Critique on the current state from a veteran player.
Posted: Tue May 21, 2024 11:44 pm
1: [Healers] are still too hard to kill. Shammies are near unkillable if they play their cards right in even fights (AMs are easier to kill). Shammies and AM DOTS are still over tunned. These dots are easy mode since they are ranged abilities, and they are 3 quick cast abilities. Why do they need 3 insta DOTS? That's just bloated. Zealot and Runnie staggers are too long for ranged insta cast abilities. DPS Dok's and WP heal themselves too much for going dps spec. All healers who go dps for that matter should lose almost all of their ability to heal.
2: [Melee DPS] AOE range is still too far. Mdps AOE range needs to be 15 ft max (unless tooltip gives a valid reason. Dragon GUN for example). Also, in my opinion Mara Demolition should shoot spikes out to 30ft making it an exception in the tooltip and maybe even WL slashing blade could have a wave of magical energy in the tooltip. The Spam mdps classes could use some actual skill-based game play imo. Perhaps requiring target locks for certain powerful abilities for example. Imagine requiring a target lock to play... Get to the Choppa is still the dumbest ability in the game because there's no believable reason/tooltip/graphics to explain it. Oh, and no target required. Mara still pulls people through all kinds of objects. This is not a skilled ability either (tab and mash/click) and about 80% of the time you have yourself a pull. IF maras actually pulled for 1v1's maybe I'd be ok, but there's so many chicken mara players these days it's annoying. Riposte tactic should only be available to WE/WH. Why on earth mid armored brute classes can have this tactic is beyond me. WE/WH need unique heal depuffs and not standard ones that all other classes have. They are the assassins after all. 75% heal debuff or poisoning of incoming healing to cause a % damage of the healing that would have been done to the target. Something different for sure. WH bullets should not be parried but require dodge. Burn away lies tooltip needs to be changed to describe it as a torch and oil douse to fit the animation and range. WE should not have 30 ft melee attacks with daggers. WL pet.. the bugs omg, needs more HP.
3: [Ranged] SH disarms needs to be moved to the actual SH and require parry (it's in the MELEE TREE) it's effectively a ranged ability atm and having an active pet is too low of a cost when you can shoot 65-100 ft attacks at someone (this class SH has SO MUCH, not that I'm complaining). In fact, all physical disarms should require parry. There should be no physical range disarms, only magic ones. ENGI/Magus are the most consistently satisfying classes to encounter in the lakes. I love fighting these two classes. I never feel cheated or feel they are underwhelming. SH pet bugs, but not as bad as WL since it has ranged attacks.
4: [Tanks] have seen the most changes of late and have had some good fixes. Kotbs and Chosen are no longer the sole punt bots. All tanks need at least a guard breaking punt. Meaning the punt will break the guard range when a tank is punted away. I think IB still needs a little tuning on its punt trajectory, but things are looking better in this area now. I would love for guard to no require a party (a tank can dream).
I doubt this will even be read but do please remember that the game was made as a "quasi mirror" class system and not exact mirrors. Making duplicate changes is boring and I think most people like the idea of quasi mirrors that this game offered all those years ago. yes, "balance" is harder this way, but having a more in-depth class system is worth it.
2: [Melee DPS] AOE range is still too far. Mdps AOE range needs to be 15 ft max (unless tooltip gives a valid reason. Dragon GUN for example). Also, in my opinion Mara Demolition should shoot spikes out to 30ft making it an exception in the tooltip and maybe even WL slashing blade could have a wave of magical energy in the tooltip. The Spam mdps classes could use some actual skill-based game play imo. Perhaps requiring target locks for certain powerful abilities for example. Imagine requiring a target lock to play... Get to the Choppa is still the dumbest ability in the game because there's no believable reason/tooltip/graphics to explain it. Oh, and no target required. Mara still pulls people through all kinds of objects. This is not a skilled ability either (tab and mash/click) and about 80% of the time you have yourself a pull. IF maras actually pulled for 1v1's maybe I'd be ok, but there's so many chicken mara players these days it's annoying. Riposte tactic should only be available to WE/WH. Why on earth mid armored brute classes can have this tactic is beyond me. WE/WH need unique heal depuffs and not standard ones that all other classes have. They are the assassins after all. 75% heal debuff or poisoning of incoming healing to cause a % damage of the healing that would have been done to the target. Something different for sure. WH bullets should not be parried but require dodge. Burn away lies tooltip needs to be changed to describe it as a torch and oil douse to fit the animation and range. WE should not have 30 ft melee attacks with daggers. WL pet.. the bugs omg, needs more HP.
3: [Ranged] SH disarms needs to be moved to the actual SH and require parry (it's in the MELEE TREE) it's effectively a ranged ability atm and having an active pet is too low of a cost when you can shoot 65-100 ft attacks at someone (this class SH has SO MUCH, not that I'm complaining). In fact, all physical disarms should require parry. There should be no physical range disarms, only magic ones. ENGI/Magus are the most consistently satisfying classes to encounter in the lakes. I love fighting these two classes. I never feel cheated or feel they are underwhelming. SH pet bugs, but not as bad as WL since it has ranged attacks.
4: [Tanks] have seen the most changes of late and have had some good fixes. Kotbs and Chosen are no longer the sole punt bots. All tanks need at least a guard breaking punt. Meaning the punt will break the guard range when a tank is punted away. I think IB still needs a little tuning on its punt trajectory, but things are looking better in this area now. I would love for guard to no require a party (a tank can dream).
I doubt this will even be read but do please remember that the game was made as a "quasi mirror" class system and not exact mirrors. Making duplicate changes is boring and I think most people like the idea of quasi mirrors that this game offered all those years ago. yes, "balance" is harder this way, but having a more in-depth class system is worth it.