Even as a bucc player, the nerf was 100% deserved and I do agree with the idea Super Transformation should indeed feel like a transformation rather than a permanent state, but this change does feels very incomplete. Adding a 60 second CD without any finishing touches to this is a bit excessive. I think a slight buff to Barrage and Dragon Strike would make things so much smoother. And/or even a CD reduction to Super Transformation. For heroes, the class feels much better to play and is actually relevant now. Perhaps buff drks a bit to bring them up in the meta a bit more. And pleeeeaaase remove the damage cap for paladins. T_T
What if...hb allows for 50% of the effect to break through the 30k barrier. Introduce a lvl 120 quest line which activates a beginner skill that gives HB 2 effects: 30% of HB to be applied regardless of base HP 30% stance effect This 1. prevents cheesing low lvl hb mules 2. adds utility for DrK to provide real party benefits, along with QoL for DrKs in general. What you would do here is leave base hp untouched and remove the cap on the fluctuating hp. not sure how the coding would work but I imagine touching the one that can freely go down during combat is easier than touching the one that is fixed. What I am envisioning is that players at 30k hp would get 39,000/30,000 upon usage of new HB. This frees up design space in the future as well. You can introduce specialised potions that allow you to momentarily break max hp. A high skill cap player can potentially pre-eat potion or food that allows them to go beyond their normal hp to tank 1 hit. For example (very basic) a lvl 50 thief zakum helm buyer can pre-eat from 2200 hp to 3300 to survive hits without HB. It is also not auto hp/mp -able so it will purely be high(er) skill cap gaming.
12 attack stackable is way too powerful in exchange for 12 defense. I suggest changing it to you taking 12% more damage instead (hurray more washing am I right?). This also makes DrK not want rage and use their own dragon blood.
Just having a class who's identity is all about sacrificing HP for more damage, in a game where survivability is entirely based off potion spamming and what your max HP is, is so counter intuitive...
Technically the concept for drk works better when you can actually dodge things but map wide attack spam and touch dmg isnt it XD
Hi GMs, First I want to thank everyone (GMs/Staff/Developers) who contributed to this update happening, no matter how big or small your participation was. I only play bowmaster so I shall only give my thoughts on the archer updates. The quiver wa buff is a great addition. I have not tested it out myself yet since I use soul arrow all the time but I am sure every archer right now would agree that this is a move in the right direction for archers that enjoy bossing. Arrow bomb: I do not quite understand why this was handled in this manner because you are nerfing the early-mid game archers. End game archers do not use arrow bomb. We only use hurricane. If the reasoning was that arrow bomb was stronger than inferno and arrow rain, its not because arrow bomb is op but rather inferno and arrow rain are bad dps wise. My opinion, which I thought the GMs would have agreed on as well, is that arrow rain and inferno deserves a buff instead of nerfing arrow bomb. Maybe other archers would feedback more on this with better, well thought out and reasoned explanations as I personally have not used arrow bomb since 2021. Futuristic Quiver: putting a placeholder here as I have not done any research on the materials required but will provide some feedback on this when I can.