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Your Thoughts on Class Balance?
Personally I'd like to see the clerics' bleed/trip be given the stun capabilities as well as for bash to have heightened attack power. In addition to that it would be nice to clerics to do a bit more damage, only on mobs of course. A lowered level requirement for endure (with less bonuses compared to higher levels) would also be nice as it would save the higher level clerics the annoyances of having people beg them for buffs all the time. As for archers I think they're already a very powerful class, but a small reduction in the cooldown for aimed/power shots and a huge reduction in sp consumption would be welcomed. As for mages..... they're already very powerful imo (a level 40+ mage killed a level 40+ cleric in 2 shots today in gw, and that was in multiple occurances. With the new insane critical rate boost items (omg 15%) mages won't need much of a "rebalance" aside from maybe stun on lightning). My thoughts on fighters is perhaps for them to have a bit more sp so they can spam their skills and conserve a bit on pots. One thing I wonder about is why Outspark would have to tweak something that is already quite balanced from the Korean/Japanese/Chinese versions just to have players complain about it and "balance" the game and most likely mess up again. :p
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Clerics could use some better damage at higher levels we are far behind in amount of damage we deal compared to other classes. Well I don't know how it could be fixed but the clerics have too much healing power... any cleric that is good at playing their class is unkillable. Fighters need nothing if anything their power should be reduced and before any one of you high and mighty fighters think you need balance try playing a Mage/Archer. Mages/Archer need a lot of help... first off Mages have huge cool down problems and sure they are okay in parties. Solo however is not practical for the mage class. On the archer I notice SP to be a problem and that is only at lvl 30 after just firing off a few skills I go through half my SP and lower cooldowns would be helpful. For those very reasons... ever wonder why there are not many mages/archer... it is a very hard class to level if you cannot find a party. Also some people just rather solo and that leaves you with really just two classes fighter/cleric.
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LOL. If anything, clerics should have less defense/HP. They are by far the most overpowered class. HP/SP buff + unlimited amount of heals + high def/HP = not fair at all.
Archers will probably have more skills/stats. I hope fighters get their stats back, after that retarded patch cut them by some percentage. |
True, everything got messed up in stats and it was not just fighters. Less health or maybe delay on cleric heals would be a better solution.. but we do need more damage. Cuase clerics are acutally powerless... if you allow pots/stones there nothing a cleric can kill or be killed by so overpowered we are not. Only class that is overpower are fighters, fighters can kill anything even clerics that don't know what they are doing.
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I think Outsparks version of Fiesta should let the mages skills be the same as BK and I will be content with mages really..
Edit: added some more I liked how all the classes were in BK, but there were waaaaay too many mages in that game. Each class had their own damage or skill advantages when it came to soloing. I liked how mages could stun and slow. Archers could trap and poison, cleric got a bleed skill and could heal themselves, and fighters could stun and use their high defense to survive(as for fighters.. I think this is as good as its gunna get). In Fiesta, if any of the classes are over-powered, I think its fighters.. they can take hits, and they can do as much damage as a mage if they want. A mages advantage is their damage, its no longer an advantage if a fighter can do as much damage to a mage as a mage could do to them, but, the fighter has double the defense. |
I think class balancing might cause some people to complain, and should be done while the game is in beta testing... but if it must be done, it must be done.
Although when i first started out, and decided to become a cleric, I somehow thought that "bleed" would at least deal some bleeding damage. (it doesnt). I wouldnt say clerics are under or over powered, they may have low attack but high survivablity (against monsters), but i probably wouldnt play cleric if they had no attacking skills whatsover. |
Mage lightening bolt should stun,
making soloing so much easier because sometimes i just wanna solo ... |
Those who say fighters are overpowered obviously havent played one, nor are familiar with fighters skills and abilities.
Firstly, addressing amanda, fighters damage is only achieved by using an axe. Otherwise our 1 handed swords and 2 handed swords are weaker than a clerics hammer. Our 1 handed swords are even weaker than a clerics mace. Using an axe we sacrifice the defense of a shield meaning a cleric has more defense than an axe fighter. If the 1-handed swords were as powerful as an axe then we would need toning down. But right now as it stands, 1 handed shield fighters do have less defense than a cleric stock because of our altered stats. If anything we need an increase. Yes I have played both Mages and Archers. Archers need to be beefed up, and mages need to be kept the same. Mages can deal a ton of damage, but they must be ever vigilant as they do not have a whole lot of HP or defense. Fighters arent the ones needing to be toned down here. Fighters devastate has a significantly larger cooltime than the mage AOE attacks. To those who say fighters can heal themselves - well vampiric stike is on a 2 minute cooldown. Addressing yosei, yes we can possibly do as much damage as mages, on classes with weak defense. Against other fighters and clerics we arent so tough. However, magic damage is magic damage, not many classes have a natural immunity to magic damage. Furthermore, if your talking about balance, we have to get in close to our opponite and stun them. Whilst mages can simply blast and run so as long as they never get caught. Fighters out of all classes is one of the stronger ones. There is no argument there. However, when it comes to balance people who dont know what its like to be a lv.40+ fighter, often call "nerf." Yet, all the people who say we can deal damage dont realize that we can only do so with an axe. All those people who say we have great defense, dont realize the greatest defense is achieved by a shield. The axe tankers out there have good stat builds, or have enhanced armour. There is no reason any other class can +9 their armour as well, or distribute their stats so they may maximize the number of hits they can take. As for my concerns about class balance, archers need the skills they have in other versions of Fiesta. Mages need to remain the same with their Frost and Inferno, they already have a significant amount of power. Clerics need some skills, as for stunning that I wouldn't agree on. It would drastically change the roles of classes if clerics were given too many offensive options. But allowing them to cast bleeding makes perfect sense. As it stands clerics may need more natural strength - yes, but a clerics hammer already does more damage than a fighters 1 handed or 2 handed swords. Fighters, well, we are missing Beserk, but other than that we have to wait until 80+ before we start getting our new skills. |
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Fighters do not do that much damage. Fighters have very little SP and I think our skills use more SP than other classes. It is not cost effective for a fighter to solo anything that will give much EXP at all, because you have to burn through pots and stones to spam your skills. |
If Outspark is going to implement the same skills as the other Fiesta versions, they better get to it fast. When you start changing things like these when a lot has established their characters it could be troublesome. You know there's people who will complain regardless.
I'm sure other Fiesta versions took it in steps as well but when you think about it. If Outspark has taken patches from the others then why didn't they just go ahead and take the recent one possible and translate that? (Regarding skills, class balance, and what not) I suppose it's not as easy but why not take something that was tried and true already instead of changing skill description, etc. (In BK, Fury Shot doesn't do poison damage, it stuns) In my opinion, before you add more contents in a game (especially cash items) you need to look at classes first. That's what you're going to be playing... cash items are a bonus. Some don't/can't buy em so why increase the balance between classes with em? Just my thought. |
I know I will be ticked. Because a lot of us have already gone and used all of our skill points. But then again, thats what the stat point thingy in CS is for. But but.. not everyone can buy that.
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It's also quite obvious by looking at recent trends that even when they do implement that class balance... they're going to mess something up. Such as a skill that was fine before not being able to be casted at all (not just animation). In all honesty, this should've been done during the Closed Beta phase.
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Well Fiesta mages are also lucky, as in BK there Nova Frost is at level 90.
Or 95.. |
This is my guess... since I have not played all characters....
Mage - I do play mage. It can solo well on yellow creatures by using all scrolls, using ice to my advantage and kiting after spamming my skills. They also work excellent in parties, so long as you aren't so overpowered that you draw aggro all the time. Archer - I started on archer. I didn't like it. They do have DoT, but it doesn't add up to what a mage can do. They have a little better defense, but not enough to make a big advantage. I think archer needs to be beefed up a bit. Cleric - As others have said they solo incredibly well in terms of survivability, but it can take too long to kill something because of the lack of power. Fighter - Haven't really played it, but it seems that their best place is in a party. Bottom line, I think all classes play best in a party, and I'd have to say that I like mage best to solo. |
i say just keep it the way it is...
I mean seriously every class has a job to do in a party it just come to the soloing that is hard to balance. Especially PVP i mean if u watched my video vs hyoree... It was basically a stalemate however i had to spam potions a lot more crazier. cleric: balanced the way it is though i think they deserve a bit more upgrade in their atk power. Archer: overall needs beefing thru both stats and skills. Mage: dont change mages they are fine the way they are especially at the high lvls. Fighter: they do perfectly fine the way they are since their made to tank or solo with an Axe. In my view most classes are fair in parties but solo and PVP they need a tweak in the balance of each class. |
Personally I'm ok with no change as well. If anything of significance I think it should be the Archers' sp consumption (they duo incredibly well with their skills, but can't afford to spam them at the moment), the Clerics' bash/bleed and buff, and the fighters' sp pool. Hopefully they don't simply go for whatever the players cry for and change things for the worse (aka reducing clerics' abilities etc.) at present moment its already very arduous and boring to play clerics. Any more reduction will render them complete leechs unable to survive in the game on their own, which would reduce the amount of clerics over all and create a shortage of the class. I mean if people complain about the buff why haven't they realized while in party they also get the benefits as well as can ask a cleric for the hp/sp? :p
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I can live without the buff skills on BK, but I'd like to stun.
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stunning yes yosei :')
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The "stun" in BK had a duration of about 2-3 seconds.
Hardly a stun. |
Its good for soloing for mages <.< I could kill stuff before the stun wore off and they got to me.
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Add 2-3 seconds + an additional 1.4 seconds of skill empowerment by lvl. 22, and that's very near 5 seconds of stun. It takes me 10 seconds to kill a baby bat at my level, so it helps. Addressing the topic: Yea, I definitely think there needs to be a change in the classes. Archers specifically, need the most help. I say give 'em more skills and slightly better STR. Mages needs.....uuuuh... better posture? Fighters need a STR boost, and clerics need to be toned down a bit. I'm sorry, but if a clerics base attack power can steal away aggro even when I CRIT, then I say nerf 'em! |
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Also replying to whoever mentioned about increase sp consumption/cool time for heal.... You'll be seeing a lot of dead/unhappy parties if that change is made ^_^. |
If anything you do not need to "tone down" any class. You do that to a Cleric and who the heck is going to heal when your tank is getting hit from 10+ mobs? Of if you do that to a Mage, who's going to deal massive damage to those 10+ mobs?
When you talk about class balance, it's not just the ability between the classes but also the ability to either solo or party should be at an equal level. Everyone has their own play style and some prefer to solo. So you need to look into people like that too. Archers definitely do need some 'beefing' up but not in terms of their damage. They're not a Mage so they don't need to do 1000+ dmg every hit but they should make up for that lack of damage by dishing out more shots per minute. They are supposed to be agile... right now we're as good as a Fighter trying to dodge attacks with no DEX at all. The Archer's role in the other version is aiding the party with boosts (in accuracy and critical rate). But they really are the best at 1v1, great soloists. With empowerment on Fury Shot and Entangle you can keep a monster from reaching you for a total of 15-20 seconds... that's more than enough to kill off your enemy. 10s out of that time the monster can't even attack you. You'd think that's unfair but the Cleric has a choice of stun or bleed with the attack to decrease the enemy's defense. Mage's Lightning is able to stun and because of other powerful magic 2-3 seconds is enough to finish the enemy off. The Fighter also has bleed damage, it's small but still helps. I do agree that Fighter's SP pool is... really sad but that's why they have that huge HP pool. Vice versa for the Mage; they deal massive amount of damage with SP pool to boot but they lack in HP. Then Cleric is the rounded sort of character with equal HP:SP ratio but they have the ability to heal. Btw, the Archer's DoT does help but it only really 'shines' when you get it to level 5-6(?) when they do 40+ damage per second. Then you're hitting the mob at a constant 100+ each second if you have all DoT skills hit. |
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You were able to cast Heal and Endure on the run as well... I don't know about others but yeh. They recently put that in their update... run and cast. :)
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You could pretty much do any skill on the fun for fighters.
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I think i agree with Falco's POV most... all class has their goods and bads pretty evened out... like come on, you cant have the best of everything that's why it's called balance... But Archers need more "goods" about them... at the moment they're not the best dmg dealers (compare to mage) and they're not the best tanker/dodger either... so they're kinda stuck in the middle and need either more dmg or more dodge rate or something... |
Is it just me or what? I don't find clerics to be overpowered at all. I thought it was known that while we survive well, we don't kill well. I'm not sure if it's just me, but I absolutely hate solo-ing because I can't kill a damn mob without taking ten thousands years to do it. It could be my build, but meh, I don't know.
Nerf us so we get less defense? Sure, then expect your party to be kissing the ground more often than you used to. We die = no one heals = you die, or you pot. We have a high defense so we can stay alive and heal other people. We don't survive for ourselves, we survive for you. No comments on the other classes since I don't really play them much. |
LOL ^ Exactly my point..
Yesterday we were in Battlefield and i said it was boring, so lilian decided to pull 20 mobs, they hit the fighters relatively softly (only 60 dmg) but coz i started healing, they ALL came after me... and i so i start healing MADLY and they couldnt even mock the mobs off me XD (not sure if its coz mobs in BF doesnt respond to mock very well) So if i had less defence... then all 3 of us would've been kissing the floor LOL I had ScoobyDoo (lvl 60+ mage) spamming his skill on me once, and i managed to survive as a lvl 4x cleric... i guess u can say we're pretty tough... but i had absolutely no time to land a hit on him.. coz all i could do was heal, rejuv, restore, invince, heal, restore, rejuv... So if u nerf our defence then we're ultimately useless.... |
Fighting a cleric is too much of a hassle.
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but then again, cleric is a support class after all... we're not really meant to do a lot of dmg.. if we want to be strong in atk, then we should be playing another class... |
Well, kinda why their viewed as overpowered (In a PvP perspective) kinda not fair having a class that is very unlikely to be killed.
Especially 1v1. |
Lol I agree... Clerics have crap-ass damage. I played it up til 40 but that was all I can do. Then it came to a point where it was like "Yeah... so 3333333333333333333333"
Soloing is a pain too. D: Don't nerf em... we need them to stay alive. :P |
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see.. there's good.. and there's bad... i think that's balance keke if we're likely to be killed but we cant kill anyone else... then that's unbalanced.... |
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It makes a cleric in PvP kinda of useless, can't kill and can't be killed unless ganged, in which case is unfair. (pending on how your GW / PvP rules are) |
i guess they could make our bash more powerful and bring in the stun and bleed.... THEN nerf our def... but... in my view that defeats the purpose of a support class...
Also, cleric may not die in a 1v1... but as soon as u go up to 2v2... we're not that great at keeping everyone alive... (heal has cool down, rejuv has a long casting time) so we're only "strong" in a very limited situation... LOL @ Loveless... 3333333 is our friend... |
Pending on the other class, and level i'm sure they can take care of themselves though, it's not a requirement to put someone else first.
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if in PvP... if they hv to pot themselves to stay alive then they're better off to be in a party of 2 dmg dealers... keke |
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