Hi guys, I decided to make this post because I have seen a lot of problems when people recruiting for HT pt. Some job are like godly wanted for a pt, some job smega constantly but not receive any replies, smh So here is what I think about class buff for HT: 1/ War - DK: don't know yet. - Hero: don't know yet. - Pally: don't know yet. Buff their Magic Crash skill can debuff Weapon cancel of prehead, main body, has cd. The only problem of this class is they don't have ~bosshp. 2/ Mage -BS: don't have to buff anything.If BS get a buff, should be increase the duration of Holy shield? BS too OP at HT with their supporting job. -I/L F/P: these classes suck at bossing, they dedicate all their life for leeching, attack 15 mobs at a time with high damage, making money. So no need buff anything 3/Thief -NL: too OP for a HT pt. 1.5 time for att pot, max avoid, shadow shifter. So no need buff anything -Shadower: I don't see this class need buff since they too OP with ME, Smoke. If this class need a buff, this should be increase the duration of Smoke. 4/Archer -BM: they do balance damage with good buff that all job want for a bossing pt -MM: increase damage of Strafe? i don't know much. MM isn't better than BM but they still have buff SE, make them highly wanted for a bossing pt 5/Pirate -Sair: since I main a sair so got some thoughts about this class: increase damage of Rapid Fire, or do something with the ship like have stance or decrease the cd of ship when break should be fine -Bucc: this class have some OP buff like SI(benefit MM, Sair, Hero, DK, Bucc) and Leap( 2 times res, with smoke, 4 mins invincible attack HT) but still their damage is really good. No need a buff, if this class has buff should be decrease the time they perform next round of skill?? Also I have no knowledge of War, Thief, Archer, Bucc, all i said above is what i have read on 4rum these days If you have any opinion, don't be hesitate to comment below!
I play MM and the only thing I feel bad about it is the difference of the damage on strafe. The same time I can do 25k in a line, I also do 2k on another line. Even with 90% Mastery, the difference is too much. I have been in a party with all other classes, and I've seen none of them with such long range like this. All out of it is good enough.
Would be nice if you could be a bit more constructive and give your opinion on why you think the suggestions are bad and/or contribute some suggestions of your own to the thread. Personally I don't believe all the suggestions are bad, and that some do have merit to them.
If you're going to say that then simply say "some do have merit to them" without any elaboration doesn't that go directly against what you said in the previous sentence?
For Buccaneers, the only flaw I find in HT is not being able to charge faster for stance thus falling off quite often especially on Head C. *Trust me getting back ontop of the platform is a struggle. Also, Buccaneers are not able to reach arms with barrage sometimes lol because the platform is too far away or the skill lack distance xD. As for damage wise, it is consider ineffective (it is just slower interms of dps) because people want fast and effective runs but they do have some nice buffs (SI + TL). Overall, I think Buccaneers is a fun and awesome class to play. If Buccaneers do get a buff, it would be faster charging stance and damage wise (Buccaneers just have to accept they aren't designed for dps but more of a support on either physically or mentally lol). GO BUCCANEERS!
Not really, but I can see how it could be construed like that. However as a member of staff, and effectively the project director of the game, I am simply trying to gather more constructive feedback from players that have posted in this thread so far. The intention of my post was not to provide my personal feedback on any of the specific suggestions, I simply added that since there is at least some reasoning for the suggestions, and not necessarily that they are good or bad suggestions.
Matt usually has to be very careful of what he says since he's in the spotlight and if he evened seemed to approve of any ideas in particular, people would use that in all future arguments as a precedent. Being aloof and saying that some of the ideas have merit means he's safe from being badgered about certain things being implemented in game. On topic, I think there has been much discussion in several threads about a solution to Magic and Weapon Cancel *possibly* being 3rd job warrior skills dispelling it. that would be all that's needed for warriors to be more wanted in Horntail parties. Night Lords need no buffs. They can join Horntail even with sub-par damage ranges and still shine through. Shadowers don't need to be buffed, but I think that job still has some bugs and glitching that would increase their usefulness if fixed. Again, Mages need no buffs as those players chose to make a mage. They can make money and gain experience through grinding and leeching. They're not bossers or support classes. Bishops, I would only agree with any buffs to Bishops if it were for support skills that really only affect others in the party. Perhaps, maybe, lessening the cooldown on Resurrect? Bowmasters and Corsairs are the next best ranged attackers after Night Lords, and they are desired more than other jobs at Horntail, so I don't think anything needs to be added to them. Giving Corsairs Stance would be highly overpowered. It's one of the drawbacks of being a ranged class, you aren't supposed to sit and spam attack forever while tanking hits. That's for warriors and their lesser damage outputs. Marksman, I'm not too familiar with these classes other than knowing that their damage is second to Bowmasters and I have no valuable input on how that could be bettered. Buccaneers, same thoughts as Bishops. If you are increasing their party usefulness, I'm up (down?) for that, as I love the party aspects of this game, when they present themselves.
Guys, I made the post with no knowledge of other classes (as i said under the post) I don't know the weakness, annoying of other classes. So gonna made some bad suggestions, please fix my bad suggestions, THANKS NL is the definition of "being a ranged class, you aren't supposed to sit and spam attack forever while tanking hits" tho Giving stance to the ship wont make the Sair just hold a button in the whole run because the ship have HP, you have to pay attention to mount/dismount, giving stance to the ship is just a small buff for Sair. (Of course the stance have %) I do agree with you about other classes ^ If you find it bad or cancer*, please fix it so we can have everything balance in classes for HT, please D
The issue with Marksman is just like gody's mentioned with the gap between strafe damage is ridiculous especially with our criticals, where each strafe the range varies between 3k on the low end upwards of 27-30k which is a large gap and only hitting 4x. even with 5 second snipe cooldown we're surpassed in damage by nightlords due to their exceptional speed with their 12 lines of attack with TT and shadow partner,
The gap isn't that big as 3k-30k. Archers have a big gap between crit and non crit hits but the range itself is pretty stable damage. For example if your range is 10k max you'd have around 8k min . You would do 8k-34k per hit (34k is with critical)
the range may be "stable" but with crits and non crits it's still a pretty substantial gap which doesn't exactly make the class anymore appealing when you factor in strafe on hits 1/3 the amount of triple throw with half the attack speed.
True that our range doesn't have a big difference. Issue is, if compared to other classes like NL or Sair, our crits are lower and our non-crits even less. I've been with many NLs at krex, and you could notice that their damage didn't change much even with non-crit hits. I've seen Matt say in a thread they already have something up to 26th, so we have to wait and hope they come up with something for us.
That's because triple throw has 150% base damage while strafe/hurricane only have 100% I think buffing strafe to 150% would be a good fix for it and increase the damage Marksman do by around 20% or so making it on par with BM
Increasing the damage won't change the gap between min and max. Best change would be increase the crit rate to 50% like NL has.
Give the Page skill threaten ability to neutralize target's elemental resistance/immunity. Give paladin duo charge. Increase paladin's blast's hit box hit up to 3 target on the same linear platform, or make blast a projectile passing through 3 targets in a straight line similar to Iron Arrow. Buff Archer's skill Focus and increase the avoidability to like 60 or something a lot higher. Increase to 95% or fix warrior's Stance. Idk why it just doesn't feel like 90% success rate. Increase barrage's reach, and it a spam-able skill. Let buccaneer charge up the bubble faster and/or make the bubble last longer. Increase the base damage for bullet rain, increase ship's HP, or maybe change it to where ship take a set amount of hits before going on cool down instead of based on HP since ~shiphp is no longer available. That way the sair players can count how many times they got hit. Decrease Hero's ACA casting animation time to something similar to shadow star's casting time. Decrease hero and pally's power guard casting animation time as well. Give everyone a complete skill reset like the old source to new source to adjust and adopt to the class balance skill change.