Class/Skill Uncapping Paladin's blast

Discussion in 'Closed' started by Donn1e, Jan 17, 2022.

?

Should blast be uncapped?

  1. Yes

    81.3%
  2. No

    9.1%
  3. Cap should be increased, but not completely removed (please explain in comments if you choose this)

    9.5%
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  1. Donn1e
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    Donn1e Donator

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    To the guy who voted no because uncapping would only further benefit 2H Swords - do you see how strong Crushed Skull is without cap?
    This is actually pretty exciting as you can now have the choice of:
    1. Optimal damage in endgame, and the best budget option for early on (Crushed Skull + Shield)
    2. Resell value and diversity (2H Sword), as you can also use that on your Hero

    At this point I see no downside for uncapping Blast, as this test proves that:
    - You will still be weaker than NL, meaning the balance will not be broken
    - Paladins will have a good reason to invest in gears.
     
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  2. Relmy
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    As soon as i saw this thread i voted yes, no more words were needed... now i doubt between option 1 and 3... @onekeystory , sorry if its too much to ask but, could you give us a sample of 1h flame sword + perfect shield?. Thanks in advance.

    I was writing an essay about my only concern(it doesnt mean that im agaisnt this change, uncapping blast will be good no matter what) i know that @Donn1e you always tought that 1h swrod its always a bad option, but after trying myself, and specially with the recent guardian buff, i have to strongly disagree with that, not going further into why, cs it would be derailing this thread, but will like to know the impact of uncapping blast for 1h sw+ shield to have a more accurate opinion about this.
     
  3. Cooler
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    excellent edit to the original post. i figured 2hbw would have a much bigger higher end output, but its wider min-max range makes it difficult.

    13 seconds slower than a perfect 2h is good, but im wondering if that would be worth it for anyone to scroll a perfect flame unless there was a small mastery increase or weapon att for just 2hbw, otherwise the cs buff would be huge
     
  4. lxlx
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    every other class cap is limited by gears as depicted in the picture below:
    istockphoto-92189773-612x612.jpg

    and meanwhile this is paladins' cap:
    halfbot.jpg

    don't forget to hydrate yourself
     
    Last edited: Jan 25, 2022
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  5. TofuMasterD
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    TofuMasterD Well-Known Member

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    I hope the Gms will seriously consider this! This is really exciting stuff and makes me want to gear up my pally after I finish my sair!

    Pally stonks to the moooooonn! :PBGasp:
     
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  6. Kenny
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    I agree on removing the cap for the blast. Other skills that have the potential to hit the cap such as snipe, barrage, and assassinate should also be considered. Snipe is particularly important since it's well known for its capacity of reaching the cap at lv1. It would be nice to also discuss how snipe would function after removing the damage cap (maybe change the damage formula to something like "X fix damage + X % of attack"). Of course, another feedback would work, but I think this is pretty relevant so might as well discuss it in one place.
     
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  7. Donn1e
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    Donn1e Donator

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    I was actually going to make another thread for MM with help from @Geyforlife , so it would be very nice if we could discuss it there soon, because we can also make a poll.
    I'm very glad you support this idea aswell, would love to see it implemented soon ~f2
     
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  8. onekeystory
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    onekeystory Donator

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    I have updated the flame sword result. Guardian 30 only looks good on paper, but it does not actually benefit the class in bosses. I have discussed the reasons here: https://royals.ms/forum/threads/iss...l-for-hero-pally-in-boss.200087/#post-1182684
     
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  9. Relmy
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    Hi, im very greatful you took the time to do the test, and also add carabella TYVM. On the other hand no, guardian is extremely useful in several bosses when u know how to use it properly, and mainly if you know how to position. Honestly i saw your thread about it back then, and tought in reply about my experience with guardian, but i also tought that it could lead more to a heat discussion instead of a healthy debate and since the thread itself didnt got many replies i decided not to. All i thought when I saw that request (and i do not pretend to offend or show off myself) was "This guys are asking for a nerf and they dont know it" . I dont want to derail this thread, so if you want i could share my experience ith pushing back guardian in your thread... only if you want to.
     
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  10. onekeystory
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    I tried a few rounds of auf haven with guardian 30, and it brings alot more potential harm to the team so I wrote the post, but yea sometimes it also pin Auf if you stand at the right position. Just that it is extremely hard to control when multi attacking on different characters. Anyway I think that thread is dead xd
     
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  11. Cooler
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    if you say so.
    this was suggested here: https://royals.ms/forum/threads/marksman-snipe-buff-suggestion.159167/

    I agreed with it at the time. my stance now is basically the same. i like how helpful early snipe is to MM. but this could give godly geared MM an even greater early advantage and continued advantage, so balance is key if this is considered. as long as the extra % (on top of the flat damage) scales well, then it can work.

    however, another suggestion i made somewhere in the depths of the forums rambling about MM is that: snipe will always do 199k unless your range tips over a certain point, then it can do over cap. similar concept, but the range would have to be agreed upon. the difference with this suggestion is that, the bonus cap breaking damage here would likely only come about farther in your mm career, with mw20 and much more dex, instead of upfront, in the case of super godly geared mm in the previous example. this is a bit more harmonious and preferred IMO, as godly gear also affects strafe dmg too obviously, not just snipe. this is more finicky but it preserves snipe as is while also giving you room to grow later, when snipe can fade out
     
  12. okki
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    @onekeystory can i join ur private private server? T_T XD

    Those 6 people who voted no must've been manon hunters.
     
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  13. Fergerar
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    Fergerar Well-Known Member

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    Yeah, now with some decent evidence it doesn't seem that it will be ground breaking. I still got some concerns:
    -Although comparing it with NL would be the first logical thing to do since they are the top dps class, I think paladins dmg should be compared to the other "1v1 classes" like bucc, bm and shads.
    -With this buff the the choices of weapon would be 1h bw and 2h sword, but what about the other builds? Ofc the point of this thread isn't to give solutions to this issue but we should still acknowledge it.
    -If this buff happens how would we prevent powercreeping with other classes? This discussion also happened on GMS when cubes where released pre-bb and it was a shit show which resulted in an update we Royals players didn't like.

    Also a perf skull+shield costs more than 2h claymore market changes will be fun to watch if this buff happens.
    It would be interesting to discuss if there should be a new cap (and how much it would be) or if it should be full uncapped.

    Huge thanks to @onekeystory for making those videos. If its not much to ask, can you share total stats used on those vids and range? I know you posted 13.6k but was that with 2h or 1h sword/mace? Also, was the target ele weak to holy?
     
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  14. steamkong
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    steamkong Well-Known Member

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    If uncapped please add another heavy bass sound effect for blast as well, becuz it hurts. POoooOoOOOOOMmMM!!!!
     
  15. lxlx
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    It has been mentioned that the uncap could be implemented in a way that it only affects blast, so other skills such as snipe, barrage, etc would still have a cap.

    if the cap was increased rather than removed, then we would be running into the same issue again when more endgame content gets released, like mw30, timeless weapons, etc.

    i still think its not a buff, but more like a fix.
     
    Last edited: Feb 5, 2022
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  16. Fergerar
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    Fergerar Well-Known Member

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    Yes ofc, I read that. The issue isn't about if it can be done or not, its about if this modification should only affect blast? If so why should it only affect blast and not other skills? If it affects all the other skills aren't we just creating powercreep?
    Yeah you can argue that this isn't the scope of this thread (which I would agree with), but then again, we need to acknowledge that this change would set a huge precedent not only for the class but for the entire server.

    I guess I can somewhat agree with that. What would you think about increasing damage cap for now and then adjusting it when more endgame content is relaeased (soonTM)?
     
  17. lxlx
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    Normally, this is what i would propose as well, but changes in royals take too damn long to implement sometimes, so i would rather just have the cap removed once and for all instead of waiting months for a change in damage cap whenever there's new content.
     
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  18. Donn1e
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    Donn1e Donator

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    Any update/conclusion on this topic from staff?
    It got support from both the community and staff, but wasn't implemented last update and it's still tagged as 'In Discussion', is there any reason for this? Hope this wasn't forgotten
     
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  19. Becca
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    Becca GM

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    Please sit tight, and I wouldn't exactly say "& Staff" when only one other Staff member commented on this thread. ^_^' I'm aware voting is set to public, however I generally don't trust a simple yes/no poll without any interaction from those voting yes during the discussion. And vice versa for no as well. Lots of grey areas pop up during discussions and what ifs, etc.

    Which is also why we're waiting for this to be implemented on the test server before spearheading and pushing anything forward. It is still in discussion on our end, and requires testing which hasn't had the chance to be added in yet due to needing more work than we originally thought to put it on the test server to test it out. Please be patient it wasn't forgotten about.
     
    Last edited: May 3, 2022
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  20. Splatypus
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    Splatypus Well-Known Member

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    This might be dumb, but why is there a damage cap in the first place? It seems like only a couple of classes regularly hit it, and when they do it's just because it's a single line attack and not a 3x or 6x hit ability. All it does is seem to cripple classes that deal damage in single instances. Why arbitrarily cut some classes damage output based on that?
     
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