Gameplay balance discussion
Although its still very early to discuss this, its been a month and it wouldn't hurt to express our opinion on the characters so far in the game. Let me begin.
Fighters/warriors- somewhat overpowered
The classic meatwall of every game, they have excellent defense power and health. They are tied with clerics as the best soloers. They are also a must for every party especially in Kqs to "tank" the boss monsters and protect the weaker members. In pvp fighters are juggernauts that are capable of beating almost everything. Fighters will butcher clerics in close range and anything that attempts to "kite" the fighter will have hope that his stuns and (later on in the game) his movement speed debuff will not work. Theres not really very much to say about the fighter's weaknesses, while he is only close range, he won't have a hard time chasing most enemies stunning them then finishing them off. His only real weakness is his very poor magic defense.
One thing thats probably overpowered about the fighter is the stun skill. If anyone noticed, the skill stuns almost TOO CONSISTENTLY with no way to shorten it. Any lvl 20 can stun people and bosses 10-20 levels higher than him for atleast 6 seconds-9 if hes trained it. Those 9 seconds a lowly lvl 20 can take away can be crucial...
Clerics- Alright...
Clerics, pretty much the lifeblood of any group, they have great abilities in soloing too do their unlimited supply of heals. Clerics obviously are the support class and are a MUST to any party especially in pvp or KQs. Their party buffs and heals help parties do alot more than what they could do without a cleric. Clerics in the last patch took a large hit to the groin by the nerf bat with the changes to invincibility yet still people claim for them to still be overpowered. In reality clerics really won't have much use at all in any fighting just supporting. They won't serve any purpose beyond support and distractions. Fighters will slaugther with stuns and further destroy any capable damage the cleric can cause with his debuffs. Clerics with natural their low aim will have trouble attacking an archer with high evasion. Fights with mages will probably end in dead lock, if the mage cannot kill the cleric in one barrage due to their large cooldowns and the mage will just run circles around the cleric. While people will claim that the cleric ruins mass pvp, due to thier great party benefits, a party without a cleric is like a ferarri without a 300$ gas tank.
Archers- need a little help.
Ranged attackers really..theres not too much to say else. 9 times out of 10 in mmos their either concidered the most overpowered(RO or L2) or the weakest. Unfortunately for fiesta players its the latter. Given their low hp, mediocre damage, and unreliable evasion archers cannot afford anything more than 1v1 fights for soloing especially when forced to "kite." Their degens in reality are very insignifcant due to low damage and duration and are only noticeable when they are stacked. the attack range difference (if there is one) between the archer's attacks and the mages spells is also insignicant. In parties they are passable as the job of the "puller" can be filled out by other classes...even the fighter. In pvp, the archer struggles. Against fighters the archer better hope the fighter's stun and movement speed debuff don't work. The archer will be able to avoid most of the clerics attacks due to their low aim but most likely will not be able to out damage the healing. If they can withstand the barrage, archers will be able to tank out paper armored mages effective though.
Overall imo they need a boost, ALTHOUGH, some people have been able to show a DEADLY potential of the class even in pvp with different builds... Archer criticals especially.
Mages-alright
Thier pretty self explaintory, low health, low defense, but heavy attack power...the glass cannon. Mages have a rough start off with only a few spells that have long cooldowns. Like the archer they are forced to 1v1 soloing. Later on though the prowess of the mage becomes more..prevalent as the mage receives spells ranging from frost to slow down advancing enemies to powerful nukes, and aoes for crowd control. They are very helpful for party efforts as their high damage is very noticeable and is quite handy against bosses assuming the fighter can tank. In pvp mages are destructive. They are literally the "hard counter" of fighters with high magical damage and frost to slow down their advances for melee. They are also very effective in stoping clerics. They will have signifcant trouble against archers though especially if they get the first attack. Provided that the mage is well protected, they can cause alot of damage in pvp. Have 3 mages together spiking the same target for great results.
Discuss! Remember all of this is subject to change and no one has touched the high level pvp yet where it really matters...
and if anyone thinks i'm kinda bias...well i just called my own class overpowered...
dear lord i wasted 20 minutes on this..
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Renin- 5x warrior-Guild master Mont'Ka
Warslave= Not a person who is enslaved and sent to war to die but a person who is a slave to war itself.
Self Proclaimed Fighter Advocate
The meaning of victory is not to defeat your enemy but to destroy him, to eradicate him from living memory, to leave no remnant of his endeavours, to crush utterly his every achievement and remove from all record his every trace of existence. From that defeat no enemy can recover. That is the meaning of victory.
Last edited by rokaraged; 08-02-2007 at 10:50 PM..
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