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(now i've forgotten where this is going... keke) |
Point being a cleric isn't exactly useful to PvP as it currently stands.
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Yeah OK i'll agree on that XD
All we can do is stand VERY FAR AWAY and heal... |
I hate whoever +repped me for my second post. </3
When I said 2-3 seconds for the stun, its more like 1.5-2, tops. It might give you about 2 steps of running time, but to say that is a real stun is a joke. I like how clerics can live when they take aggro when we AoE, but by no means should they have more DEF than a fighter (which they currently do). I think it's pretty much BS, because it even says on the Fiesta main page that fighters are the class with most HP/DEF! IIRC, the issues page lists the stat problem for fighters. I don't think others classes were really effected. Damage is just something you have to sacrifice for a potentially limitless amount of heals/HP (unless they somehow OHKO you in PvP...). |
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and none-the-less.. fighters have MORE HP... (my grinding buddy has 500 more HP being 3 lvls under me)... so... he survive a MD KQ Robo hit, while i die instantly... |
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Angelic is right, unless they fixed fighters sometime between now and Dec. 18th.
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but but.. i thought i compared my Def to Kev and he has more def if he use a shield 0.o
-ok i think i shall go back and confirm- |
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I forget if the DEF is when you have no armor/shield on or not. |
i'm 25 SPR rest END... and he's about the same if i remember correctly..
Oh i hv a +6 shield and his one is just clean... and i hv +END boots and +END armour and +END Ring LOL! theortically my DEF should be higher... so even after all that my def is still about the same then fighters definitely hv more def LOL i guess i'll go home and double check 2nite.. |
I dunno where u got the idea of clerics having more def than fighters, perhaps you should create one of each class and level them to 20 both going full END to see the difference lol. My noob cleric has roughly 180 def with buff and scroll today in a mara kq and a level 24 fighter had 260~ defense. In addition to that a shield is a must for us clerics as we have no such thing as 2h weapons. If you think axe/2hers should have way higher def than a cleric you might as well recommend for Outspark to take out shields for clerics across all levels. I'm not an END build, but the end doesn't really make a difference significant enough to be worth the mentioning (+12 def for l20 if I invest all 25 points into it).
One thing I've also realized is that clerics aren't as tough as I originally thought them to be. As a matter of fact in guild wars they are rather weak and useless. For example my friend called our guild in to help fight a guild trampling a new players' guild, we had 3 mages taking on 2 clerics. The mages were level 44, 36, and 33, and the clerics are level 47 and 48. We took their hp down so fast they didn't even have the time to rebuff themselves after our numerous mana burns and purges, and it takes roughly 8 seconds to kill either of them (HPCandy & Liwen). The l44 mage hit on average 250 and 500-700 on criticals depending on skills using a level 40 regular ggk unenhanced and all white equipments while I hit from 120-250 at level 33. Both HPCandy & Liwen uses +9 ggk hammers and they only hit around 200 on me (I have about 1400 hp with vitality t1/green armors/ and cleric buff, so time was plenty for me to recover and continue kiting). Shortly after the war I saw Liwen selling off his +9 ggk for only 400s (I suppose he gave up doing any damage lol), but at any rate, based on this and the 2 hit ko I spotted today I think clerics need more hp and at least a slight boost to firepower at the very least instead of toning down. As for those complaining about 1v1'ing clerics.... sorry about any offense, but if you are stingy about pots why are you even stupid enough to take on a cleric knowing they can heal in the first place? P.s. up till now the system is still for group fights and not for 1v1s. |
I was doing comparisons with full end clerics and fighters.
Full end clerics and full end fighters under the same condition stock equipment with a fighter using a shield - the fighter has less defense than the cleric despite the fact that the defense from the armour adds up to a greater sum... I dont know exactly how outspark achieved this, but it appears as if fighters just "lost" some of the defense points from the armour into some void. The clerics defense stat sums properly. The fighters does not. The clerics will have more defense than a fighter if the fighter is using a 2-handed weapon no doubt. And it should remain that way. However, when a fighter is using a shield it shouldn't be possible that a cleric has more defense.... (stock equipments same build.) Its not anything to do with the cleric class. No the cleric class is fine. The fighters have some serious stat issues since the raise of the level cap which is still unresolved. The defense just doesn't sum properly... For instance as a 1-handed fighter : My armour (non stock) and everything adds up to 789 defense. My stat reads 666. (I know, this just so happens to be my defense stat with my shield at the tender level of 66) Somewhere I lost 123 points in defense. |
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After numerous spectating Fighter/Clerics fights, it's a just no. Also one conviently took place where I afk so I watched as the fighter shroomed to regain hp and just took the hits. |
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But it is absolutely rediculous. The announce a fix to class balance when they havent even began fixing what they did before christmas.... |
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we should be calling for a "FIX!" rather than a "boost!" kekeke i guess there's no point in me trying to compare my def to the fighter... With that Mage v Cleric thing... if the clerics just stood there and heal themselves.. u guys shouldnt be able to take them down.. (or will take a while) but as soon as they try to bash or run... they hv left themselves open... and yeah.. +9 or not.. we're still weak HAHA |
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of course i understand fighters have better stuns, but they ARE fighters after all... edit: of course, if they change any skills, they should reset all skill points for free... |
In an earlier post I kinda revisited that.
The stun duration is about 1.5-2 seconds, maybe a little less. You can run about two steps before it unfreezes. Fully empowered might be 3 seconds, total. |
Okay, in regards to the stun for classes other than Fighters.
Archers can stun using Fury Impact and Spirit Thorn (Entangle). For Fury you can empower it to a maximum of 5 seconds while Spirit Thorn at max adds 3+ seconds (and if you have the max level of the skill) to 7 seconds which is a total of 15 seconds of stun duration. Then most will empower cool time for Fury so you can cast it almost immediately after ST wears off which equals to 20 seconds of total stun time. This is of course if all skills land. As for Lightning Bolt you can empower it max to stun for a total of 5 seconds. Which I find is more than enough to kill off (or close to) the enemy. Then when you get Fear your enemy will be running around not being able to attack you as well. Also, if you max it's recast to 5 seconds then you can virtually chain it (hence Chain Lightning later on I suppose) with luck. You could possibly have an all Mage party and you just chain cast Lightning... then nobody would get hurt as well as it'll be pretty darn fast exp. Now the Cleric's Trip should have a stun duration of 3 seconds and be able to max it to 6 seconds total. If and when they get their other skills and/or power up they'll be able to fair pretty well during PvP as well. This and if they are very efficient with weapon switching as well, they can cast Bleed as well. Then switch back... and unless the other person has something to cure it or another Cleric they'd be in trouble. Just thought I'd put that into perspective. |
the minuite mages get better def is wen clerics get better damage....im a mage an i cant go anywhere without 10000 pots an stones or w/o a cleric(which 1/2 the time never heal me cuz there tryin to kill the monster, wen all they need to do is heal ><) but yeah, clerics got bad damage mages got bad def. Its really its all solved wen u party up with another person an make a stategy. Me a my buddy always tag team, and at lev 27 we were in goblin camp for training. he tanks, i aggro off, he heals, they die. but w/o a good pt member it can be bad :(. id really like to have a stun ability tho, if i had 1 it would reeaaaallly help soloin.
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The whole point to mages is that they have low defense and high attack.
Mages will probably stay the same. |
Of course it's about partying and partying with a person who knows how to do their job. It's an MMO afterall so the gameplay should become better once you have a full party grinding. Whether it be party buffs and/or efficient exp gain.
But like I said class balance is when a character is able to be an efficient party member contributing to the whole party (putting aside the person behind it and if they can do it properly) as well as a soloist. @hyperswoss: Agreed. If Mages had higher HP and/or defense with their damage then everyone would play that character. |
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whoops ment to quote loveless |
The thing is that the Cleric has no other damage dealing skill right now besides Bash. While they also have Trip/Bleed, they do not stun or inflict bleeding as they should be. Also, their buffs stop at a certain level so most people will look for a lower leveled Cleric so that they can receive more EXP rather than get higher one who will suck away EXP.
So then comes the time when a 60+ Cleric goes off to solo... but because they cannot deal decent damage even to a mob their level they are having to really grind out their levels. There is a whole thread about the Clerics in the official forums. I've played a Cleric as well and I did crap damage even on Yellow mobs. I felt as if a Mage can kill off a Red/Orange mob faster than I can kill those Yellow mobs. Which is rather sad... |
Wow, long topic @__@ Well, first of all, I really don't think there's much wrong with the fighters. Out of the four classes, I think they are easily the most balanced. Maybe not the best, but they are pretty well off. Clerics aren't overpowered nor underpowered. I think though that they should be given something to live for lvl 60+, since I've been seeing that a lot of 60+ clerics are complaining that they're the same as a lvl 49 cleric with the same skills and they leech off more damage. If there's some better skill in BK that's not in Fiesta right now, it should be implemented after lvl 60, or else people will want to quit. Mages I think already have a very good start. I really don't think they should be given stun. With a little bit of empowerment on their fear they could have 5 seconds (?) of stun, which could be good enough to kill an enemy with their high damage. I think that they're fine the way they are, and I've even heard of mage tanks. They are slightly on the overpowered side in my opinion. At my level, I don't feel the pains of all the weaknesses of archers. I don't blame the weakness of no AoE skills for the lack of archer-wants, I think that when Burning Rock is opened more people would want archers again. The main reason for AoEs is because it's easier to gain exp because the mobs are easier for them, as there are no more harder mobs. When the mobs are harder in BR, archers might be more accepted in party-vs-one-mobs'. What I think we would need is an evasion/aim buff, or a walking skill buff. I don't find class balance to be that big of an issue from my perspective, but apparently it gets worse and worse the higher leveled you get. |
ehhh i jus dunno, the second i see a cleric the same lev as another class kill off an enemy as fast, or almost as fast as another class while healin themsleves is wen i make one. from my PoV were all even.
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If you have only played a certain character and only look at others from an outsider`s point of view you will not be able to understand the imbalance. Character balance is about nit picky details. Balancing is never easy and everyone wants to put in a piece.
When people start out their characters, your builds and skills haven't fully developed yet. So, that is why some think there isn't anything wrong and that there is no need to fix things up. But when you get to a 'mature' level of say 50+ you start to notice the difference. Not just between classes but with your character as well. Monsters' abilities increase significantly after your 40s maybe but your character isn't able to catch up to it. So you party but then some classes are left out in the cold because they do not have a significant role they can contribute to the party. Because of that some resort to soloing but... then again you can't do that efficiently enough because your potential was left behind. Yeh, I'm not sure I'm making sense here... o.O |
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Insiders view is important. An outsiders view (non biased towards one class) is more valuable, because only they will be able to objectively say what needs to be done. For instance, a passive stance: Mages need not recieve stun. Fear is good enough although its cool time might be pretty bad. They need not stun because of the sheer massive damage they are able to inflict. Out of all classes they are given Frost Nova, and Inferno, two of the best AOE skills out there. Clerics need more options. They hit a dead end past their 40's when the skills they get are not quite as nice. It becomes difficult to play solo unless one uses cash shop items particularily the strength increase, and have [+9] hammers loaded with arguably the best buffs for aim increase. Something "more" is needed for the class, however not focused on the offensive "stun" aspect but perhaps the offensive "bleed" or a sort of "hp-drain" type offense. Archers need more overall... Out of all the classes they are left behind. Since mages AOE deals superb damage to multiple targets, archers are often left out of the parties. Archers do well against a single target, namely in situations where a chief monster is being faced as a whole group. Aside from that archers arent really given anything thats useful enough for them to be "wanted." Archers are stuck soloing without the ability to "immobilize" an enemy, making it one of the harder classes to play. Fighters... Well aside from the stat-decrease from the level-cap raise patch, they are pretty well off. The only thing we are missing is 1 skill beserk, designed to help support fighters be support fighters - decrease defense increase damage. Fighters need no beefing or toning down. They just need their stats fixed. |
I'm a mage user and personally I think that we are not overpowered in any way. The only way that a mage can tank is if they pop on tons of scrolls and have a cleric spam heal them which is not efficient and a waste of sp when compared to a fighter. In most cases of PvP especially against a good cleric of the same lvl, a mage won't be able to kill the cleric even if you're full int, one round of attack simply won't kill them and the cool down time for the spells simply takes way too long and by that time the cleric can cast around 6heals within the 15 second if they maxed cool down. The only chance you have is to team them and if they catch up to you it's gameover unless you burn pots and stones while you run like crazy. In grinding on monsters either solo or in party you always have to burn tons of pots and stones just to stay alive because you attract soo much aggro and you cleric is too busy to heal you or the party refuse to rest and your sp consumption is way too high. (ps I use all tier 1 spells except firebolt)
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I agree with a lot of the statements here. In addition to that I think equipments and cashshop items are tipped in favor toward certain classes more so than others, for example, a 15% extra critical for a mage means nonstop attack with such a percentage at extremely high powers, added INT meant much more for a mage than added STR for clerics/archers/fighters simply because of how damage is calculated on naturally low magic defense across almost all fields. Honestly after playing all four classes and testing various builds I'd call mages my favorite by a long shot, they can tank (level 40 tanking orcs), can dish out monstrous damages, are welcomed in guild wars, and are essential to almost any party that's serious about grinding as well as are capable of soloing (by kiting a mage around level 40s can kill off mobs in CP while taking only 1 or 2 hits, just wait till the implementation of stun). Hence I believe if they're going to do a class balance they should also do a cashshop balance lol. Have their codes changed slightly so that there are Wine Dress (Clerics), Wine Dress (Mages) etc. that comes with different price tags. Obviously the ones for clerics should be much cheaper as the extra critical meant very very little for a cleric (who doesn't solo if given a brain at any rate).
Also one major thing that needed fixing is their profiteering mindset. Honestly all their moves are geared more toward money than the game. I understand their need to make a profit, but with the quality of service they offer it's kind of taking it a bit too far. For example the recent "sales" of the menian sets that is getting lesser and lesser users to have a potential increase of buyers and then the removal of such items and then the addition of stats to have players realize "omg I've bought garbage", and thus prompt the players to buy the new menian sets with increased price level that's closing in on Tuxedos. It is also my personal belief that the Valentine sets will be priced high as well. They might be moving toward a policy where only items with stats are sold (not to mention with increasing price tags), so players will have no say about "permanent" items, but that's just a hunch. If BK open a server for English users I'd be the first to play on it as well as be willing to pay a monthly fee lol. |
No, Mages aren't "overpowered" they are supposed to be powerful. Magic is a powerful entity in any game... whether it be in MMOs or console games. But like I said, they have crappy defense and HP. You don't get Fear for a good amount of levels. So what are they supposed to do in the first 40 or so levels? Kite? Kiting is a strategy but it could get the user killed... and the game is supposed be to somewhat easy for all ages. A stun ability will help them in the first couple as well as later on.
What about PvP? They have to be able to have a chance against other characters. Sure, their magic is able to wipe some out... but once someone comes into contact they have to spam pots from Cash Shops. So what if they can slow... it doesn't always hit and an Archer can still hit them several times before they can run. This part is all what I see though cause I have never played a Mage past 15. I just can't play em but I can see their disadvantage. They are, with the Fighters, the more 'well off' classes. In terms of the Clerics, they have the choice between going defensive with Trip's stun or offensive with Bleed's... well, bleeding damage. That is what they are supposed to have. And in earlier levels, in other versions, they also have a 2nd offensive skill called Break which reduces enemy defense. That's three skills they can utilize to help them solo as well as help during tough fights and PvPs. |
If you're responding to my previous post I was talking about effects on cash shop items.....
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Not really, just putting in opinion. :)
But in terms of Cash Shop, it should really be a 'bonus' and shouldn't give such a huge difference inbetween non-cs users and cs users. So things like the pets and storage space packs are great. Same goes for the eyes/miles and exp increase, no loss when you die. Also, if they had different sets for each class I would think it gets quite tedious. Not to be 'mean' or anything of that sort but what makes you think that they'd be able to do that when they can't even get patches/updates implemented correctly... :/ |
I disagree that clerics are not supposed to solo. I do not believe that bash, bleed, and trip, were given to clerics for no reason, besides, i think some of the more "advanced" fiestas like BK have some pvp battleground where parties cannot be formed, and where other player's IGN/chat will be unregconisable, and of course, players can fight each other. If clerics were not meant to solo, they should have been given more healing skills, and it would be impossible to complete class change quests.
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I just hope that when they do implement class balance that the Archers receive the skills they missed out and the skills we have already to have the effect it's supposed to. Same goes for Clerics and Mages (whose lightning should stun). Fighters have the right skills, all they need is their defense bug to be fixed. |
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Coding is tedious and they are too 'busy' doing some Bread n' Butter game when they should be working on Fiesta or SoS.
They obviously don't know how to prioritize. |
I don't think clerics are overpowered. They may be able to heal, but they don't do as much damage as fighters at any level. Fighters may not be able to heal themselves but they have more HP and strength.
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