Update 68 class buffs

Discussion in 'General Discussion' started by apollosan, Oct 24, 2020.

  1. apollosan
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    apollosan Well-Known Member

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    So at the last update they buffed Dark and MM.
    Dark got 210% dmg when seek instead of 200%. And MM got the snipe to ignore weapon cancel on bosses.

    I was wondering how better these classes are now? Drk got better chances against hero with 210%?
    Thx
     
  2. sparky95
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  3. Jooon
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  4. lxlx
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    To be fair, the defensive buff drk received isn't really gonna change anything significant. I think the notion of drk being "stronger" than hero is subjective.
    Stronger in terms of raw damage with no obstructions? Yeah definitely, but that's the reward for keeping hp below 50%, dealing with manual potting, risk dying, blah blah blah, isn't it.
    Stronger in certain bosses where you have to mind your position and not facetank or dead? Probably not.
    Hero deserves AOE buff on its crash though.
     
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  5. Relmy
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    With recent patch, now theres actually a good reason to choose drks over heros, but i strongly disagree with things like drks being over heros, or heros being a bad option rn. Look at this characteristics and judge by yourself:

    Heros are:

    1.- High natural HP.-Even withouth wash a bit(wich u can do with the natural int some gears have like zhelm, mon,belt, etc) you will have a 20k threeshold to tank at least. and with a little bit of wash you can stay at that glory 30k with no problems.

    2.-Waaaaaaaay easier to manage.-Beside ACA, there literally nothing to be afraid when u play hero, set ales and hit, you can watch the game or assist to your online classes meanwhile HT. Also this leads to the following...

    3.-More mule friendly.- Royals is a place where having utility mule to boss runs is absolutely amazing, but its not just a matter of have them, you have to be able to use them aswell, since oposite of drks, heros barely take care of their HP, they can bring as many mules as their pc can tank.

    4.- Less affected by rng factors.- Since the tankiness of heros is quite great(not shadower lvl, but still) u can pretty much face any boss and hit from there withouth care, not just by die, also by those little annoyting skills wich takes out dps from you.(rocks that stun you at zak, hit to legs in HT, stun from bga,etc)not adding that due the nature or brandish they can also hit their background.(good at arms and clearing the annoying wyverns at HT)

    5.-More weapon variety, depending on the circunstances/less dependant.- Heros can use ST if theres no SI,claymore with more dmg, or even flame sword+recently buffed shields, so if theres no bucc or room for your SI mule, no worries, you have options(perfecting all of theese is expensive, the thing is that you actually have the options).

    CONS: a bit of less dmg.

    Drks have:

    1.- Decently more dmg on perfect circuntances(SI+single clienting+no rng factors...sooooooo, krex.....and thats it i think)
    Personally i think i have single cliented in HT 1 or twice of my last 20 HT runs and i haved SI in around 6-7 of them( really sad when even having an SI mule, and being in disposition to bring it, host dont want it, "too much problem to juggle it when it just affects you")
    OFC if you have all this setup you will withe a hero 100% of times(on similar gears) , there seem to be ppl against this, my question to all is, with such a set up needed, to be on perfect conditions WHY ON EARTH A HERO SHOULD BE ABLE TO WITHE????

    I will try it on the next days, but i truly believe a proper comparision should be at least zaking both with SI and witouth SI, krex comparision are almost worthless,since most bosses have more factors involved. if it truns out that the diference is minimal(either in favor of heros or drks) witouth SI then i would consider things balanced due the nature of drks gameplay.

    2.- A nice buff.- HB wich used to be as needed as SE back then, now its still a decent buff... iwould say a bit better than Haste..but not longer relevant in royals meta(and with new hp gain quest will be less and less relvant)

    3.-If the one managing a drk is experienced enough, now we could be better sed targets due the achilles buff.

    CONS:

    1.- Managing HP is crucial.- something that players that never used a drk never consider is over healing, wich at high hitting bosses happens quite often, extremely annoying when HT hits u 8k hits 3 times in a row, and then when you overheal he decides to hit u with 1s or not hit at all for several seconds, losing a decent amount of DPS. when youre duo-trio or quad clienting, except at krex you have to heal back to 30k to be safe meanwhile you use your buff mule, wich also takes dps from you..this doesnt happen to heros...if you decide not heal...

    2.- Less Mule friendly.- Thanks to achilles buff now this is easier to be done, but easier, doesnt mean easy already, it passed from hell to purgatory, especially if it is trio or quad client.

    3.- Any accident=DEATH.- 1 sec of lag, 1 person distracted you,watching a mule...cost a lot for us.

    4.- NO SI, NO PARTY.-witouth SI with all the normal and common factors involved theres no much difference in terms of dps with heros.

    5.- slower casting speed.- its not only that we just use a normal speed at best, on top of that drks have a 0.93(booster) to 0.81(boost+si) wich even if we were able to kb a boss, with taht casting speed our kb potential is barely decent at most. blast and brandish have a 0.63 secs casting speed.

    Like you see even today theres still reasons to choose heros over drks, and be honest knwoing the skills and the atention capacity of most ppl ive know interested in this game i would still recomend heros over drks since is less frustrating to play, unless player is a challenger or a masochist, is just that now ppl could choose drks for the sake of power, b4 this patch drks were only for ppl who like dragon related things and masochist, there was no good reason to choose this job beside that.

    DISCLAIMER.- i stated b4 that due the nature of multitarget dps relevance in game, if there was no new content that benefit multitarget users, all warriors were a little behind IMO but "positions" should stay as they are now, if all classes were a bit closer to nl/sair dmg wouldnt be that bad(again A BIT) but since that would change a lot of things , i dont think that healthy, i would preffer another cwkpq look alike.

    2nd.- achilles buff helped a bit at some places, but its not great either, i mean for example myslef, im able to tank a royald guard hit now, but im still not able to zerk there(yes if keeped pinned i dont even get touch dmg, but gl getting ppl who can actually keep it pinned properly), even with taht, if devs find that the buff was too much, idm getting achilles back to waht it used to be( just please if you do this dotn take too long, dont make us get used to a new mechanic to revert it, wich cause many problems among drks), but dmg definetely has to stay at it is now.

    3rd.- DPS charts dont include real life situation wich makes it a bit misleading(for example, drks dmg looks close to buccs now, but LOL NO, IT ISNT, iframes and high avoid makes a hell of a difference) same applies to krex example, that list include:

    a.- God tier players, wich dont represent at all the current base players.
    B.- theres a few lower tier player(still high, but far behind another in the same list) at the same time theres things that to me dont match,nessis drk was the godliest for a long time and it definetely notice by his dmg at the video, but his pally was using a bw+shield instead of a 2h sword....also MM ended last, when its known that a MM should deal more dmg than a hero or even a drk(back then at least) in krex an mm should be closer to pally or bm, so you can watch them, but take it as an actual reference is not that accurate if u ask me...
     
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  6. Relmy
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    oh yeah forgot to mention, this is actually true, the range of their crash is trash, also they could become even more easy to play, to make that become their identity, why ACA isnt undispellable?
     
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  7. OrcaGel
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    It's a start, but Drk's are still pretty rough with damage. A situation has to heavily favor Drk's (SI, SE, echo, meek boss, 13k+ range) for them to even start rivaling heros. MM's seem very weak.
     
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  8. arthur123
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    arthur123 Well-Known Member

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    Have 9k range and didn't notice any dmg differents at all.
    Need to redownload the game?
    Unfortunately dk's too weak, think we should get at least more 10% zerk
     
  9. Relmy
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    If u updated the game after halloween patch you should be ok, with 9k max range you common lines shoukd be around 24k to 31k at most(pre buff) making that your current dmg shoukd be 25-33k dmg(post buff), yes having a mid tier range ure barely noticing the buff, but when u get stronger , u will notice the buff being bigger and bigger, nothing too big, the buff was a straighr up 5% extra damage, but for the sake of balance between drks and heros and also related with all the other classes another 10% extra buff on zerk would be too much for no extra cost,and developers alrdy have stated they have no plans of , for example reduce zerk activation requeriment to 40% , so taking that into consideration, i would say that drks are in a really ok position rn
     
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  10. Shnang
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    Y'all started this long slippery slope downwards, have fun with it.
     
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  11. arthur123
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    arthur123 Well-Known Member

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    Yep, I guess you right.
    Need to buy perfect sky ski then:xD:
     
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  12. LichWiz
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    MM was not really buffed, they took that quirk of MMs in an older update, but when they were asked to at least compensate for it (cause well, MM is weak as is), they realize that there's no good way to remedy this class (at least not with the current client), so they just reverted the change.

    So to your question, MM didn't move much in its position, it dropped then returned to its place.
     
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  13. Ayane
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    Ayane Well-Known Member

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    MM needs more buffs, it didn't really get buffed now (since they just reverted a previous nerf) while the previous buff of 5 more atk was very minor and only worth around 2% more DPS.
     
  14. Relmy
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    moving from drk to MMs i was actually wondering how MMs doing now, i do not know much about them so i will speak with my mouth little now, honestly i think that snipe being able to pass cancel actually makes them desirable at some points..b4 that if a random mm wanted to join my run it was like "well, we need SE, just come" but i would preffer bm all the way long, now, for example , theres a friend of mine who i am running with at krex, hes kind of low funded and i have a si mule,hes a bm, and tbh i would like being a mm now,what i mean is not that mms are good now, hoinestly idk, but, despite the game is end game focused, low funding and low lvl content has to be considered, not giving it the same relevance ofc i think things are like end game= 70% of the value but mid and low lvl has to be 30%, isnt it better a mm now at krex, zak and low funding pt at HT?, not counting other minor boss like ninbergen...

    ive saw some many times in mms buff related threads comments like :"just revert snipe hitting over cancel and thats it" that i started to believe it..
     
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  15. Ayane
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    Krex doesn't have that much weapon cancel (since they are quite short and only at the first eye), though I believe a low funded MM will still outdamage the BM cause snipe always does 200k damage regardless of gear/stats. At zak the MM will win at low lvl but eventually lose at higher levels when the BM DPS becomes higher and people start using crash mules

    Another thing about low lvl/funds is that the people probably won't have an SI mule, so you won't have SI most of the time (and MM loses a lot of damage without SI), so at HT the BM will win cause their dps is a lot higher than an MM without SI, and hitting through cancel isn't that important in body when you can just hit another part of HT.

    I think the only boss where MM is better than BM even at endgame levels is shao, cause the ice bird can be great against clones.
     
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  16. TrinityEcho
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    What I have always wanted for MM is this: Give them stronger scaling (via MM boost). Enough to the point where they are still weaker than BMs without SI, but perform *slightly* BETTER with SI. It only makes sense to me that requiring a second class for their buff pushes MM above their brothers.
     
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  17. xDarkomantis
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    xDarkomantis Well-Known Member

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    It's not even that difficult. Here's what they need:
    • Give MMs their own version of Flame Sword aka weaker low level xbow that gives max speed (not the hideous Raven xbow change we got, I don't know how that got cleared).
    • Piercing Arrow to have a short cooldown and be good to use, making them have better multi-hit than BMs.
     
  18. LichWiz
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    Never add CD to piercing arrow, that skill is so much fun to use while grinding, CD will kill it.
     
  19. sparky95
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    Isn't Pyrope Crow the exact weapon?
     
  20. xDarkomantis
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    No it isn't. If put into the context of swords:
    • 6 speed - Neschere/D. Shiner Cross = Claymore - Need SI to reach max speed
    • 5 speed - Pyrope crow / Night Raven = Stonetooth - Need SI to reach max speed
    • 4 speed - N/a = Red Katana/Flame Sword - Doesn't need SI
    Okay.. meme status it is then..
     

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