


First, why do you want to nerf a dying class, Sharp Shooter? Their trap is op, but aside from it, what else can they do?
Most of their skills’ cooldown is twice or 3 times longer than Sniper. Their main strength comes from trap and several debuff skills. Other than that, SharpShooter is not much as a threat.
If you want to change their trap’s effect, please make it removable by using trans. Wind Walker’s trap is evitable if we use trans.
Now look at their counterpart, Sniper. You said Sorcerer Exposure is too OP because it reduces 8k Magical DEF and it’s a first job skill. Manticore Sting reduces 7.5k Physical DEF and has 30s CD. If we calculate the rate of reducing DMG per unit time. We have 8k/60 = 133.3 DEF/s for Exposure, 7.5k/30= 250.0 DMG/s for Manticore Sting 1. Moreover, thanks to its 30s cooldown, it’s a lot easier to use than exposure. You can easily switch target every 30s.
Sharp Shooter has Manticore Sting as well, but their 3rd job Manticore Sting is 15k Physical DEF with 30s cooldown. I repeat it is 3RD JOB skill.
You changed Exposure to 4k, so you should do the same to Manticore Sting 1, or maybe even more because its cooldown is 30s.
Many people also said Bleed is too OP. As far as I know, there are 3 classes that have Bleed- Crusader, Assasin, and Sniper.
Crusader: 2 Bleeds. Blood Congeal takes out 40% HP with 5s stun effect, Rupture does 32% with 4s immobilize and silence effect. Cooldown is 90s. Rate of HP per unit time is [(40+32)*2]/90= 1.6%/s. Other effect: Rupture: deal 30% DMG. Other effects: Blood Congeal: AOE affects 6 people in 8m radius while Rupture is single target only.
Sniper: 1 Bleed: 12% HP after 2s with stun effect, cooldown is 16s. Rate: 12/16= 0.75%/s. Other effect: AOE affects 4 people in 2m radius, deals 55% DMG and ignore 65% Physical DEF.
Assassin: 1 bleed. 20% HP after 4s with stun effect, cooldown is 100s. Rate: 0.2%/s. Other effect: AOE affects 6 people in 3m radius.
One of Crusader has pretty low hit chance. While in Sniper and Assassin case, they can hit almost every time.
Out of those 3, Sniper’s bleed is the best in term of letting you use it whenever you want, and chance to get removed by Ailment is low. Not saying that it hits ridiculously high with 55 % added DMG while ignoring 65%DEF. It is double ITD. Besides Bleed, Crusader is weak. Before they can get close to you. 2 seconds is too short to use ailment. That makes Sniper’s bleed inevitable.
And correct me if I’m wrong. None of gunners’ skills has actually visual effect except for the blast at their guns. Wizard’s skills have visual effects before they land on target, so do Sorcerer’s. That makes their skills evitable. Gunner’s skill? I don’t think so.
A few months ago, you decided to halve Debuffer’s Magic Debuff. So instead of -10k All DEF, it changed to 10k Physical and 5k Magical. Why is there no change for Sorcerer’s Tempest Shock and Wizard’s Chilling Shock which reduce 8k All DEF? Do they even deal Physical DMG?
You do know - magic def debuff can’t stack, don’t you? However, physical stack hella. I have around 40k physical def. Do you know how much I have when I’m debuffed in Battlefield? Less than 10k. That’s ridiculous. 10k DEF and 0 Phyical Def doesn’t have much difference.
Imagine you’re killing a boss, and physical classes complain they don’t have 100% boss DMG buff. Look, their Physical DEF debuff is everywhere. Sorcerer’s and Wizard’s skills, gunners’ skills. tanker, Soul Blader, Crusader, debuffer, etc. And you gave them 50% boss DMG.
Only one class that should have their -DEF debuff stackable is debuffer, so they can remain useful in PvE.
You’re concerned about us being too strong for current PvE content. Why don’t you change Wizard and Sorcerer’s All DEF Debuff to 8k Mag and 4k Phy or remove Physical DEF completely? That would not affect their solo ability in PvE or PvP. Only group gank would be negatively affected here if there is Physical class.
Making Physical stackable can’t solve the gcast issue. I once did Crystalisk Hard in 5 minutes with 3 sorcerers, and one of them can gcast all their skills. However, when debuffer joined us, we did it in 3 and a half minutes. Gcast is great in solo, but in group, it’s more or less nullified. Not to mention that, the more people we have, the laggier it is.
Someone said Prophet circle is op. Yes, it kinda is, but they must stay in its range. However, the problem is it can be used with Push Circle or Mana Circle. Now, it’s truly op.
Last but not least, everyone can self-heal now. Where is healer’s place? *Short, but meaningful*.
Sedy wrote:
Instead of trying to defend a skill that even you yourself label as "op", why not make suggestions on making the Sharp Shooter more viable? If you have ideas to better the class I'm all ears. Their sleep skill at the moment just doesn't work the way it was originally intended due to restrictions of trap/circle type skills so it will be changed.
Sedy wrote:
Sorcerer's Exposure was nerfed to directly nerf the Sorcerer because I felt they were way too strong when stacking both of their def reducing skills. Sniper needed buffing, not nerfing, reducing theirs would have served no purpose. However, I did say I would continue to look at the Sniper and there will be some changes made, but Manticore probably won't be one of them at this point.
Sedy wrote:
I actually think it was a huge mistake putting percentage based dots/bleeds into the game in the first place and it is something I would like to remedy, either by replacing them with fixed amounts or replacing the skills completely. I don't think it would hurt the Assassin and Sniper very much at all but the Crusader would be destroyed and would need to be looked at properly. A short term solution to the problem might be to make them last longer with smaller ticks of damage so that they are more easily removed before they do all their damage but that would be an issue if they have stuns or other stuff as part of the skill.
Sedy wrote:
I do agree that the amount of stackable debuffs granting defense reduction have become a bit out of control though when it comes to pvp and I might look at grouping some of them up so they can't be stacked. I doubt it would negatively affect pve too much since it's rare that you have a lot of melee in a dungeon party and I can always adjust world/raid bosses defenses to compensate.
Sedy wrote:
Not sure I understand your point here. What has physical debuffs got to do with gcast? Explain a bit please.
Sedy wrote:
Are you referring to HP Absorb? It's a problem in pve these days for sure. With such high damage output, the percentage based HP return has grown along with it. I have been considering reducing the amount of HP Absorb on all existing items in the game. Not really an issue in pvp though since damage output is a fraction of what you can do in pve.
As of now, its cooldown is 1 minute. Wind Walker's trap last 5s, and it works as good as Sleep trap. I think sleep should be like Wind Walker's trap. I don't know why people let Wind Walker's trap slip through and go complain about SharpShooter.
My point is it is first class skill. It should never be that high. I pointed out SharpShooter has Manticore Sting 3, a 3rd job skill, which reduces 15k DEF. It's reasonable having that high for 3rd class. But 1st class, 7.5k every 30s, isn't it way too high compared to Exposure?
Gcast allows casters to burst out huge DMG in short period of time. Nonetheless, Physical debuff is stackable, as for now, their DMG is just as good as a caster. And caster burst DMG is mainly on boss while physical DMG is consistent throughout no matter what they're fighting against. If boss's Physical DEF is reduced, it could compensate their unable to gcast disadvantage. Perhaps, you could also raise Magical DEF.
To my knowledge, gcast helps in DPS-ing, but if you can't gcast, you can still be a good dpser. The difference is in PvP. That example is to prove debuffing plays a bigger role, not what dpsers you have in party.
Caster is favored because they're less likely to get killed. Gunners have joined the cool kid crew thanks to recent change (some need to be re-considered). I'd rather have Boss's DMG and DEF reduce to melee can survive better than give them bunch of stackable debuff which helps them in PvE as well as PvP.
I mean almost everyone has self healing skill. All mail user have it, tankers have it, Wizard and Sorcerer have it, Vanquisher has it too, I guess. and Crusader with their bleed and stack with HP abs from weapon and skill. Soul Blader and Myrm might not be included here, but their HP abs is quite high. It turns Battlefield in to a "who runs faster" battle. They run away, heal, go back with full HP. Before, battlefield was better. I can't totally disagree with you on giving gunner self heal, but doing that so they can survive in battlefield or PvP in general isn't a solution. It's more like an improvisation.
But overall, I just want to point out healer is not that useful now even though you changed Roszack and fixed DMG absorb cap. My healer can barely find a place in PvE party.
Mat wrote:
Simple calculation: tanker debuff: 10k, sniper: 10k, wizard/sorcerer: 8k, Manticore 3: 15k. 10 + 10 + 8 + 15 = 43k
LJ wrote:
Mat wrote:
Simple calculation: tanker debuff: 10k, sniper: 10k, wizard/sorcerer: 8k, Manticore 3: 15k. 10 + 10 + 8 + 15 = 43k
You forgot debuffer o.o add 10k to it. It's 53k in total.
Sedy wrote:
I would guess that it's because WW trap is only 5s and there are plenty of ways to remove/avoid the stun, whereas SS trap is a 10s unavoidable sleep meaning you can be hammered by the SS for a whole 10s and do nothing about it.
Sedy wrote:
It is high yes. Anyway, I will be looking at stacking physical def debuffs.
Sedy wrote:
the real reason for reducing Exposure was to weaken Sorcs.
Sedy wrote:
Casters already have the major advantage of being less likely to die since they can just stand back and cast their skills in most cases. Melee need to get up close and risk the likelihood that they will take massive damage, die, lose all their buffs, take up the healers time rezzing them and rebuffing etc. etc. and so the risk vs reward is very different.
Sedy wrote:
If anything, they should be on par, if not better at dealing damage than casters.
Sedy wrote:
I'm not even going to get into the gcasting thing.
Perubi wrote:
FREAKING STRONG in pvp with their annoying trap skill. That skill can kill an entire pt if you're not carefull with it, and look, while Sniper can only take down one by one at a time.
Perubi wrote:
Just think that when u in bf, no healer in ur pt and ur losing hp. Beside using pots, you need a healing skill to heal urself if u want to survive.
Perubi wrote:
Or when ur doing dungeons or killing bosses, in case ur losing hp, ur pots are on cd and healer is busy healing tank, you need a healing skill to save yourself.
Perubi wrote:
You want to remove a tank self's heal? Are u fucking wanna a whole pt to die when doing world bosses or dungeons??????
Perubi wrote:
Sniper's bleed skill, -12% hp after 2s. What's wrong with it?
Perubi wrote:
Sniper's bleed skill, -12% hp after 2s. What's wrong with it? Sniper CAN'T kill an entire pt with that skill like SS do with their trap skill.
Perubi wrote:
Sorc have been nerfed enough, stop complaining about nerfing them. They're good enough now, don't just say this and that about them. Leave sorc alone ◟( ‾᷅⚰‾᷄ )◞
Perubi wrote:
You're saying that we're having 0 def on bf? Rethink about it, you're wrong. And you said that there're many debuff on bf? Pfft, you're lame. It's a normal thing, each class has their own debuff. When you're having many debuffs on you is because you got gang bang. And wht? IT's NORMAL in bf, that's teamwork. You need to help ur teammate to take down your enemy, so...why not try and debuff them to help your strong teammate to easily kill them? You're talking like you're only work alone without any teamwork, LAME!!!
Perubi wrote:
You're saying prophet's circles are op? Don't be a noob!! Push them out of their circles. They may have an anti push circle, but that one has a long cd, after it disappear, just push the prophet out off their circles (if you have push skill) and gang bang them with your teammates. Plus, if you somehow fix the prophet's circles, it'll be a pain for you to do dungeons and world bosses.
Perubi wrote:
This is what I've seen and experienced when playing in this sv for a long time. Looking at you're complain, it just pissed me off and it just made me think that you're a newbie and know nothing about classes/jobs in this Nosrub Iris Online. My suggestion for you is to play and learn more before complaining about something.
Longkute wrote:
1st - SS has a sleep that u cant use debuffs potion ... it's op one.
Longkute wrote:
2nd- SS is AOE class... and u should to learn how to use the skill of this class.
Longkute wrote:
3rd- if u can combo SS's SKill , u can kill tank with 130k hp.
Longkute wrote:
p/s: if u dont donate , u cant complain or balance like ur thinking.
AsianRider wrote:
DO NOT RUINED CRUSADERS~ JUST CUS THEY HAVE BLEEDS THAT IS OP, those 2 skills are the only 2 skills that can actually help kill in PVP ok. DO U SEE CRUSADERS WITH IMMUNE STUN SKILL ON THERE SKILL TREE!?!?!?! OR OR OR OR DAMAGE ABSORBTION SKILL LIKE OTHER CLASSES OR OR OR OR..... A DAMN PROTECTION SHIELD WHICH BLOCKS +9999999999999999999 damage lol NO, I DONT THINK SO. DO NOT RUIN CRUSADERS, I LOVE CRUSADERS OKAY. A CLASS WHICH I FOUND THAT SUITS ME IN BATTLE FIELDS OR GOING PK MAPS.
DO NOT RUIN CRUSADERS, I REPEAT DO NOT RUIN CRUSADERS!~~
THANK YOU for reading
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