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Proposed Changes (Open discussion)

What class do you play the most?

  • Sorcerer

  • Oracle

  • Guardian

  • Ranger

  • I haven't decided yet


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Ashah/Sext

Member
Dec 31, 2017
20
8
Balance Changes:
__________________________________________________
Some small changes to a few inconsistent stats that have been dominating to meta for too long. Special damages now all grant healing power to help with consistency, however Natural damage was left slightly stronger to help with keeping natural damage classes well-rounded.

- Toughness Armour/Magic Pen resistance removed

- Elemental Damage scaling on healing spells 0 : 0 changed to 3 : 1 health recovered

- DS Damage scaling on healing spells 0 : 0 changed to 3 : 1 health recovered

- Natural Damage scaling on healing spells 1:1 changed to 2 : 1 health recovered

Class Changes – Overview

- Added Healing power reduction debuff Grievous wounds (debuffs cannot stack).

- AP regained through right click combos changed from 40 / 70 / 120 to 140 / 200 / 280


Ranger


Summary – Ranger has lacked behind the other classes for a couple of reasons including their inability to scale off of natural damage and their scaling off of Ferocity (Negated by the toughness meta). Instead of changing Ranger’s identity as a ferocity based class, the changes made to toughness as well as these class changes should allow ferocity to be more viable for Ranger as a class in PvP.

Bow Mastery / Gunblade Mastery

- Added “Ignore Toughness” 1 – 10% based on levels 1 – 10 (% is reduced from number value not flat rate.)

Apocalypse Sphere

- Added “Grievous Wounds” for 4 seconds

- Grievous Wounds healing power reduced 1 – 4% at levels 1 – 4 | 8 – 12% at levels 5 – 9 | 20% at level 10

Aesthetics of Violence

- Prerequisites changed to “No Prerequisites”

- “Bonus Critical Hit Power” changed to “Increased Base Critical Hit Power”

Bow Lonier – Pray to Lonier

- Added effect “Increase attack speed 5%”


Oracle


Summary – Oracle’s power has always been in a few of their skills which didn’t really allow for much build diversity outside of “Cure” and damage stacking. To rearrange the class cure has been changed to a purely support skill whilst the identity of tank healer has been moved to hopefully make Scythe Ishtalon viable.

Shadow Step

- Invulnerable Frame changed to CC immunity

- Immunity duration increased from 0.2 to 0.5 seconds (to match animation)

Cure

- Now only targets allied units excluding the player character

Scythe Ishtalon – Dragon Dive

- Removed taunt effect

- Increased healing buff duration from 8 seconds to 10 seconds

- Added 3 damage hits with scaling 1 : 1.9 damage dealt (Magic, Natural, DSD)

Scythe Ishtalon – Dragon God/Soul Vengeance

- “Dragon’s Howl” buff from level 5 - 10 | Added effect “Increase ALL damage dealt with a scythe by 15/20/25/30/35/50% for 10 seconds


Guardian


Summary – Guardian as a class has always been a tale of 1h Piesar or 2h Bazaka with both builds running 1 point in both “Warlord Befalls” and “Light of Fortitude”. Because of this the changes to “Warlord Befalls” should gear the skill into more of a last ditched effort before death skill as opposed to spammed for the free CC immunity.

Destroyer (Passive)

- 1 – 10% Critical Hit Power changed to 1 – 10% Critical Hit Chance

Defence Mastery

- Increased the Damage reduction values at levels 1, 5 and 10 | Damage reduction at levels 1/5/10 changed to 2/8/16%

Shield Block

- Counterattack status duration increased from 6 seconds to 8 seconds

1h Piesar – Light of Fortitude

- Damage Reduction at levels 1 removed

1h Bazaka – Fiery Chain

- Added “Grievous Wounds” for 6 seconds to targets hit reducing healing power by 20% at all levels

2h Piesar – Surprise Attack

- Attack range increased to match Electric Dive

2h Bazaka – Warlord Befalls

- Added “Grievous Wounds” debuff to the caster for 12 seconds. Reducing healing power by 90% at all levels


Sorcerer


Summary – Sorcerer is a very well-rounded class that needed some tweaking on some skills that stood out to be far too strong for how well rounded the class is. The changes to “Prairie Fire” should mean that Haberace builds can keep their DS regen skill as well as a consistent AP drain without it being too oppressive to the target. Some power added to both Riemist trees to help round out the trees identity and encourage players to take these trees more often.

Stasis

- Now grants Crowd Control Immunity for 1 / 2.5 / 4 at levels 1 – 4 / 5 – 9 / 10

- Health points gained changed to 40% of the characters natural damage value

Elemental Activation

- Buff duration changed from 14 seconds to 10

Ice Shield

- Freeze immunity debuff applied to recently frozen targets duration changed from 7 seconds to 10 seconds

- Freeze duration increased from 2 seconds to 3 seconds

Staff Haberace - Prairie Fire

- AP Drain debuff duration changed from 7 seconds to 2 seconds

- Total amount of drained AP remains the same

Wand Riemist – Pray to Riemist

- Added effect “Increase Natural damage 10%”

Staff Riemist – Pray to Riemist

- Added effect “Increase max HP by 10%”

Staff Riemist - Flame of Life and Death

- Area of effect increased by 500 units

- Damage and healing value now match


End Statement
This is up for discussion and I would love to hear what you think you would like to add, remove or change. Try to propose suggestions in the same format presented above labelled with either "Add","Remove" or "Change" above your idea.
Also, try to be as non-biased as possible for the sake of everyone's sanity.
Thanks.
 
Last edited:

edemilsondp

Member
Nov 2, 2016
34
11
I don't think any of this is necessary, all classes have their advantages and disadvantages
 

Ashah/Sext

Member
Dec 31, 2017
20
8
I don't think any of this is necessary, all classes have their advantages and disadvantages
It's more to mix up the meta that we've had for the last 4 years and to promote other builds and spice up some otherwise neglected skills
 
Last edited:

Exceddius

Member
Oct 11, 2017
75
53
I have the impression that your suggestions are random... You talk about balanced but you don't develop anything. The only reliable to my knowledge for balanced, it would be to remove the switch mastery and the switch weapon... But to stop this abuse of switch while it has been used for many years would be ridiculous. Thus, there will never be a balance on DP.
 

Ashah/Sext

Member
Dec 31, 2017
20
8
I mean, I have reasoning for each change so they're not random but if you would like to input some of your ideas I would appreciate it.
My guess would be that there's too much spaghetti code in the game to just develop a way to stop mastery/weapon switch, especially when the devs don't have the right tools yet. So just play with the swaps, besides, I think the swaps are fun and make for less linear play imo.
 

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