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Nerf
Member
Posts: 250
Member of Xerazx-OTS Forum.
2016-11-22 #22284
I would like to see the following changes. Why? Because in my opinion its necessary.
If you disagree feel free to let me know why.
The order has nothing to do with the importance.
1. Merger/Slow Rune:
10 seconds cooldown.
2. Trap Spell:
10 seconds cooldown, reduced soul cost to 20 soul.
3. Taunt
Reduce cooldown to 40 seconds.
4. Immune Spell:
I tested it and it gives 30% more damage, I always thought it's supposed to be 10%. 30% seems over the top.
5. Mega Mas Flam and Cap:
Cap still doesn't increase the damage of mega mas flam.
6. Immune and Cap combo:
Immune + Cap has multiplicative damage, which makes this combo really powerful. In my opinion it should be additive. For people that don't understand here is a explainition:
For this example I will use the current stats.
Immune = 30% increased damage which is the factor x1,3
Cap = 15% increased damage which is the factor x1,15
Multiplicative = (x1,30)x(x1,15) = x1,5 which results in 50% increased damage as it is the case now, this is why druids have such a high damage output.
Addivite = (x1,3)+(x1,15) = x1,45 which result in 45% increased damage output, as you can see its less.


These are the changes I would do for now and see how it turns out, most certainly there will have to be changes to follow up.


 
Melaina
Member
Posts: 118
Member of Xerazx-OTS Forum.
2016-11-22 #22285
Reduce the immune spell to 20%, too low would just make the druid a lower classed vocation again,+ buff sorcerers mana cause they use double the mana for their mega mas flam+ the reflection from others resulting to pretty much 0 mana left. Or am i wrong about the sorcerers?
 
Dhavii
Member
Posts: 602
Member of Xerazx-OTS Forum.
2016-11-22 #22286
Merger runes are the only power source paladins have. And if it would get reduced to 10 seconds cool down I would find it unfair. Because as I mention before it’s the only power source we paladins have unlike druids, sorcerers and knights we don’t have burst damage. Therefore I suggest that merger should stay as it is. Slow runes on the other hand should get reduced as you pointed out, because druids already have escape spells such as ``Immune spell``

Trap spell already has a good amount of cooldown in my opinion the only adjust i would agree on is the cost of souls, its to much i agree, 20 is a good number as you mentioned.

Besides that I agree on the most you said,
Dhavii

 
Nerf
Member
Posts: 250
Member of Xerazx-OTS Forum.
2016-11-22 #22287
@Melaina I pointed this out because as far as I remember it was supposed to be 10%, and this doesn't make them a lower class vocation, they will still have high base damage from magic level.
@Dhavii Merger runes are just as overpowered as slow runes.
The trap spell currently has no cooldown it just has a immense soul cost.
 
Old Powerzc
Member
Posts: 163
Member of Xerazx-OTS Forum.
2016-11-23 #22288
Quote:
Originally Posted by Gollum

I would like to see the following changes. Why? Because in my opinion its necessary.
If you disagree feel free to let me know why.
The order has nothing to do with the importance.
1. Merger/Slow Rune:
10 seconds cooldown.
2. Trap Spell:
10 seconds cooldown, reduced soul cost to 20 soul.
3. Taunt
Reduce cooldown to 40 seconds.
4. Immune Spell:
I tested it and it gives 30% more damage, I always thought it's supposed to be 10%. 30% seems over the top.
5. Mega Mas Flam and Cap:
Cap still doesn't increase the damage of mega mas flam.
6. Immune and Cap combo:
Immune + Cap has multiplicative damage, which makes this combo really powerful. In my opinion it should be additive. For people that don't understand here is a explainition:
For this example I will use the current stats.
Immune = 30% increased damage which is the factor x1,3
Cap = 15% increased damage which is the factor x1,15
Multiplicative = (x1,30)x(x1,15) = x1,5 which results in 50% increased damage as it is the case now, this is why druids have such a high damage output.
Addivite = (x1,3)+(x1,15) = x1,45 which result in 45% increased damage output, as you can see its less.


These are the changes I would do for now and see how it turns out, most certainly there will have to be changes to follow up.




i agree with gollum.
so if mage using cap automatically it reduces his immune damage effect to zero?
or if player used immune his cap damage stop works till immune period goes.
 
Sir Satan
Banned User
Posts: 323
Member of Xerazx-OTS Forum.
2016-11-23 #22291
i disagree because this is not balance if you focus on druid in this thread trying to nerf it.
 
Melaina
Member
Posts: 118
Member of Xerazx-OTS Forum.
2016-11-23 #22292
If you now trap a druid, with merger/slow trap spell, a druid can still bug in it woth his immune and get nowhere, so the runes should be an increased cooldown what i think.

@Gollum what i tried to mean is that everyone tries to nerf druid and make them to a support class.
 
Old Powerzc
Member
Posts: 163
Member of Xerazx-OTS Forum.
2016-11-23 #22293
Quote:
Originally Posted by Melaina

If you now trap a druid, with merger/slow trap spell, a druid can still bug in it woth his immune and get nowhere, so the runes should be an increased cooldown what i think.

@Gollum what i tried to mean is that everyone tries to nerf druid and make them to a support class.



this option won't work on this ot anymore because if they did so they should put in shop changing vocation item
 
Pieroo The Legend
Member
Posts: 1122
Member of Xerazx-OTS Forum.
2016-11-23 #22297
No1 cares cause druid is support class mage and it should be like that. Druids aren't supposed to deal high damage, they're supposed to SUPPORT their teammates. I actually posted what nerfs&buffs vocations should get to get the whole pvp balanced, but you'll still find it unfair cuz "DRUIDS GETS NERF NOO :'(". Tho, I'll repeat it to you:


DRUIDS
Problem: Druids damage is way too high considering that druids are SUPPORTIVE mages.
Solution: Decrease damage scaling on SD by 40%, increase immune cooldown to 20 seconds, increase duration of immune to 4 sec, increase manacost of immune to 40%, increase Nova Sio effectiveness by 20%

PALLIES
Problem: Pallies deals almost nothing and are tanking almost nothing.
Solution: Buff their damage scaling on SD by 15%, increase their tankiness by 25%.

SORCERERS
Problem: Sorcerers have high damage but they almost lose nothing while doing it.
Solution: Increase mega mas flam damage by 10%, cost of it also by 10%, decrease damage of mega vis lux by 30%, decrease it's cost by 3%, decrease their damage scaling on SD by 15%.

KNIGHTS
Problem: Knights aren't tanky enough to be tanks.
Solution: If things that I wrote up there were done, knights wouldn't have any problems.

Additional change: delete slow runes and mergers completely.


Small note: Before you start whining about why those numbers and why not others, I spent like almost an hour to count everything and put it into proper numbers to make it balanced. Also, @General Zod, you still haven't seem to notice that druid is overpowered since immune came out, that's why it needs a nerf.
Yours Pieroo
 
Melaina
Member
Posts: 118
Member of Xerazx-OTS Forum.
2016-11-23 #22298
@Pieroo the legend

So you mean "
SORCERERS
Problem: Sorcerers have high damage but they almost lose nothing while doing it.
Solution: Increase mega mas flam damage by 10%, cost of it also by 10%, decrease damage of mega vis lux by 30%, decrease it's cost by 3%, decrease their damage scaling on SD by 15%." That sorcerers should get an increase on their mega mas flam spell that already take 50% mana+ reflection. That's pretty stupid to do if they use it at the wrong time they're pretty much dead.

Considering Pallies are Half Blocking class and Half Damage spell they shouldn't have increased damage since they're in a way supportive too right? That's how you reason right now. But this isn't rl tibia and we don't need to follow those "Rules" So why not make druid a offensive mage like it is now?The damage is clearly too high for druids right now, so i agree with a reduced damage, but not too much. Buff Paladins hp/damage aswell no idea what exact procent it should be scaled to instead, but i recall paladins pretty much were unkillable after the last big update

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