You don't appear to be logged in. Sign Up for a game account. It's free and only takes a few moments! Sign Up
Fistand Fistand
posted on Tuesday, March 20 2012, 07:29 PM in Game Suggestions
DISCLAIMER: I'm Russian, but I CAN speak decent English. Please pardon me for any spelling mistakes you find.

I saw that this topic has been brought up quite a few times, but usually they were just asking to buff Knights/Guardians somehow. After some thinking, I came up with solid numbers and suggestions. These are still suggestions, though, so constructive criticism is welcomed, since I'm quite new to this server. (Not to Iris overall.) I already see, though, that these classes are vastly underrated and rarely played because of their low damage outcome and (mostly) uselessness in PvP. (Kudos to those who plays one nonetheless!)
I'm playing a Knight, so I'll be primarily focusing on this class.

So, here is my suggestion.
I don't really see a Knight/Guardian as a top damage dealer, so I offer to focus on his supporting capabilities, like soaking damage and debuffing their enemies, exposing them to their teammates; not only in PvE, but also in PvP. They already have some support capabilities, but they need to be adjusted in relation to this particular server, because otherwise they're vastly underpowered.
Now, let's get specific.

First and foremost, their tanking capabilities.
1) Provoke/Circumventing Provoke/Aggravating Strike. These are essential for any PvE tank, however, I offer an unusual option to make them useful in PvP.
[strike]I DO NOT know IF this is possible to do, but:
Make those skills, when cast upon an enemy player, lock their target on the caster.
Meaning, if you cast this on a player, his aim locks down on the caster, and the target is UNABLE to switch targets on will until the debuff expires or the caster dies. This would essentially make them "PvP tanks" and vastly buff their role in team play.[/strike]
Provoke, Aggravating Strike, Circumventing Provoke have a separate debuff which silences the target for accordingly 1/2/3/4s, 1/2s, 2/3s.
2) Threat Ascension/Challenging Roar.
The problem with this skill is that it's impossible to tell HOW MUCH aggro it generates. But if it's not adjusted to this server, I'd suggest a roughly 5x increase in threat generation.
3) Swayed Attention.
+10~18% threat generation? Seriously? Make it around 60~100% increase, at the least.
4) Shield Bash/Rotating Shield Bash/Shield Throw.
3x should be 5x.
Also, Rotating Shield Bash should hit 1\2\3\4\5 targets around the caster, depending on level. It's "Rotating", no?

Next part is buffs.
1) Safeguard.
Make it raise P.Def by 350\700\1000\1500\2000\2500 depending on level.
Safeguard 2: +2/4/5% Phys. Damage Absorption.
2) Fortitude/Increased Endurance.
Fortitude: +500\000\1500 HP.
Increased Vitality: +30\60\90\120\150\180 Stamina (1 Stamina = 7 HP.), +2/3/5/7/8/10% Magic Damage Absorption.
3) Protective Posture.
[strike]Same as Safeguard, +300\600\1000\1400\1700\2000 P.Def.[/strike]
+1/2/3/4/5/6% All Damage Absorption. (A good reason to stay close to the defender.)
4) Final Protection.
[strike]+1500/3000/4500/6000/7500/9000 Def. (It's Final Protection after all, so it should be powerful.)[/strike]
+5000/10000/15000/20000/25000/30000 All Defense Power, -90% Heal Amount Received for 30 sec. (It should be REALLY powerful, but I decided to also add a fitting debuff.)
5) Devine\Solidified Protection. (Guardian-specific.)
Devine Protection: +10\20% Aggro, 1000\1500 HP.
Solidified Protection: +1000\1250\1500 HP, [strike]+20/30/40 HP Recovery[/strike] +2/4/5% Magic Damage Absorption.
6) Inspired Defense. (Knight-specific.)
+1000/2000/3000 All Defense Power, +1/2/3% All Damage Absorption.
7) Shielded Support/Increased Vitality.
Shielded Support: +1000\1500\2000 P.Def, +30\60\100 P.Prot., +2/4/5% Phys. Damage Absorption.
Increased Vitality: +300/600/1000 HP, +30\60\100 M.Prot., +2/4/5% Magic Damage Absorption.
8) Shield Expert.
+300\650\1000 P.Def (I)
+400\800\1300 P.Def (II)
9) Shield Training.
+500/1000/1500 All Defense Power.
10) Protective Armor/Barrier.
Protective Armor: +20\30% Physical Damage Reflection for 10 sec.
Barrier: +20/30% Magic Damage Reflection for 10 sec.

11) Inspired Heavy Armor.
+30\60\100 P.Hit (I)
+40\75\125 P.Hit (II)
12) Strengthened Heavy Armor.
+100\250\400 HP (I)
+150\300\500 HP (II)
13) Stats-enhacing passive abilities.
+20\40\60 of the respective stat.

Now we're moving onto debuffing and damage dealing capabilities.
1) Deviated Crash.
Slight buff to the critrate: +300\400 Crit Rate.
2) Armor Destruction/Shield Bash.
Armor Destruction: -800\1700\2250\3500\4250\5000 P. Def for 10 sec.
Shield Bash: -50\100\150\200\250\300 P. Eva for 10 sec. Briefly (0.1s) stuns the target, interrupting any casting/movement done at the moment.
3) Shield Throw.
Cooldown reduced to 5 seconds so it's easier to reach their targets.
4) Mighty Blow/Blood Echo.
Raise the chance to proc to 40% from ~20% as it is now. Reduce the duration to 15 sec.
Blood Echo: +20% Life Absorption.
5) Torrent Slash/Wind Cleave.
Torrent Slash: -100\150\200\250\300\350\400 P.Eva for 10 sec.
Wind Cleave: -5/7/10/12/13/15% Atk. Speed for 10 sec.
6) Incisive Blow.
[strike]-15\45\90\135\180 All Crit. Rate for 10 sec.[/strike]
-10/20/30/40/50% Heal Amount Received for 5 sec. Cooldown increased to 12 sec.
7) Shield Slam/Skilled Destruction.
Cooldown reduced to 16 seconds, Shield Slam' stun duration increased to 3 sec. to match Skilled Destruction.
8) Charge.
Decrease the cooldown to 25 sec. Increase the immobilization by 1 more second.
9) Colossal Slash/Onslaught.
Instead of reducing Atk, make it Immobilize the target for 1\1.5\2\2.5\3 sec. Increase the cooldown to 8 sec.
"Why? It's OP with such a low cooldown!", you might say. True, but don't forget that the main role of the Knight/Guardian is totank. By having a slowdown and an immobilize skill, the Knight/Guardian effectively turns into a PvP tank which can actually force enemies to fight him just because they can't reach anyone else.
10) Void Strike/Savage Wounds.
Void Strike: +1000 P.Crit on this strike, -50% P.Eva and M.Eva for 5s. Increase the CD to 15s.
Savage Wounds: -500 HP/s, -50% Movement Speed for 5s. Increase the CD to 15s.
Cooldown increased because of the Colossal Slash/Onslaught's easy immobilization. If it is not added, leave the cooldown as it is.
11) Force Control/Falcon Slash.
Force Control's dispel efficiency raised to 10. Cooldown increased to 12 sec.
Force Control knocks the target back and briefly (2s) cuts it's movement speed by 70%.
Falcon Slash: -15\20% All Attack Power for 10 sec. Cooldown increased to 12 sec.
Both skills are also frontal AOE (up to 3 targets).
12) Encumbrance.
-30\40% All Attack Power for 30 sec. (Too long? That's what healers are for.)


That's it.
Of course, I do not force anyone to implement it, nor do I suggest that all of these changes should be included in a later update. This thread is to merely give admins something to start off with balancing the classes. Feel free to implement these selectively, or not at all.
Constructive criticism is greatly appreciated.
Thanks for listening.

EDIT: After more thinking, I decided to split Knights/Guardians even more. Knights are generally Physical tanks, while Guardians are more Magic-oriented.
Responses (20)
  • Accepted Answer

    Obsidean Obsidean
    replied on Tuesday, March 20 2012, 09:29 PM #Permalink
    i think the same about magicians/warlocks: they are not 1st damage dealers, but have a lot of debuffs (atk spd, mov spd, stun, push)
    forget the thing about target lock lol
    Reply voted down Show
  • Accepted Answer

    Allen Allen
    replied on Wednesday, March 21 2012, 02:15 AM #Permalink
    It's the equipments available in the game for other heavy users (or even cloth/mail users) that made Knights/Guardians less effective as tankers, both in PVP or PVE. The fact that other classes can pump their HP/dmg absorb/defense easily while relying on pots/insane heals from healers takes away the need for tank-designed classes in the game. So yeah, I am certainly in agreement with your suggestions, I find them very reasonable and would really help knights/guardians.

    I am not sure about your idea about "provoke" though. I highly doubt that it would be even possible and if it is, the very low viewing range in Iris can allow people to simply run away and remove their "target lock" on you, unless of course you are talking about losing control of their characters e.g. normal attack u the entire duration of said skill, which is imbalanced.
    Reply voted down Show
  • Accepted Answer

    Fistand Fistand
    replied on Wednesday, March 21 2012, 03:09 AM #Permalink
    I am not sure about your idea about "provoke" though. I highly doubt that it would be even possible and if it is, the very low viewing range in Iris can allow people to simply run away and remove their "target lock" on you, unless of course you are talking about losing control of their characters e.g. normal attack u the entire duration of said skill, which is imbalanced.


    Like I said, I do not know if this is possible to do, so if it's not, ignore this suggestion.
    No, I'm talking about locking the target on caster, not disabling the target. But actually, that gave me something to think about...Like, maybe they could add a 1\2\3\4s debuff that disables the target's skills to Provoke, 1\2s to Aggravating Strike, 2\3s for Circumventing Provoke (for the sake of it being AOE). Sounds reasonable, counting that Provoke's cooldown is 30s, Aggravating Strike's is 15s, Circumventing Provoke is 1m.

    EDIT: New suggestions will be added to OP over time. Check it from time to time.
    Reply voted down Show
  • Accepted Answer

    Fistand Fistand
    replied on Thursday, March 22 2012, 04:39 AM #Permalink
    It seems this suggestion has gone largely unnoticed.
    Please comment, I need to know what you think about this!
    Reply voted down Show
  • Accepted Answer

    asd asd
    replied on Saturday, March 24 2012, 02:59 AM #Permalink
    would be great, current knight and guardian skills are useless for pvp, but the admins can't do much since this is a private server
    Reply voted down Show
  • Accepted Answer

    Fistand Fistand
    replied on Saturday, March 24 2012, 03:29 AM #Permalink
    would be great, current knight and guardian skills are useless for pvp, but the admins can't do much since this is a private server


    Recent tweaks to Hunter have shown that they can change the numbers, at the least.
    I don't know about changing the mechanics of the skill (i.e. Force Control), but I don't think it's complicated to just swap the debuffs.
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Saturday, March 24 2012, 03:52 AM #Permalink
    Sorry we have had a lot on the last days so haven't had a chance to read the forum much. Thanks for this post, I will certainly read it properly (when less tired) and comment.

    We can change the skills and will if it's needed. We tried to stay away from *changing* the mechanics of the skills in the past since it usually just introduces a domino effect and you end up having to change everything and then everyone else, but changing amounts and small mechanic changes is fine.

    The provoke idea is nice but not possible without rewriting some of the actual client code which is beyond my skills right now.

    Anyway I'll read it properly after some sleep :)
    Reply voted down Show
  • Accepted Answer

    Fistand Fistand
    replied on Saturday, March 24 2012, 12:39 PM #Permalink
    Sorry we have had a lot on the last days so haven't had a chance to read the forum much. Thanks for this post, I will certainly read it properly (when less tired) and comment.

    We can change the skills and will if it's needed. We tried to stay away from *changing* the mechanics of the skills in the past since it usually just introduces a domino effect and you end up having to change everything and then everyone else, but changing amounts and small mechanic changes is fine.


    The "domino effect" is not applicable to this case, as even in the "vanilla" Iris Knights/Guardians were seriously underpowered both in PvP and PvE (not so much in PvE, though - at least they had a clear role there), so they need something to buff them and better suit their role in groups, which is mainly support-based.

    Reasoning behind the changes is:
    1) Aggro. This part can be left essentially unchanged, but the numbers must be raised, since all classes dish out far heavier damage than it was in retail, which the skills are currently adjusted for.
    2) Buffs. Buffs are clearly in need of a buff (no pun intended), because, again, they are adjusted to retail Iris, which is completely different from this version in means of attack/defense relations. Because all classes currently can both deal immense DPS AND raise their defense, and mostly not defense, but absorption, to the point of nigh-invincibility as well. As Knights/Guardians are 'tanks', they must [s]have the highest defense/absorption in the game.[/s] be able to soak larger amounts of damage (through any means) than any other class, or else, they're not even needed anymore.
    This requires either some serious reviews of all gears, or a revamp of Knights/Guardians' buff skills. I chose the second.
    3) Attack. Of course, their damage output is very low, but they're (as I think by looking at the skills) designed to debuff enemies, not directly harm them. That worked fairly good in retail, but it is unacceptable the way it is here at NoScrubs.
    Examples? Armor Destruction, Knight's main debuffing skill. Maxed out, this skill reduces the target reduces P.Def by -1387. Need I say how insignificant such debuff is? 1400 P.Def is NOTHING in end-game.
    So how are they supposed to PvP (which is probably the largest accent on NoScrubs)? In order to be viable PvP-[team]players, they either need their damage seriously raised, or have their debuffs strengthened and adjusted to NoScrubs' realities. I chose the second, because it is actually intended by original game developers.
    Moreover, I'll run ahead and say that EVERY class need this kind of adjustments in [de]buffs. They are a very important aspect of combat.
    I also offered to change some skills' mechanics, but this is purely my opinion of how to improve Knights/Guardians' usefulness in both PvP (mainly) and PvE. It is subject to change. (Also, it is a way to differentiate Knights' and Guardians' styles of combat. There's no good if these two classes will be exactly the same, right?)
    Face it - unless the Knight/Guardian has very good gear, he is utterly useless in almost any aspect of PvP. It must be fixed. I hope I provided enough reasons.
    Thanks for reading.

    P.S. I wrote some new points in this post that I did not realize earlier, and this is why I'll be rewriting the whole first post shortly. Be sure to read it all again.

    P.P.S. I've rewritten the skills in the guide.The main point is I want to both:
    1) separate Knight and Guardian more in terms of tanking (Knight = physical, Guard = magical)
    2) focus on damage absorption, as defense isn't of help again ignore defense attacks.
    HOWEVER, this is most likely overpowered.
    Please comment!
    Reply voted down Show
  • Accepted Answer

    Alexandria Alexandria
    replied on Sunday, March 25 2012, 08:10 AM #Permalink
    2) focus on damage absorption, as defense isn't of help again ignore defense attacks.
    HOWEVER, this is most likely overpowered.
    Please comment![/b][/i]


    Actually damage absorb does equate to damage dealt meaning be it ignore defence skills or normal skilled attacks it 'absorbs' damage.

    Hope that clears up one of your question
    Reply voted down Show
  • Accepted Answer

    Fistand Fistand
    replied on Sunday, March 25 2012, 12:35 PM #Permalink
    Actually damage absorb does equate to damage dealt meaning be it ignore defence skills or normal skilled attacks it 'absorbs' damage.

    Hope that clears up one of your question


    Actually, I meant exactly this - defense (numeric amount) can be negated to some amount by Ignore Defense damage, while damage absorption (percentage) cannot be penetrated in any way. Did you mean this? I'm not sure if I understood you.
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Sunday, March 25 2012, 05:48 PM #Permalink


    First and foremost, their tanking capabilities.
    1) Provoke/Circumventing Provoke/Aggravating Strike. These are essential for any PvE tank, however, I offer an unusual option to make them useful in PvP.
    [strike]I DO NOT know IF this is possible to do, but:
    Make those skills, when cast upon an enemy player, lock their target on the caster.
    Meaning, if you cast this on a player, his aim locks down on the caster, and the target is UNABLE to switch targets on will until the debuff expires or the caster dies. This would essentially make them "PvP tanks" and vastly buff their role in team play.[/strike]
    Provoke, Aggravating Strike, Circumventing Provoke have a separate debuff which silences the target for accordingly 1/2/3/4s, 1/2s, 2/3s.

    2) Threat Ascension/Challenging Roar.
    The problem with this skill is that it's impossible to tell HOW MUCH aggro it generates. But if it's not adjusted to this server, I'd suggest a roughly 5x increase in threat generation.

    Threat Ascension 2 gives aggro to the equivalent of 18570 damage at max rank (2) and was already increased before.

    3) Swayed Attention.
    +10~18% threat generation? Seriously? Make it around 60~100% increase, at the least.

    Swayed Attention 2 increased to 50% at Rank 1 and 80% Rank 2.

    4) Shield Bash/Rotating Shield Bash/Shield Throw.
    3x should be 5x.
    Also, Rotating Shield Bash should hit 1\2\3\4\5 targets around the caster, depending on level. It's "Rotating", no?

    Rotating Shield Bash was changed in the last update to affect 5 targets.

    Next part is buffs.
    1) Safeguard.
    Make it raise P.Def by 350\700\1000\1500\2000\2500 depending on level.
    Safeguard 2: +2/4/5% Phys. Damage Absorption.

    2) Fortitude/Increased Endurance.
    Fortitude: +500\000\1500 HP.
    Increased Vitality: +30\60\90\120\150\180 Stamina (1 Stamina = 7 HP.), +2/3/5/7/8/10% Magic Damage Absorption.

    3) Protective Posture.
    [strike]Same as Safeguard, +300\600\1000\1400\1700\2000 P.Def.[/strike]
    +1/2/3/4/5/6% All Damage Absorption. (A good reason to stay close to the defender.)

    4) Final Protection.
    [strike]+1500/3000/4500/6000/7500/9000 Def. (It's Final Protection after all, so it should be powerful.)[/strike]
    +5000/10000/15000/20000/25000/30000 All Defense Power, -90% Heal Amount Received for 30 sec. (It should be REALLY powerful, but I decided to also add a fitting debuff.)

    5) Devine\Solidified Protection. (Guardian-specific.)
    Devine Protection: +10\20% Aggro, 1000\1500 HP.
    Solidified Protection: +1000\1250\1500 HP, [strike]+20/30/40 HP Recovery[/strike] +2/4/5% Magic Damage Absorption.

    6) Inspired Defense. (Knight-specific.)
    +1000/2000/3000 All Defense Power, +1/2/3% All Damage Absorption.

    7) Shielded Support/Increased Vitality.
    Shielded Support: +1000\1500\2000 P.Def, +30\60\100 P.Prot., +2/4/5% Phys. Damage Absorption.
    Increased Vitality: +300/600/1000 HP, +30\60\100 M.Prot., +2/4/5% Magic Damage Absorption.

    8) Shield Expert.
    +300\650\1000 P.Def (I)
    +400\800\1300 P.Def (II)

    Changed

    9) Shield Training.
    +500/1000/1500 All Defense Power.

    Changed

    10) Protective Armor/Barrier.
    Protective Armor: +20\30% Physical Damage Reflection for 10 sec.
    Barrier: +20/30% Magic Damage Reflection for 10 sec.


    11) Inspired Heavy Armor.
    +30\60\100 P.Hit (I)
    +40\75\125 P.Hit (II)

    12) Strengthened Heavy Armor.
    +100\250\400 HP (I)
    +150\300\500 HP (II)

    13) Stats-enhacing passive abilities.
    +20\40\60 of the respective stat.

    Now we're moving onto debuffing and damage dealing capabilities.
    1) Deviated Crash.
    Slight buff to the critrate: +300\400 Crit Rate.

    2) Armor Destruction/Shield Bash.
    Armor Destruction: -800\1700\2250\3500\4250\5000 P. Def for 10 sec.
    Shield Bash: -50\100\150\200\250\300 P. Eva for 10 sec. Briefly (0.1s) stuns the target, interrupting any casting/movement done at the moment.

    3) Shield Throw.
    Cooldown reduced to 5 seconds so it's easier to reach their targets.

    Changed

    4) Mighty Blow/Blood Echo.
    Raise the chance to proc to 40% from ~20% as it is now. Reduce the duration to 15 sec.
    Blood Echo: +20% Life Absorption.

    5) Torrent Slash/Wind Cleave.
    Torrent Slash: -100\150\200\250\300\350\400 P.Eva for 10 sec.
    Wind Cleave: -5/7/10/12/13/15% Atk. Speed for 10 sec.

    6) Incisive Blow.
    [strike]-15\45\90\135\180 All Crit. Rate for 10 sec.[/strike]
    -10/20/30/40/50% Heal Amount Received for 5 sec. Cooldown increased to 12 sec.

    7) Shield Slam/Skilled Destruction.
    Cooldown reduced to 16 seconds, Shield Slam' stun duration increased to 3 sec. to match Skilled Destruction.

    8) Charge.
    Decrease the cooldown to 25 sec. Increase the immobilization by 1 more second.

    9) Colossal Slash/Onslaught.
    Instead of reducing Atk, make it Immobilize the target for 1\1.5\2\2.5\3 sec. Increase the cooldown to 8 sec.
    "Why? It's OP with such a low cooldown!", you might say. True, but don't forget that the main role of the Knight/Guardian is totank. By having a slowdown and an immobilize skill, the Knight/Guardian effectively turns into a PvP tank which can actually force enemies to fight him just because they can't reach anyone else.

    10) Void Strike/Savage Wounds.
    Void Strike: +1000 P.Crit on this strike, -50% P.Eva and M.Eva for 5s. Increase the CD to 15s.
    Savage Wounds: -500 HP/s, -50% Movement Speed for 5s. Increase the CD to 15s.
    Cooldown increased because of the Colossal Slash/Onslaught's easy immobilization. If it is not added, leave the cooldown as it is.

    11) Force Control/Falcon Slash.
    Force Control's dispel efficiency raised to 10. Cooldown increased to 12 sec.
    Force Control knocks the target back and briefly (2s) cuts it's movement speed by 70%.
    Falcon Slash: -15\20% All Attack Power for 10 sec. Cooldown increased to 12 sec.
    Both skills are also frontal AOE (up to 3 targets).

    12) Encumbrance.
    -30\40% All Attack Power for 30 sec. (Too long? That's what healers are for.)


    That's it.
    Of course, I do not force anyone to implement it, nor do I suggest that all of these changes should be included in a later update. This thread is to merely give admins something to start off with balancing the classes. Feel free to implement these selectively, or not at all.
    Constructive criticism is greatly appreciated.
    Thanks for listening.

    EDIT: After more thinking, I decided to split Knights/Guardians even more. Knights are generally Physical tanks, while Guardians are more Magic-oriented.


    I made some of these changes, just the minor ones for now since I need to test the others properly first and that takes time which I don't have at the moment. I need to make sure any changes only affect the Knight and Guardian since some skills are shared with the other heavy classes, Glad, Zerk etc.
    Reply voted down Show
  • Accepted Answer

    Fistand Fistand
    replied on Monday, March 26 2012, 02:33 PM #Permalink
    I made some of these changes, just the minor ones for now since I need to test the others properly first and that takes time which I don't have at the moment. I need to make sure any changes only affect the Knight and Guardian since some skills are shared with the other heavy classes, Glad, Zerk etc.


    I tested the changes you've made, and I didn't notice any difference. Shield Throw CD's still 9sec, Swayed Attention 2's still +18%...Do I have to apply some sort of an update to see the changes?
    Also, thank you for taking your time to read this thread.
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Monday, March 26 2012, 03:15 PM #Permalink
    They will be patched in hopefully later today.
    Reply voted down Show
  • Accepted Answer

    shouc86 shouc86
    replied on Monday, March 26 2012, 04:23 PM #Permalink
    can you update the mail set pants. on lady galadriel too +5% agility ? thanks
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Monday, March 26 2012, 04:39 PM #Permalink
    can you update the mail set pants. on lady galadriel too +5% agility ? thanks


    Already fixed this and please don't hijack threads with irrelevant posts, search or make a new thread.
    Reply voted down Show
  • Accepted Answer

    shouc86 shouc86
    replied on Monday, March 26 2012, 06:00 PM #Permalink
    kk sorry
    Reply voted down Show
  • Accepted Answer

    asd asd
    replied on Monday, March 26 2012, 08:10 PM #Permalink
    now i'm totally making a knight
    good changes, but i would sugest to do more changes and test these things before launching a patch

    fistand sugestions are great in my opinion
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Monday, March 26 2012, 08:29 PM #Permalink
    now i'm totally making a knight
    good changes, but i would sugest to do more changes and test these things before launching a patch

    fistand sugestions are great in my opinion


    Thanks Captain Obvious, but didn't I already say this?

    I made some of these changes, just the minor ones for now since I need to test the others properly first and that takes time which I don't have at the moment. I need to make sure any changes only affect the Knight and Guardian since some skills are shared with the other heavy classes, Glad, Zerk etc.


    Lol :P
    Reply voted down Show
  • Accepted Answer

    asd asd
    replied on Monday, March 26 2012, 09:11 PM #Permalink
    you said that u will launch the patch today, and u said before that u just did 3 out of 20-30 potential fixes
    so, you have already tested all the possible mistakes, unbalance errors and all others possible buffs in the list?
    impressive :D
    Reply voted down Show
  • Accepted Answer

    Fistand Fistand
    replied on Tuesday, March 27 2012, 02:48 AM #Permalink
    Thank you all for supporting this thread, and specifically Sedy for considering my suggestion!
    I also want to add:
    Sedy mentioned that he won't yet be doing any significant revamps, or else he's going to balance every class in the game. I just point out that I'll happily help with balancing the classes (like I did here), the only difference being that I'll need an experienced player of that class to consult me about it's overall efficiency and particular skills. I don't like to go blindfolded.
    So, I think, this isn't my last thread here. :)
    Reply voted down Show
Your Reply

Latest Discussions

Latest Important Stuff

4 years ago 0 5373
5 years ago 0 3038

Latest Events

Latest Updates

Latest Replies

Sedy wrote: If you just want it for reforging then several other greatswords have the same model.
6 hours ago
I understand the frustration when there are so many quests available but I'm cautious to increase th
17 hours ago
If you just want it for reforging then several other greatswords have the same model. Bastard Sword,
17 hours ago
Answer is - nowhere. Supposed to be from Sraclone, but lowbie version was obliterated.
23 hours ago