Member

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    My first char was a DW, now I am just being salty about DWs being as good as they're now
     
  6. Blast™

    Blast™ Well-Known Member

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    25% of these balance changes are feasable, the other 75% of your "balance" changes would completely destroy the game.

    I dont know what you got against Tanks and DW but your ideas succckkk man
     
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  7. ViPR

    ViPR Elite Observer Elite Member

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    Alright this is just my explanation of why I’d make these changes:
    Decoy- it’s op and needs a nerf, just my opinion how to go about it.

    Dual Sword- with AMPR gear and skills being everywhere,especially for dw, along with them having auto atk canceling AND access to a skill that recovers 200mp which can be used to make a -100mp combo I feel that having double AMPR is a bit excessive. Also dw combos only are expensive because they can afford to be expensive with all the AMPR they have.

    Burst is really bad, take my word for it

    Knuckles definitely won’t become op if they were a little stronger. Remember fu builds exist and they have access to all the same aliments and interrupts that make knuckles unique but also deal significantly more dmg and they still aren’t op. So allowing knuckles to make builds that aren’t just tanks won’t break anything.

    Ailment resistance cap is to stop the new meta tank that just heals from p.def spam and never has to worry about ailments because, as far as I know, 100% ailment resistance means players never get ailments, period. That is also the same logic I apply to p.def nerf to avoid easy spam.

    Support builds are a joke right now because they are super expensive and are lost after 1hit making them risky to use too. And even if you make a support build war cry users will become a decent problem to you getting support rank. I have nothing against war cry but it really hurts support builds viablity just by existing.
     
  8. ViPR

    ViPR Elite Observer Elite Member

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    What “25%” do you agree with and what would u change about the game if you could or do u believe the game is balanced as is?
     
  9. Kyosuke

    Kyosuke Well-Known Member

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    I just want them to make magic blade skills viable,

    *Like element slash not missing
    *Enchant blade scaling with MATK and ATK
    *Enchant blade also buffing next skill with enemy's elemantal weakness to make use of magic crit.

    Would probably still be bad, but should atleast be more usable than before.
     
  10. Helixx

    Helixx Well-Known Member

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    -support skill work like potion (vita plus, etc), buff still remain even if you switch maps, buff dissapear one by one everytime you receive damage
    -remove heal from p.def
    -buff trap/hunter skills
     
  11. Yunan

    Yunan Not Enough Salt Elite Member

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    P.def is fine as is. We have lots of high fractional attacks and high damage phys/magic attacks so 200mp is too much. If we count out decoy's mp recovery its not that exploitable. The reduce in aggro is also a problem, pure tanks deserved that much of advantage since they could do nothing else other than aggro hold, and proration manager. The HP recovery shouldn't be a privilege of DPS classes, stick to lvl1 pdef if you want low aggro,you also have buster blade and bloody bite anyway.


    Don't cry if your tank gets insta killed by p.avatar's magadachi
     
    Last edited: Feb 1, 2019
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  12. mayam

    mayam Elite Member Elite Member Epic Member

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    First of all,
    Just nerfing ail resist and p.def is not enough. Need to bring up a new means of tanking playstyle. You need to buff stats like FLEE and evasion to make them more viable.
    Balancing is not about just nerfing. Also I dont see how making p.def have 1mp increase really nerfed it, It is still spammable by a bg shield tank.
    Main thing to do instead is not to 100% block enemy instead make it like (-(50+GuardPower%) - DEF/MDEF) something like that, this way all those other stats get a buff too. Also remove the healing so that healers actually get a job.

    You nerfing dw double ampr for regular autos but not unsheathe autos is just you saying everyone: "Hey f you, go and reset trigger slash and take shukuchi max instead". I like how you say that when the unsheathe animation of dw is actually FASTER than regular auto animation. Also nah you can not bring auto attack cancel in this if anything thats the mechanic thats actually a glitch and needs fixing not the ampr as a whole.
    Dual wield ampr has double for a good reason, I dont see it needing nerf in any way whatsoever.

    Those are the ones that I am concerned if you are given to manage the balancing department.
    Rest of them I really dont mind or care about like making mail breaker 25% from 10% really not gonna make it a worthwhile skill they should just make it 100%, its a tier4 dagger skill after all and theres not many reasons to go dagger anyway.
    Md getting sub weapons not gonna make it better than staff

    Also you did not mention nerfing bow to make them unable to attack from 0-5m range and adding more anti range attacks on enemies which is 1 nerf that is really needed in this game, I have no idea how you missed that.
     
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  13. Naim

    Naim Well-Known Member

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    They shuld rework on
    bg - dex stats- hit rate-
    evasive type boss( that ugly old green dragon-
    why at ulti still fking miss like hell-
    or make more boss like this make it more nul mgick atack( 2 screw mage class) and high evasive
    Or
    Make an ele type boss only ( absorb element that they love) and can only be hit by their weakness ele...neutral atac reduce to 2/10 dmg or other ele make it absorb as hp
     
  14. J.D.X.

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

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    Make bosses that are immune to magic attacks.
    And make bosses that lower the attack range. o3oo3o)
    .
    .
    .
    AND GIVE KNUX ATK FROM STR!! D:<
    How is this not a thing already, defies common sense!!
     
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  15. Kaisyl

    Kaisyl Elite Member Elite Member

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    Sword tree
    Sword tempest is now double suction frequency, damage decreased.

    Martial tree:
    All skills need to have knuckles equipped to gain +25% motion speed
    All skills gain motion speed based on AGI
    All skills gain innate anticipate based on DEX
    Cast time of chakra removed and skill changed such that it is a non-refreshable buff.

    Shot tree
    Change quick draw to have a chance to boost bow skill speed
    Change decoy shot to a skill that has a chance to double the double of hits on bow skills.
    Remove the stupid long channel time on power shot
    Long range skill boosts the HIT bonus from DEX in addition to current effect.

    Magic Tree
    Magic wall is now defaultly 2 meters for staff and magic device, knock back frequency is doubled for magic device.
    Remove the cast time of magic arrows at Max lvl instead of increasing the number of hits.
    Improve the suction ability of storm against bosses
    Change Magic Burst to increase it's damage based on number of magic skill used (except finale which would reset it) and remove the cast time based on number of magic skills used.
    Storm suction frequency is doubled, damage taken as a total then divided.

    Dual sword
    No changes.

    Halberd
    Godspeed wield's decrease in resistance is removed for halberds, resistance is -99% at Max stack for non halberd.
    War cry of struggle boosts attack power for halberds for skill level seconds by (skill level/2)%
    Change chronos drive so that it doesn't gain damage from the TEC stat (wtf devs) but attack speed instead

    Mononofu tree
    N/A

    Guard tree
    Manual mode evasion/guard

    Priest
    Ether barrier duration increased to 30 seconds, cast time is now 10 seconds.
    Holy light now silences enemies and has innate 30% magic pierce. Holy light skill constant increased to match magic arrows.
    Bless and advanced bless combined into one skill.
    Advanced bless changed to holy aura, holy aura creates a barrier that blocks a % fractional damage.
    Gloria reduces incoming damage by 5% instead of increase guard rate by 5%.

    Dagger tree
    Hidden arm and intensive knife combined into one skill.
    Intensive knife changed to mail breaker, next auto attack has a change to gain 100% pierce and critical.
    Mail breaker changed to phantom attack (decoy shot) in which a clone would spawn randomly and attack the enemy for skill level times before disappearing. Whilst phantom attack is active, it does not boost ampr but instead regenerates 100 mp on activation and adds normal proration.

    Shield
    Guard strike reflects damage based on the attackers defense if physical attack, magic defense if magic attack or both defense and magic defense if fractional attack.
    Guardian aura range boosted to 15 meters, bonus guard raterand power of allies if within 10 meters.
    Penalities of aegis and protection reduced by 5% at Max level.

    Hunter tree
    All traps are now thrown to the registered area of the enemy on activation.
    Trap skills have extended animation time, shortened by arrow sub.
    Traps are comboable.
    Trap effects can be boosted by crafting relevant item. (They should have made traps craft to use in the first place...)
    Normal attacks are halted when a trap is used.

    Support tree
    Aura effects are boosted to 15 meters, bonus if within 10 meters.
    Life aura recovers based on user HP instead of VIT.
    Mana recharge recovers based on user magic attack instead of INT.
    Auras can now be manually cancelled.
    Mini heal and heal are combined into one skill at tier 1.
    Heal changed to circle heal which provides a powerful AoE heal.
    Sanctuary reduces the damage of all incoming attacks by a maximum of 10% of Ally HP and is a channeled effect which prevents the user from moving when in effect and has to be manually cancelled.
    Recovery grants immunity to status ailments for skill level seconds and cleanses negative status ailments on casting.
    First aid skill changed to active skill revive which brings back an ally to life immediately at the cost of all MP, when used, MP recovery is blocked for (60 - (skill level *3)) seconds.

    Survival
    Fighters high is affected by all factors affecting HP regenration rate
    Sober analysis is affected by all factors affecting MP regeration rate.
    EXP passive changed to combat movement speed passive which boost movement speed by skill level %
    Drop passive changed to ailment prevention passive which increase ailment resistance based on skill level %

    Battle tree
    All ATK, MATK, DEF and MDF boosting passives combined into their lower tier versions.
    Desperate resist changed to passive that boost MATK based on MP.
    Critical passives combined into their lower tier versions.
    For magic branch, advanced version of MATK passive converted into magic pierce passive.
    For physical branch, advanced version of ATK passive converted into physical pierce passive
    For defensive branch, advanced versions of defense passives converted into resistance passives.

    Edgelord tree
    Sacrifice deals damage based on enemy's HP
    Demon Claw is now a passive skill that activates automatically when HP falls below 50% absorbing the HP of surrounding aggroed enemies and self inflicts an MP cover block when activated.
    Regretless lasts 5 minutes, is non-refreshable and it's effect increases as the duration decrease, player is now able to be revived by support tree skill revive.
    Bloody bite inflicts bleed on the enemy.
    Dark stinger now deals damage proportionate to enemy's HP.
    Red tear will now inflict stop and bleed on the enemy.

    Actual magic device skill tree (not entirely sure how these skills work)
    Sword conversion is changed to affect all weapon types.
    Magic warrior passive instead increases the multipliers of all skills of the magic skill tree regardless of the main weapon being a staff.
    Enchant sword changed to enchant strike and deals damage based on ATK and MATK.

    Ailment changes for player to enemy
    Ignite = damage based on a fraction of the infliciting skill damage. Not possible on fire type enemies. Double the effect and lower resistance when used on Earth enemies.
    Poison = damage based on current enemy HP. Eg calc: (maximum HP - current HP) * (enemy resistance)%
    Stop = actually stops the enemy/boss
    Lethargy = all attacks used by enemy will graze
    Fear = Enemy runs away from player, action cancel effect is boosted for bosses and bosses are unable to move.
    Bleed = increased chance to receive critical hits
    Silence = stops all magical attacks or reduces them to 0%

    For the disability skills,the cooldowns should be removed and the boss should counter if disabilities are applied whilst the break parts are showing.

    Flinch = action cancel, no down time.
    Stun = shortened duration, no cool time
    Tumble = ineffective against already tumbled, immediate counter if used whilst in effect.
    Knock back = no action cancel, no cool down, projectile counter if inflicted whilst break parts are showing.
    Sleep = enemy resistance falls to 0%
    Suction = Guard if break parts showing.

    That's all for now z.z, yeah I'm bored...
     
  16. The Lost One

    The Lost One THOT BEGONE AGENT Elite Member

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    Well this is just my opinion,

    *Decoy ampr is halved when used by other classes except bow/gun class.

    *Warcry will no longer be categorized as a support skill. It will still retain the party buff and etc but constantly casting it will no longer make you gain support rank since like I stated earlier, it will no longer categorized as a support skill.

    *I do not see any problem with DW double ampr, the class needs it. DW with decoy is the problem here so Decoy nerf is a must tbh.

    *Bow/gun damage skills has a restriction like can only be used 8m up. Below from 8m will disable those skills.

    *Instead of large aoe spikes from bosses and 360° wave attacks from anti melee bosses nowadays, making them more sensitive to some ailments and do unpredictable attacks (random attack like the boss can cast skills without red and blue aoe/lines for 5 seconds leaving you unaware what will hit you) when enranged or hit a certain amount of hp.
    P.ava mechanic is also good if they apply it to future bosses.

    *Increase hit stat acquired from dex.

    *Buff skills from support skill tree will take at least 2 hits or ailments just like rampage to be removed.

    *100% ailment resist is too op so must at least cap it to 85%.

    *Knuckles should be buffed like increasing attack gain from agi to compensate for the ailment sensitivity from bosses nowadays.
     
    Last edited: Feb 1, 2019
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  17. Quit toram

    Quit toram Left. Elite Member

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    Nerfing bows/bowguns to be unable to attack from 0-5 meters is a bit harsh.. I think bows/bowguns should have lowered short range damage (by a lot) just by equipping them. Also make Crossfire range affected.. It makes no sense why it's a placed skill. I really agree how they should implement boss attacks that counter ranged classes.

    Finale's constant definitely needs a nerf so that it will depend more on MATK. LUK and TEC mages will get fked up xD

    Nerf P. Def, it shouldn't heal. I agree with Mayam's idea of P. Def.

    Now for some of my own ideas..
    Reduce bosses' FLEE so accuracy can be a useful stat. Giving more accuracy per DEX would give bow/bowgun/katana a massive advantage over others, so that's a NO.

    Boost the damage of knuckles by changing the stat growth so it gives more atk. Martial skills' knuckles buffs should be only for knucks main, and unavailable for knucks sub.

    Decoy doesn't recover MP if the hit missed/evaded. Decoy's crit rate is fixed 50, but affected by the target's crit resistance. Also no random AMPR boosts or that MP recovery bug just by casting it.

    Shining Cross recovers 50MP for every critical hit, so 100MP if both crits (I think 200MP makes it too spammable..)

    Dragon Tooth's phys pierce is now affected by range. If casted within auto attack range: 100% pierce. Reduced by 10% for every meter further away from the target.
    Chronos Drive's additional hits scale with AGI instead of TEC and INT.
    Godspeed Wield's negative resist is balancing halberds so they can't just spam without worrying about damage. Having it give no nega resist is just making halberds OP.
     
  18. Kaisyl

    Kaisyl Elite Member Elite Member

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    Yeah but halberds have no way to recover MP other than attacking or via low HP wcos. All gsw does is give motion speed and attack speed so it would help if used with chronos drive if it scaled with attack speed.
    If it needs a penalty maybe have it reduce HP by 5% per stack per 5 seconds in general capping at 15% but 10% instead for halberd.
     
  19. mayam

    mayam Elite Member Elite Member Epic Member

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    I only said bow yeah not bowgun. Every rpg I play bow users are unable to attack close range just like how melee weapon users cant attack from a distance. Crossbow/bowgun users do attack from any range tho.
    This will actually give people an incentive to try bowgun as well since right now bow does everything bowgun does but better, having sub weapons is really not that big of a buff while using bowgun.
    Close fighters always suffer from anti melee aoes but bow users never do from anti range aoes as they can just keep attacking or ampr from close range too.

    And nope DEX does need a boost of higher hit. Almost all phys class gain some atk from dex anyway so it is good enough to balance that stat so its utility increases instead of shoving it as a useless secondary stat. The only one that doesnt are halberd they only get stab from it. The best way to do this is different weapons will have different growth of hit just like how different remodel armor has different flee growth.
    Katana, ohs and knux should have the highest growth like 2.5-3 hit per dex as they are melee weapons and arguably the lightest. The more heavy weapons like 2h and halberd will have less growth around 1.5 per dex. Also since they wanna continue to make the game anti melee attacking from close range should also give a small boost on attack accuracy total.
    Long range weapons should have less hit per dex that close fighters but will have more variable hit booster depending on the distance where they attack from
    Knux and ohs should have an atk booster like two handed for katana if you really feel like this will make katana too op.
     
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  20. Oreki025

    Oreki025 Well-Known Member

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    i think nerfing decoy to bow/bowgun users only is good and reduce the total ampr to half or 3/4 on decoy attacks.
    i find most melee dps now only relying on decoy for ampr TBH, thus forgetting the use of auto attacks for proration which is kinda sad when you want a good proration for your party.
     

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