I'm here in the Wild West to suggest a few mage ideas (that'll probably upset lots of people): 1. Remove 4th job ultimate party XP to cripple leeching. It won't stop multi-mage map farming, but it will increase competition in those maps, and likely deflate the value of items that lower levels would need since there'd be an increase in supply. 2. Increase XP gain from Holy Symbol for kills that occur from single target attacks (or 3-6 max enemies hit), which would shift the meta to party training. 3. Add M.ATT% boost to Infinity since it requires time / meso investment, is not a party skill, and has a decent cooldown. 4. Add a requirement to move X distance after casting a 4th job mage ultimate to discourage multi-mage farming. It won't significantly affect someone who mains the character, but make it a nightmare for people who want to be zombies and ALT + TAB > Ultimate spam while bossing on other clients. 5. Buff single target mage attacks to be better than their ultimates for bossing capabilities.
sorry if this has been suggested already (it's hard to search through 30 pages!) but Hero's Armor Crash should definitely be made to hit 12+ targets like Drk's can (I believe it only hits 6 max right now?) it's really frustrating when the one supposedly helpful thing you bring as a class to a VL run ends up failing you when you need it most: during bad double summons when there's up to 12 targets, armor crash can target the gargs + VL and miss most of the golems. so then you either give up or try moving around and spamming it from different positions, wasting DPS in the process. it feels really bad, and further proves everyone's point when they say Heroes are all around worse than DrKs
how u think about making new beginner passive skill - improving attack speed with every 100 dex? it can buff warriors and marksman, also can go bossing well without bucc
Hello, I just wanna throw out some ideas for Crusader/Hero class so they become more desirable in our server. Panic Attack should have Darkness debuff (like 90% chance, lasting for 30-40 seconds only) on boss. Original Maple gave Chance Attack as a passive skill, which increases 25% damage on stunned, blinded, frozen monsters. Also Bucc has this kind of skill in 3rd job so that's our reference. If this 25% is applied on ACA then actual damage increase should be (?) 215%(=ACA190%+Chance Attack 25%). while Berserk is 210% and holy charge 210% (=140%*150%). Please correct me if my numbers are off. DrK has higher weapon mastery % and Pally deals 210% consistently while Hero needs to use Panic and recharge orbs so this passive skill won't make Hero unnecessarily strong. My idea is to make Hero's damage increase on par with other warriors or slightly better under certain condition since their skills got buffed in this server. Maybe that extra 25% can be added to Brandish making it 285%(=260%+25%). I think this is pretty fair that it forces Hero to do something in order to gain more single target DPS while not overshadowing other warriors. Overall, adding Chance Attack skill and Darkness debuff on Panic Attack will allow heroes to use 3rd job skills which become useless after 4th job. Thank you
In the job balance issue, I have a question: is [job balance] refer to [balance the dps of all job] or [enhence the job's feature]? My answer is job's feature (and diversity inside a single job). Use wars for example of job's feature: I feel some advice to these 3 job is [increase dps] or [give all wars CR skill], but these ways will weaken the job's feature. In my personal bias, I feel the job's feature are the following: DK: Berserker, always in danger situation to gain the strongest power => I'm not sure if dk need adjust. Hero: Possesses strong offense and defense, and delivers a decisive strike at critical moments. =>Adjusting [Panic Sword (dark sight)] & [Coma Sword (stun)] to have a powerful strike with high dmg/15mob-aoe & 120/180(?)sec cooldown =>I'm not sure if Hero's (dark sight) & (stun) work in boss tag mob like golem/gargo of VL, if work, hero can stun golems before Armor Crash & dark sight gargo with high dmg Pally: strongest element knight, good at single target, but have dmg cap issue with it. the example of [diversity inside a single job] are: =>farming Mage / battle Mage =>lightening i/l, ice i/l =>shield pally / attacker pally
Hi there, new player to Royals here. I've been enjoying my experience so far, but I have one suggestion for the Fire/Poison Wizards specifically. I would suggest increasing the number of enemies hit by Fire Arrow from 1 to 3 max enemies. Here are my arguments for this change: The other 2nd job mages have at least one skill that can be used for mobbing purposes, Heal for Clerics (against undead) and Thunder Bolt for Ice/Lightning Wizards Fire Arrow is the main damaging skill at 2nd level and is affected by the elemental weakness mechanic, which means its damage is already balanced by mob elemental affinity like Thunder Bolt. It fires in a straight line in a set range. Other job advancement mobbing skills like Explosion and Meteor Shower would still see use due to the higher number of enemies hit plus increased overall damage and AoE potential. Thank you for reading!
I think the same. Hero = single target specialist with Enrage on. The concept of Total Crash fits Hero actually. It should provide strong and steady dps DrK = high risk, high return. exceed Hero damage under certain condition (maybe like extremely high dps for few seconds in berserk mode) but mainly it's the best mobber in the game. Pally = tank, aggro, protector. Pally should be the guy that never dies and takes incoming damage for team and become stronger as a reward. This is the character that should be forced to use shield to create something like Sanctuary for the team. hero's damage cap remains the same but drk and pallys can be uncapped under certain condition so these ppl are not inferior to hero
Been thinking about this more and I think the best change for hammer and snipe is to keep them at the same CD and damage, but make then an oGCD (castable at any time without delaying other skills, like echo)
My ideas of how to nerf shads 1. Has some chance like (10-30 percent) to be able to get hit while in smoke screen. 2. DP can cancel smoke screen Some about mages Buff Meteor shower, Blizzard cast time to be equal to Genesis cast time while not using spell booster. Reduce cast time of spell booster. this skill takes really long to cast.
Mann noo shad nerfs stop about it. Nerf mages ULT its insane how easy it is to make an arch / fire mage and to farm orbis etc. #stop farmers # do not nerf shads
Yes, please buff Crusader/Hero. Buff Shout, Panic & Coma. Change Armor Crash & Enrage if possible. Fix Rage pl0x (no big nerfs to any class, let ppl have fun) ty
For MM: * it's very annoying when using dragon breath to more than 6 mobs. It pushes the behind mobs and leaves the front mobs still. That might make situation even worse. Not to mention being unable to use it close range. * For, Piercing Arrow, which is our best skill, has many limitations. One is being unable to do in close range. One is having poor vertical range. We can't even attack RG mobs 2 platforms simultaneously when standing on a higher platform due to bad vertical range. We can't even use piercing arrows to Zak arms properly due to being unable to do close range and getting the skill canceled by DP. / Comparing to a class like Bucc which has higher single target than MM, can do both close range and far range, can cleave RG mobs 2 platforms simultaneously while standing on higher platform, can do AOE efficiently to Zak arms bc can cleave close range and have long AOE range. Looking back at Piercing Arrow, MM best skills, I don't think it's a good enough skill for now.
As a fairly new Hero enjoyer I both agree and disagree with a lot of the proposed feedback. It's a difficult balancing act since Hero exists in between DRK and Paladins in terms of a "defined" role. I think over buffing Hero's damage would be a disservice to DRK's as they already have a small microcosm of content they excel at and over buffing Hero's single target via Panic skills might make them overshadow Paladins which would also feel kind of bad for them. Making rage a stackable buff wouldn't solve Hero's becoming viable in parties - if anything it would just spawn Hero mules and people would start juggling them for the buff. What I would like to propose is... THE ULTIMATE MEME CLASS! What do Hero's have right now over the other warriors? That's easy. They are the most meme warriors of them all. So we should just lean into that. Make Heros completely RNG. Sometimes you can outshine the other warriors, sometimes you won't, but at least it'll be fun. Panic skill - No longer expends all orbs, but instead a random amount of orbs from 2 to 5 on use. Coma skill - No longer expends all orbs, but instead a random amount of orbs from 2 to 5 on use. Advanced Combo Attack - Randomize the duration between 200 seconds to 1000 seconds (or just make it infinite as a quality of life upgrade - also makes it feel like as long as you are in combat you can just swing away unburdened except for buffing stance\booster which feels more warrior-y) Shout - Increase stun length to 30 seconds (For absolutely no reason at all - hey this could be useful for PQs or something) This gives Hero a potentially more fun 3rd job experience for people who PQ while simultaneously pseudo buffing the damage. It also makes it to where you are incentivized to pay attention to how many orbs you have therefore making it a more interactive experience. By limiting the orbs expended to half at most you are potentially losing only a little bit of damage on your Brandish, but also gives you access to be more flexible based on how many targets you are hitting. Expended only two Orb on use the first time? RIP IT AGAIN BABY! Feeling extra ballsy? Hit Coma or Panic three times or even four times in a row and build your orbs back up accordingly. Obviously it might be better to work out the math, but yeah. Just want Hero to be even more fun (Also could be funny to buff only 2-hand axe specifically in terms of damage. Would create an entirely new corner of the market for 2-hand axes potentially. As of right now I know few warriors who rock Redners or Tavars due to damage calculations)
Hero skill: Enrage (1) 6min cd ===> 1 hour cd 300sec duration ===> 60sec duration +26wa ===> +150wa (Lv30) personal buff ===> team buff unstacked with attack potion (appo/gelt/VL-potion) (2)extremely crazy version 6min cd ===> 2 hour cd 300sec duration ===> 60sec duration +26wa ===> +250wa (Lv30) personal buff ===> team buff unstacked with attack potion (appo/gelt/VL-potion)