Paladin Blast

Discussion in 'Closed' started by GunzGaming, Apr 6, 2021.

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Blast

  1. No change

    21 vote(s)
    44.7%
  2. Change it (please explain how/why)

    26 vote(s)
    55.3%
  1. GunzGaming
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    So, a while ago I did: https://royals.ms/forum/threads/max-damage-cap-cant-be-changed.174194/
    And found out for like, the 6th time, damage cap can't be changed due to client restrictions. There was about a 60/40 split on that topic. But I'm bringing this up again since in https://royals.ms/forum/threads/new-crash-change-feedback.188147/
    AND https://royals.ms/forum/threads/class-balancing.187398/ there looks like a lot of people want blast to be changed in order to not be impaired by the damage cap.

    I feel blast is apart of the identity of being a paladin and seeing 199999 hits me right in the nostalgia. But yea, due to power creep and we so damn stronk in this server, a lot of people want to change blast in someway so that there is no dps limitations. I cringe a little at the thought of blast "being like double stab" but hey, fuck it. Let's see what the people want before staff makes stance 50% or some shit to "balance" warriors.
     
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  2. GunzGaming
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    I blame sids
    Screenshot_20210406-034029.png
     
  3. Cooler
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    Blast Final Attack hype
     
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  4. Undisputed
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    No idea if this was suggested in the past and this may be too custom.

    Maybe there is a possibility once damage cap has been passed, then the amount that passed can transfer to next Blast?
    For example:
    if your hit does 240,500 damage, then it will appear as 199,999 and the next blast will deal: x + 40,501.

    This should work only for Blast and maybe have a time limit which is a little longer than the skill animation.
     
  5. Fergerar
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    Imo paladins are in a good spot right now, there is absolutely no need to change blast.
     
  6. GunzGaming
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    I would love if people who want blast to be changed, say how/why...
     
  7. Evan
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    Seems kind of silly to be damage capped when none of the other warriors have to worry about it (they all hit multiple times). It just seems like an arbritary restriction- possibly because when it was designed they had no intention/expectation of pallies being able to get far enough with gear for it to be a problem.

    It's not even a "buff" it's just allowing pallies to do the amount of damage they are capable of.
     
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  8. GunzGaming
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    Man's spittin straight facts.

    But the two lines of blast sounds so gross to me. I heard a little rumor that damage cap is changeable and "restricted by client" excuse is a fallacy. Doubt anyone will confirm or deny this but uh, now I'm sus of anytime "client restriction" is spoken.
     
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  9. smilinsphere
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    Increasing the damage cap really is the Holy Grail of class balancing fixes imo. Not only will it help Pallys do the damage they were always meant to (and balancing out swords and BW damage), it could also help out Marksman too if Snipe's damage is also set to the new damage cap, and to a lesser extent it can help Buccs out a bit since they also can get capped by barrages' last strike.

    If they can actually pull this off, and say, set the new damage cap to something like 300k, then I don't think Blast needs to be touched really. (Snipe might need to have its cd adjusted, and barrage may need its damage tweaked as well though). As much as splitting Blast into a 2 line skill might help damage wise, high-damage single hit damage is part of Pally's identity and I wouldn't want to see that changed.

    Best way to fix Final Attack is to just delete it from the game lol :8):(EDIT: not really but I won't get into Final attacks issues on this thread)
     
    Last edited: Apr 7, 2021
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  10. newduhls
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    Just echoing the thoughts of the other paladin players (and I've seen this opinion many times across the different threads);
    Increasing the damage cap would make funding a paladin a lot more rewarding. After hitting 200 on my NL I decided to make a paladin and I've honestly had no desire to fund him with an end game weapon because with a 51att set and SE I've been seeing cap pretty consistently ever since lvl 17x and I use a 124 ST...
    Sure you could aim to hit cap with every single blast, but the amount of funding that would require vs. the dps that an NL/Sair/Bucc would pump out with equal funding isn't comparable.

    Unlike heroes and drks, paladins have limited AoE dps (which is obviously intended for diversity) and are abysmal in CWK as a result (where warriors usually thrive due to a high need for cleave bot); but I was always comfortable with this fact knowing that paladins had a nice niche in HT over their counterparts.
    But, with the recent changes to crash a paladin main spends more time running around hugging their party members to give them a 50% chance to break through weapon cancel than they do attacking. The least they could do to make up for the time you now spend buffing your teammates is to buff blast/increase cap so Paladin dpm isn't god awful.

    Until any changes are made, my paladin will be utilizing it's true purpose; getting leeched in quad HTs while I run on my NL, just as intended.
     
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  11. Cooler
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    Strongly disagree that the cap is the issue. Both classes who face the dmg ceiling limit have FA. You think I'm joking but there's a handful of very simple FA rework solutions that wouldn't be as flashy but still go around cap

    For blast specifically, have FA proc 20% time (it needs to be less than normal, and possibly do less dmg because blast is strong af, and FA working w/ blast will probably warrant a blast nerf), or have it proc if you can cap, but just have it automatically splash on an extra line, not do the time consuming animation like for PS/SB. If you cap, you'll do more, if not, 1/5 hits will average more damage even if you hit cap less because of FA. Even if you almost cap, you could still do more dmg this way

    Snipers are different and don't really need to break cap, most people agree they just need some slight increase to overall dpm somehow, not from snipe. Snipe invalidates gear. If FA also procs 20% of the time on strafe, or less, the same way as above (no delay/animation low chance extra line), it would help them and could be packed into MMB. And another possible perk, if their range allows it to be possible to break cap with snipe: let FA proc off snipe 20% if cap would have been broken

    If both were implemented well, they wouldn't OP either class and average them slightly better than current

    However both cap suggestions I made are entirely to appease this conversation, I think just FA would accomplish what is being asked. Double line blast or snipe isnt necessary imo



     
    Last edited: Apr 7, 2021
  12. GunzGaming
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    You're right. Raising the cap (if it's possible or not) would have some adverse effects that just create more work with MM and Bucc, which I feel isn't worth the benefit of raising the cap. It's continuing the "domino effect" that plagues most class balance adjustments on this server. Damage cap raising is an easy solution but might throw other things out of wack that need further adjustment. It depends if those effects are also worth adjusting and pretty easy to do. If the damage cap is raised, Heavens Hammer, Snipe, and Bucc skills need to be reworked again.

    Your FA solution seems that it might be a good idea, but with the current workload and projects of the Devs of royals, might be an unobtainable solution due to its complexity. I want to stick to "K.I.S.S" as well as ONLY targeting the Paladin class with no effects on other classes' skills/meta. So in this thread, we can possibly ONLY talk about blast itself and not other classes' skills or try to make FA useful.

    For me, Blast is Blast, not "Blasts" or Double Blast". So how could we adjust it while keeping some kind of authenticity to the core gameplay/nostalgia/make fucking sense still?
    I'm thinking of a Blast in real life, so there is always a "blast wave" which is the increased pressure and flow resulting from the deposition of a large amount of energy in a small, very localized volume.
    Example of the edited skill description would be:
    blast edited.png
    So instead of FA, the Blast itself would have a Blast Wave or Shock Wave, immediately hitting the monster after initial Blast. This wave can be 15-25% of the initial blast damage. For example, if you hit 199,999 then the wave would be 29,999-49,999. Could Possible also have a % stun on mobs like ACB since it "concussed" the target. Like a grenade going off near you and now your head is ringing and you can't fuckin move for 5 seconds.

    Paladin range would still matter, you would want to hit cap more often to keep optimum DPS. I had 60csg WA gear and 150DC, and hit the cap on Ice/Fire/Lightning maybe 20-30%? on apple @ HT. (rough estimate)
    So yes, this would just be a blanket buff on Blast, the harder you hit, the bigger the shock, the more rewarded you are for constantly hitting cap. Then with this, not sure if a buff to Blunt weapons would still be needed, if mastery is adjusted to decrease the gap between sword/bw, this blast idea would still be fine in theory.

    I think this is a decent middle ground in terms of Balance. If the cap was just straight up put at 250k, other things might be affected negatively and making more work. This kind of makes sense to me in terms of what Blast is and the identity of Paladin, while still following the evolution and adjustments Royals makes to the current meta/wants&needs of the community.
     
  13. smilinsphere
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    Eh, don't think it's as much work as you're making it out to be. Snipe? Add a second or 2 to its cd, Marksman need a damage boost anyways, plus it'll make it so it won't potentially get outshined by a strong enough strafe. Buccs only have a single skill where they're easily affected by cap, and that's barrage, and it's only the last hit of barrage at that. If it's possible, barrage's last hit could be changed to 3x the normal damage instead of 4x, and then change the base damage to 365% which would balance it out to do roughly the same amount total as before. If that's not possible, just tone down barrage's damage slightly and the extra damage gained from the increased cap would make up for it. So that's really only 2 skills that would need to be tweaked slightly, other than that, I don't see how increasing the damage cap will cause any real issues for pretty much any class. Only other skills I can think of that can reach cap is Mage Ults, and that's only in some circumstances and since they're almost entirely used for leeching, it won't really matter too much for them anyways.
     
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  14. GunzGaming
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    yes. it could be super simple. it could not though.

    I'm trying not to speak for the devs, but I assume it is not as simple as a few % and cd time changes. I believe staff is trying to be a bit more responsible for future changes regarding anything. This means appropriate testing should be done prior to patch releases. An example currently is Corsair mount delay reduction. Just throwing some % or time changes is kind of a pain in the ass and require testing rather than just, eh fuck it hopefully that works. More often than not, bugs happen, people complain, weird shit happens. So that's why I'm trying to ONLY keep it in the realm of blast changing, no other things. To not murk the waters.

    And yet, that's still on the theory that cap can be raised. Which is historically an impossibility.
     
  15. Cooler
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    Blast is doing its job. We keep adding w.att everywhere, that's more of the issue, not the cap. We now have 10 slot shields, auf helms, att rings and medals, and the possibility of reverse/timeless gear still, and more I'm sure.

    ACB could contain a DOT effect for each ele charge (and HH), that could add supplemental DOT, essentially overflowing dpm. Final attack is a valid route, or low chance elemental FAs. Threaten causing a dot/poison effect, slightly increasing blast speed but lowering %, pages powergaurd or gaurdian or shield mastery gets magic reflect, etc

    But with the power creep, blast will probably just have to be split in lines
     
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  16. OneHashim
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    I really don't want to change paladin much, I feel like the class is in a good spot. @GunzGaming I agree with you on the class identity part of blast. I saw an interesting suggestion in the other thread about changing the attack speed from 630ms which seems like great way to go if you are trying to buff the skill and still maintain the feel of it.
     

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