Dixie / MrFisty

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  1. Like
    Dixie / MrFisty reacted to Dannyboi in Dekaron Rising Balance Part 5   
    Warriors!
    Balance Part 5 is here!
    Introduction

    Most of these changes are minor PvE/PvP balance adjustments for all classes and bug fixes for some classes, but we also made a bold move and decided to completely rework the Vicious Summoner and Concerra Summoner classes! I advise you to try them out in game!
    Right now VS and CS are relying on their chakras for survival. This is wrong. Chakras should be something you put down as support. They shouldn't be your lifeline. As a result we have nerfed the chakras heavily, but also heavily boosted all of CS and VS skills so they can now run around freely (they will still need chaks for max damage) but you aren't instantly doomed if you are caught outside chakra range. CS and VS should still be at the same place balance wise as they were before, but with more freedom so you can actually enjoy the classes now like in the old days!
    But this will of course also mean that you need to change your playstyle on CS and VS. A few older skills have also been reworked to give CS and VS more combo variations!
    Each class will have a small note attached to them so you can see what our goal with the changes were.
    We know that these are a lot of changes so we will do our best to make adjustments and release balance part 6 as fast as possible if anything is too strong or too weak.
    The balance team and I hope you enjoy these balance changes and please share your feedback in the comments!
    It will help us a lot!
    Thank you to the balance team for helping us test and give feedback!
    Thank you Dave and welcome back!
     
    Additionally to make it easier for you guys since you don't know how skill damage and PC damage works we decided to write the changes as following:
     
    Damage has been Highly increased/decreased = you will notice a big difference in game
    Damage has been Moderately increased/decreased = you will notice a difference in game
    Damage has been Slightly increased/decreased = you will notice a small difference in game
    Damage has been Very slightly increased/decreased = you will barely notice any difference in game
    ↑  = Boost
    ↓ = Nerf
    ♥ = Bug fix
    ______________________________________________________________________________________________________
     
     
    Azure Knight
    Note: The idea is mainly to adjust the lower level skills of Azure Knight so that players aren’t forced to go Tribuild to compete on AK. Minor PvE adjustments aswell.
     

    Asuwin:
    ↓ Very slightly decreased damage
     

    Grandis:
    ↓ Very slightly decreased damage
     

    Magnum:
    ↓ Very slightly decreased damage
     

    Solar Evil:
    ↑ Highly increased damage


    Sonic Massacre:
    ↑ Highly increased damage


    Geno side:
    ↑ Highly increased damage
     

    Fury of Rondow:
    ↑ Highly increased damage
    ↑ Increased the chance of the 2nd hit to stun the target 1 sec from 19 to 60%
     

    Igen Dash:
    ↑ Highly increased damage
    ↑ Increased the stun duration of the 2nd last hit from 1.5 sec to 2.25 sec
     

    Spout Anger:
    ↑ Very slightly increased damage
     

    Air Smashing:
    ↑ Highly increased damage
     

    Faedol Launch:
    ↑ Highly increased damage
    ↑ Increased Max HP debuff from 2554 to 3554
    ↑ Increased the chance of applying the debuff from 83 to 90%
     

    Bounce Defender:
    ↑ Slightly increased damage
    ↓ Decreased monster damage tolerance from 60% to 40%
    ↑ Increased the range of the buff
     
    --------------------------------------------------------------------------------------

     
    Segita Hunter
    Note: Balance adjustments
     

    Recicyon:
    ↑ Increased debuff duration from 5 to 8 seconds
     
    --------------------------------------------------------------------------------------


    Incar magician
    Note: Balance adjustments
     

    Elemental Master:
    ↑ Highly increased damage
    ↓ Increased cooldown from 17 to 30 seconds


    Infernal Pillar:
    ↑ Slightly increased damage


    Flame Gusher:
    ↑ Slightly increased damage
     

    Vertex Halt:
    ↑ Slightly increased damage
     

    Ghost of Time:
    ♥ Fixed a bug where targets could dash when under the effects of the debuff
     
    --------------------------------------------------------------------------------------
     
     
    Segnale
    Note: Balance adjustments
     

    Blood Hit:
    ↓ Moderately decreased damage


    Excranose:
    ↓ Moderately decreased damage


    Murcia:
    ↓ Moderately decreased damage
     

    Rise Fierce:
    ↑ Very slightly increased damage
     
    --------------------------------------------------------------------------------------

     
    Bagi Warrior
    Note: Minor PvE adjustments.
     

    Tornado:
    ↑ Slightly increased damage


    Outrage:
    ↑ Slightly increased damage


    Tempest Wing:
    ↑ Moderately increased damage
     

    Lallupalooza:
    ↑ Slightly increased damage
     
    --------------------------------------------------------------------------------------



    Aloken
    Note: Balance adjustments & minor PvE adjustments
     

    Ethereal Shock:
    ↑ Highly increased damage
    ↑ Added a -200% movement debuff for 3 seconds
     

    Shock Spear:
    ♥ Fixed a bug where the target would keep running after being stunned
     

    Cancimo:
    ↑ Increased the crit damage from 4% to 6% each stack
    ↑ Increased the physical damage from 6% to 8% each stack


    Punish:
    ↑ Slightly increased damage
     

    Les Ailes Deschirees:
    ↑ Slightly increased damage
     

    Blow Storm:
    ↑ Slightly increased damage
     

    La Vie En Rose:
    ↑ Slightly increased damage
     

    Dazzling Weapon:
    ↑ Slightly increased damage
     
    --------------------------------------------------------------------------------------

     
    Segeuriper
    Note: Balance adjustments
     

    Healing Moss:
    ↑ Increased the amount of HP restored
     

    Element Pillage:
    ↓ Decreased buff/debuff duration from 60 to 30 seconds
     

    Aresio Pillage:
    ↓ Decreased buff/debuff duration from 60 to 30 seconds
     

    Soul Pillage:
    ↓ Decreased buff/debuff duration from 60 to 30 seconds
     

    --------------------------------------------------------------------------------------


    Dark Wizard
    Note: Balance adjustments
     

    Dark Dragon:
    ↓ Moderately decreased damage


    Hell Gate:
    ↑ Slightly increased damage
     

    Dark Explosion:
    ↑ Slightly increased damage
     

    Dark Moons:
    ↑ Slightly increased damage
     

    Caderhim:
    ↑ Moderately increased damage
     

    Black Hole Cannon:
    ↑ Highly increased damage
     

    Death Link:
    ♥ Fixed a bug that would reflect too much dmg back if combined with level 1 set and Great Manabarrier
    --------------------------------------------------------------------------------------

    Half Bagi
    Note: Balance adjustments


    Berristo:
    ↓ Moderately decreased damage
    ↓ Decreased the amount of critical resistance lowered per hit from 2 to 1%
     

    Pronteim:
    ↓ Moderately decreased damage
     
     
    --------------------------------------------------------------------------------------
     
    Dragon Knight
    Note: Balance adjustments
     

    Pulses:
    ↓ Moderately decreased damage


    Riracume:
    ↓ Slightly decreased damage
     

    Spirit of Harsh:
    ↓ Decreased stun % chance from 100% to 60%
     

    Chircon:
    ↓ Lowered the pk/pvp damage tolerance debuff per hit from 3% to 1%
    ♥ Fixed a bug that would give the target +75% critical rate instead of lowering their critical rate (now has a 68% chance of lowering targets crit rate by 200 per hit)
    ♥ Fixed a bug that would sometimes make all hits on the target miss
     

    Charge Diss:
    ♥ Fixed a bug that would cause the skill to interrupt for people with high ms
     
    --------------------------------------------------------------------------------------
     
    Vicious summoner
    Note: Rework. CS/VS are currently relying on their chakras to survive. This means the 2 classes aren’t able to leave their chakra range without fatal consequences. This makes the classes extremely unenjoyable and unnatural to play.
    The idea is to give them more freedom by nerfing chakra buffs and boosting overall skill damages. This will allow CS/VS to move around like back in the days.
    Chakras will be for support not for survival.


    Force Chakra:
    ↓ Highly decreased overall statuses


    Power Chakra:
    ↓ Highly decreased overall statuses


    Un-Power Chakra:
    ↓ Highly decreased overall statuses
     

    Dani Sacra:
    ↓ Highly decreased overall statuses
     
     

    Poison Sword:
    ↑ Highly increased damage
     

    Synthetic Bore:
    ↑ Highly increased damage
     

    Rapite:
    ↑ Highly increased damage
     

    Shadow Revenge:
    ↑ Highly increased damage
     

    Twin Bore:
    ↑ Highly increased damage
     

    Dark Avatar:
    A Dark Avatar rework was required. The current DA was extremely fast which would sometimes cause hits to bug and only hit 1-2 times.
    ↑ Highly increased damage
    ↑ Very slightly increased the range of the skill
    ♥ Reverted the cast time back to its original
     

    Vicious Mirror:
    ↑ Highly increased damage
     

    Spirit Dagger:
    ↑ Highly increased damage
     

    Devil Swing:
    ↑ Highly increased damage
     

    Velochiup:
    ↑ Highly increased damage
     

    Death Penalty:
    ↑ Highly increased damage
     

    Canine:
    ↑ Highly increased damage
     

    Palpus:
    ↑ Highly increased damage
     

    Increase Poison:
    ↑ Highly increased damage
     

    Sporjar:
    ↑ Highly increased damage
     

    Hellburst:
    ↑ Highly increased damage
     

    Vicious Thorn:
    ↓ Cooldown has been increased from 6 to 12 seconds
     

    Cane Hawk:
    ↑ Increased crit rate from 635 to 935
     
     
    --------------------------------------------------------------------------------------
     
     
    Concerra Summoner
    Note: Rework. CS/VS are currently relying on their chakras to survive. This means the 2 classes aren’t able to leave their chakra range without fatal consequences. This makes the classes extremely unenjoyable and unnatural to play.
    The idea is to give them more freedom by nerfing chakra buffs and boosting overall skill damages. This will allow CS/VS to move around like back in the days.
    Chakras will be for support not for survival.
     

    Force Chakra:
    ↓ Highly decreased overall statuses


    Power Chakra:
    ↓ Highly decreased overall statuses


    Un-Power Chakra:
    ↓ Highly decreased overall statuses
     

    Dani Sacra:
    ↓ Highly decreased overall statuses
     
     

    Blade Rain:
    ↑ Highly increased damage
     

    Torres:
    ↑ Highly increased damage
    ↑ Increased debuff duration from 7 to 10 sec
    ↑ Increased HP drain from 15 HP/sec to 590 HP/sec
     

    B-shock:
    ↑ Highly increased damage
     

    Top Blade:
    ↑ Highly increased damage
    ↑ Doubled the amount of HP restored (chance is still 70%)
    ↓ Increased cooldown from 10 to 16 seconds
     

    Numb Pain:
    ↑ Highly increased damage
    ↓ Debuff duration has been lowered from 5 to 4 seconds
     

    Poison Shock:
    ↑ Highly increased damage
     

    Shadow Attack:
    ↓ Debuff duration has been lowered from 4 to 3 seconds
     

    Runtar:
    ↑ Highly increased damage
     

    Nasconder:
    ↑ Highly increased damage
     

    Imagery Blade:
    ↑ Highly increased damage
     

    Leg Regression Hell:
    ↑ Highly increased damage
     

    Canine:
    ↑ Highly increased damage


    Ghost Dancing:
    ↑ Highly increased damage
     

    Palpus:
    ↑ Highly increased damage
     

    Increase Poison:
    ↑ Highly increased damage
     

    Hellburst:
    ↑ Highly increased damage
     

    Cetor Ballen:
    ↑ Highly increased damage
     

    Vicious Thorn:
    ↓ Cooldown has been increased from 6 to 12 seconds
  2. Like
    Dixie / MrFisty reacted to LaminA in Summy/CS reworks (FEEDBACK NEEDED)   
    I am a CS class player and I never had any problem PVPing VS... only some VS near server cause "MS" MATTERS (GFYS if you disagree)... as what i stated, STUNs are the bread and butter of CS and i have a pretty good combo with it.. while Dark Avatar is the bread and butter of VS, which is kinda useless 'cause it's easy to dodge..

    the purpose of balance is one class cant overpower the rest of the class, but may be competitive enough to class which it struggle the most..
  3. Like
    Dixie / MrFisty got a reaction from Fayth in Summy/CS reworks (FEEDBACK NEEDED)   
    What class(es) are you playing? Mainly BW but some bagi/mage What level are you? 200 what gear do you use? semi perf terra Do you want to see this VS/CS rework in game? yes, however i have some reservations about how much the tankiness of summy/cs will be nerfed as to me both of these classes are both tank classes at the same time as being dps and if their base dmg is going to be increased they will need a heavy nerf in tankiness in my opinion.  Do you think its a good idea? yes, if done well. Would you rather want to keep VS and CS like they are now? no, as of current i stay well clear of both classes in pvp/pk situations 
  4. Thanks
    Dixie / MrFisty got a reaction from LadyNagi in Summy/CS reworks (FEEDBACK NEEDED)   
    What class(es) are you playing? Mainly BW but some bagi/mage What level are you? 200 what gear do you use? semi perf terra Do you want to see this VS/CS rework in game? yes, however i have some reservations about how much the tankiness of summy/cs will be nerfed as to me both of these classes are both tank classes at the same time as being dps and if their base dmg is going to be increased they will need a heavy nerf in tankiness in my opinion.  Do you think its a good idea? yes, if done well. Would you rather want to keep VS and CS like they are now? no, as of current i stay well clear of both classes in pvp/pk situations 
  5. Thanks
    Dixie / MrFisty got a reaction from Dannyboi in Summy/CS reworks (FEEDBACK NEEDED)   
    What class(es) are you playing? Mainly BW but some bagi/mage What level are you? 200 what gear do you use? semi perf terra Do you want to see this VS/CS rework in game? yes, however i have some reservations about how much the tankiness of summy/cs will be nerfed as to me both of these classes are both tank classes at the same time as being dps and if their base dmg is going to be increased they will need a heavy nerf in tankiness in my opinion.  Do you think its a good idea? yes, if done well. Would you rather want to keep VS and CS like they are now? no, as of current i stay well clear of both classes in pvp/pk situations 
  6. Dark Avatar'ed
    Dixie / MrFisty reacted to KOЯN in Summy/CS reworks (FEEDBACK NEEDED)   
    What class(es) are you playing? Mage but did play a lot cs What level are you? 200 what gear do you use? full perf tera + 200 wep Do you want to see this VS/CS rework in game? Yes and No Do you think its a good idea? Yes, just need more work to dont make them super OP, specially VS wich is already tanky asf Would you rather want to keep VS and CS like they are now? No, they seriously need changes
  7. Like
    Dixie / MrFisty got a reaction from Chuer in [POLL & DISCUSSION] Grand Meister Skills and Level Cap   
    Yes increase the level cap to what ever the community decides. 
    However let the new meister skills be learnable at 200 but then max level the skill at the new level cap.
  8. Thanks
    Dixie / MrFisty reacted to Nitex in [POLL & DISCUSSION] Grand Meister Skills and Level Cap   
    I like this idea.
  9. Like
    Dixie / MrFisty got a reaction from DebuztaH in [POLL & DISCUSSION] Grand Meister Skills and Level Cap   
    Yes increase the level cap to what ever the community decides. 
    However let the new meister skills be learnable at 200 but then max level the skill at the new level cap.
  10. Like
    Dixie / MrFisty got a reaction from MasterD in [POLL & DISCUSSION] Grand Meister Skills and Level Cap   
    Yes increase the level cap to what ever the community decides. 
    However let the new meister skills be learnable at 200 but then max level the skill at the new level cap.
  11. Dark Avatar'ed
    Dixie / MrFisty reacted to Fayth in Farm   
    There is a difference between constructive comments and just commenting to incite an argument.
  12. Like
    Dixie / MrFisty got a reaction from Inevera in [POLL & DISCUSSION] Grand Meister Skills and Level Cap   
    this will help reduce the gap between those who are 210 and have access to full powered new skills and those who haven't quite reached that level.  follows pattern of most other skill in game (learn skill at a lower level but becomes really powerful at a higher level). rewards players for leveling along the journey rather than one LARGE reward when they reach max level (proposed requirement for new meister skills).  
    Something to maybe consider to lessen the "blow" to newbies:
    in the past items have been given to beginners (170 +9 sets in egutt) etc to close the gap between new players and op's and to shorten the time it takes to reach end game. Maybe with a level extension another lower level benefit should be implemented such as untradeable (un upgradeable) +9 osm gear for players (just a thought) FYI i haven't voted due to not agreeing with any available option. 
  13. Like
    Dixie / MrFisty got a reaction from Inevera in [POLL & DISCUSSION] Grand Meister Skills and Level Cap   
    Yes increase the level cap to what ever the community decides. 
    However let the new meister skills be learnable at 200 but then max level the skill at the new level cap.
  14. Like
    Dixie / MrFisty got a reaction from Adori in [POLL & DISCUSSION] Grand Meister Skills and Level Cap   
    this will help reduce the gap between those who are 210 and have access to full powered new skills and those who haven't quite reached that level.  follows pattern of most other skill in game (learn skill at a lower level but becomes really powerful at a higher level). rewards players for leveling along the journey rather than one LARGE reward when they reach max level (proposed requirement for new meister skills).  
    Something to maybe consider to lessen the "blow" to newbies:
    in the past items have been given to beginners (170 +9 sets in egutt) etc to close the gap between new players and op's and to shorten the time it takes to reach end game. Maybe with a level extension another lower level benefit should be implemented such as untradeable (un upgradeable) +9 osm gear for players (just a thought) FYI i haven't voted due to not agreeing with any available option. 
  15. Like
    Dixie / MrFisty got a reaction from Adori in [POLL & DISCUSSION] Grand Meister Skills and Level Cap   
    Yes increase the level cap to what ever the community decides. 
    However let the new meister skills be learnable at 200 but then max level the skill at the new level cap.
  16. Like
    Dixie / MrFisty got a reaction from Fayth in [POLL & DISCUSSION] Grand Meister Skills and Level Cap   
    +9 set was just an example of what could be done. but time limited items could work as would motivate players to farm new items while they have that advantage. 
    (slightly off topic sorry).
  17. Like
    Dixie / MrFisty got a reaction from Fayth in [POLL & DISCUSSION] Grand Meister Skills and Level Cap   
    this will help reduce the gap between those who are 210 and have access to full powered new skills and those who haven't quite reached that level.  follows pattern of most other skill in game (learn skill at a lower level but becomes really powerful at a higher level). rewards players for leveling along the journey rather than one LARGE reward when they reach max level (proposed requirement for new meister skills).  
    Something to maybe consider to lessen the "blow" to newbies:
    in the past items have been given to beginners (170 +9 sets in egutt) etc to close the gap between new players and op's and to shorten the time it takes to reach end game. Maybe with a level extension another lower level benefit should be implemented such as untradeable (un upgradeable) +9 osm gear for players (just a thought) FYI i haven't voted due to not agreeing with any available option. 
  18. Like
    Dixie / MrFisty got a reaction from Viskoa in [POLL & DISCUSSION] Grand Meister Skills and Level Cap   
    Yes increase the level cap to what ever the community decides. 
    However let the new meister skills be learnable at 200 but then max level the skill at the new level cap.
  19. Like
    Dixie / MrFisty got a reaction from LadyNagi in [POLL & DISCUSSION] Grand Meister Skills and Level Cap   
    +9 set was just an example of what could be done. but time limited items could work as would motivate players to farm new items while they have that advantage. 
    (slightly off topic sorry).
  20. Like
    Dixie / MrFisty got a reaction from Fayth in [POLL & DISCUSSION] Grand Meister Skills and Level Cap   
    Yes increase the level cap to what ever the community decides. 
    However let the new meister skills be learnable at 200 but then max level the skill at the new level cap.
  21. Like
    Dixie / MrFisty got a reaction from LadyNagi in [POLL & DISCUSSION] Grand Meister Skills and Level Cap   
    Yes increase the level cap to what ever the community decides. 
    However let the new meister skills be learnable at 200 but then max level the skill at the new level cap.
  22. Like
    Dixie / MrFisty got a reaction from Supercali in Seperate 8% boxes   
    100% agree, sick of grinding pp to end up getting an ice res gem
  23. Like
    Dixie / MrFisty got a reaction from 4Shizzle in Should they increase DeadFront's EXP?   
    Yes, but remove the grade points from bosses to make deadfront worthwhile for those leveling and remove the competition of lvl 200s stealing all monsters so they can farm the bosses for GP.
  24. Like
    Dixie / MrFisty got a reaction from Inevera in Fixing Deadfront   
    The issue is not the fact that the GP (Grade Point) rewards from the bosses are too high, it is that farming DKSQ in some time zones is ALOT slower than the 300k or so DKSQ points you can get in the 30 mins of DF. (30 mins of DKSQ at that time V 30 mins of DKSQ). 
    Furthermore, as some players experience large amounts of dc due from DKSQ they refuse to farm ranks from DKSQ and rather chose to farm DF.
    In my opinion reverting DF to an excellent (every 4 hour) method of levelling up and finding an alternative method to gain GP would solve the problem.
    The plan to force people to participate in DKSQ to get ranks has worked for some time zones but those lacking in players who are willing to participate has hindered the ability of some players to progress ranks at the same speed of others. 
  25. Confused
    Dixie / MrFisty reacted to Dannyboi in Should they increase DeadFront's EXP?   
    GP will be nerfed in Deadfront
    It isn't intended for high gear players to farm GP and exclude new players from the deadfront.
    The point of deadfront is for new players to level from 166-180, but also for new players/mid gear players to farm a few GP if they are lacking skillpoints and a small fun alternative to farming dils.
    EXP in deadfront wont be increased. The EXP works like they're supposed to. You level there from 166-180 and then you go to Tower at 180-190.