Class Balance Suggestions
(03-27-2008)
Alright, I¡®ve been noticing that the classes are grossly unbalanced right now, and that there is a lack of real variety in the PvP situations I¡®ve been in. Below, I outline the problems and provide possible solutions to them.
Individual Class Balance
I haven¡®t got very far in the game (I¡®m lvl 26), but from the terrible grind, I¡®ve noticed that the classes are really out of balance.
Bagi Warrior:
Right now (at the low levels), Bagi Warriors really have no defense against a ranged class. The Bagi Warrior usually gets snared in PvP and thats pretty much game over. I think they have some kind of ranged attack, but other ranged classes constantly move, only stopping to cast a spell or something.
The solution I present, is a ranged stun The ranged stun could be a little less than half of the archer¡®s actual range, and stun the target for around 2-3 seconds. This should give the Bagi Warrior enough time to semi-stunlock a person. However, to prevent this spell from making the Bagi overpowered, make it have a 20-30 second cooldown so the stun is like a clutch or something.
Segnale:
(I only played this class to around lvl 10, and then I got sick of it.)
So many things are wrong with this class. I¡®m pretty sure another thread outlined major issues of the class.
-High Mana Costs
-Buff Durations
-Curse effects/cooldown
-Actual Class Damage
-Lack of escapability
I suggest that since this class relies on 3 major stats (dex, int, and lif), to make dex double as both damage and aslightly decreases the mana cost of buffs/debuffs.
Add a way the Segnale can escape easier. *Outlined below
Other than that, tweak the damage output of a segnale or make the buffs they have more effective.
Azure Knight: There is a 5 page thread about Knight issues. http://phpbb.acclaim.com/2moons/viewtopic.php?t=1892&sid=0D2482E9CB4D828F7801CCEDB2A99832
Incar Magician: The main thing I don¡®t like about mages is the survivability of the class. The lif modifier isn¡®t all that great for a mage, so they drop really easily, but can do a good deal of damage.
The fix, I think, is to have a kind of a shield for the mage that increases resists and defense. This buff, however, would be at the cost of the mage¡®s actual magic power. It would cut into the magic power to bring up survivability. The cast time on this should be a fairly long duration so the mage can¡®t run out, switch the buff off, nuke someone, and then turn it on again and run.
Vicious Summoner: Alright, I have some serious beef with this class. I don¡®t care about what anyone else says about the class. When about half the population in closed beta is playing this class. Lets see why most of the people playing CB play the summoner:
The summons.
The summons right now almost count as another player. A pet can solo mobs around it just fine, along with the summoner. The summoners also have pretty impressive damage output as it is, so adding a pet to the class wouldn¡®t really make sense.
There are two really obvious solutions to this: Nerf the pet, or nerf the summoner. Either way, just hit the summoner with a nerf bat. The pets could be more passive and for debuffs/support, or the summoner could bring out a pet at the cost of his attack power and magic power.
Segita Hunter: The hunter, right now, can stun down a lot of classes with her fast attack speed. Also, there is the ice arrow that snares the opponent and a fairly long sprint to escape. This isn¡®t too bad for ranged classes, but the melee classes really get screwed here.
The solution has been mentioned before: Decrease the knockback or null it completely in PvP.
General Balance Issues
Give melee characters the ability to either catch up with a ranged character, nullify stuns and snares for a brief amount of time, or give them a stun or snare that is ranged. As things are, a decent ranged class can pretty much kite the fuck out of melee classes. The cooldowns on these abilities should be pretty high, so the class can use it during a clutch situation.
Give ranged classes a way of escaping. The idea with the dagger skill with hunters was a good one. Maybe give staff summoners/mages and maybe senegales the ability to blind the opponent for 1-2 seconds, causing all their accuracy to drastically fall in that brief time period. Again, make a long cooldown for this as well, so that classes just use this spell for emergencies.
Individual Class Balance
I haven¡®t got very far in the game (I¡®m lvl 26), but from the terrible grind, I¡®ve noticed that the classes are really out of balance.
Bagi Warrior:
Right now (at the low levels), Bagi Warriors really have no defense against a ranged class. The Bagi Warrior usually gets snared in PvP and thats pretty much game over. I think they have some kind of ranged attack, but other ranged classes constantly move, only stopping to cast a spell or something.
The solution I present, is a ranged stun The ranged stun could be a little less than half of the archer¡®s actual range, and stun the target for around 2-3 seconds. This should give the Bagi Warrior enough time to semi-stunlock a person. However, to prevent this spell from making the Bagi overpowered, make it have a 20-30 second cooldown so the stun is like a clutch or something.
Segnale:
(I only played this class to around lvl 10, and then I got sick of it.)
So many things are wrong with this class. I¡®m pretty sure another thread outlined major issues of the class.
-High Mana Costs
-Buff Durations
-Curse effects/cooldown
-Actual Class Damage
-Lack of escapability
I suggest that since this class relies on 3 major stats (dex, int, and lif), to make dex double as both damage and aslightly decreases the mana cost of buffs/debuffs.
Add a way the Segnale can escape easier. *Outlined below
Other than that, tweak the damage output of a segnale or make the buffs they have more effective.
Azure Knight: There is a 5 page thread about Knight issues. http://phpbb.acclaim.com/2moons/viewtopic.php?t=1892&sid=0D2482E9CB4D828F7801CCEDB2A99832
Incar Magician: The main thing I don¡®t like about mages is the survivability of the class. The lif modifier isn¡®t all that great for a mage, so they drop really easily, but can do a good deal of damage.
The fix, I think, is to have a kind of a shield for the mage that increases resists and defense. This buff, however, would be at the cost of the mage¡®s actual magic power. It would cut into the magic power to bring up survivability. The cast time on this should be a fairly long duration so the mage can¡®t run out, switch the buff off, nuke someone, and then turn it on again and run.
Vicious Summoner: Alright, I have some serious beef with this class. I don¡®t care about what anyone else says about the class. When about half the population in closed beta is playing this class. Lets see why most of the people playing CB play the summoner:
The summons.
The summons right now almost count as another player. A pet can solo mobs around it just fine, along with the summoner. The summoners also have pretty impressive damage output as it is, so adding a pet to the class wouldn¡®t really make sense.
There are two really obvious solutions to this: Nerf the pet, or nerf the summoner. Either way, just hit the summoner with a nerf bat. The pets could be more passive and for debuffs/support, or the summoner could bring out a pet at the cost of his attack power and magic power.
Segita Hunter: The hunter, right now, can stun down a lot of classes with her fast attack speed. Also, there is the ice arrow that snares the opponent and a fairly long sprint to escape. This isn¡®t too bad for ranged classes, but the melee classes really get screwed here.
The solution has been mentioned before: Decrease the knockback or null it completely in PvP.
General Balance Issues
Give melee characters the ability to either catch up with a ranged character, nullify stuns and snares for a brief amount of time, or give them a stun or snare that is ranged. As things are, a decent ranged class can pretty much kite the fuck out of melee classes. The cooldowns on these abilities should be pretty high, so the class can use it during a clutch situation.
Give ranged classes a way of escaping. The idea with the dagger skill with hunters was a good one. Maybe give staff summoners/mages and maybe senegales the ability to blind the opponent for 1-2 seconds, causing all their accuracy to drastically fall in that brief time period. Again, make a long cooldown for this as well, so that classes just use this spell for emergencies.
source: 2Moons Offical Closed Beta Forum.










