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Compiled Class Feedback


Kazalus
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I'm going to provide a compilation of my PERSONAL FEEDBACK of all the classes I've tested. Other players may add to this as well in hopes that we'd get some tweaks/rebalancings. I'd like to mention again that this is A PERSONAL FEEDBACK and I may not have the best gears in the server for specific classes.

Rune Knight - Incredibly broken
This class was probably the reason why the system detected "feeding" during the recent War of Emperium events as their Dragon Breath deals an ungodly amount of damage in low intervals, and in a long-ranged area of effect. The fact that the Rune Knight can defend themselves from different forms of damage makes it a cheesy class to play dealing overkill damage and taking absolutely no damage. With 130 Vit and a Tao Gunka Card, a Rune Knight can hit close to 200k HP which is quite high considering most players I've observed have HP ranging from around 80k-140k.

Skills that make the Rune Knight broken:

  1. Dragon Breath - Regardless of what element you change Dragon Breath into, it will still deal around roughly 100k-250k damage during WoE which is higher than the average HP of players. This skill is highly spammable as opposed to the pre-update where it had around 3 seconds to cooldown.
  2. Sonic Wave - While it is less oppressive compared to Dragon Breath, the fact that it can one-shot someone out of the blue with 0-cast gives it more than a reason to be broken. Non-woe PVP testing revealed it to deal around 150k-200k on a target with minimal resist. Do note that this was not a Crit and god-knows how much damage it would deal if it did actually crit.
  3. Wind Cutter - The spammable capacity of this skill is to be feared (no pun intended) as an RK sitting on the entrance can simply spam this skill with a Spear and wreck anyone who tries to move past. I'd watch out for this skill as it has a potential to get just as broken as Dragon Breath. @LKshaye mentioned his claim that this skill isn't broken as it doesn't stagger lock.

Notable Rune Knight skills that are balanced:

  1. Bowling Bash - I believe that Bowling Bash is quite balanced and appropriate for this patch as it has a cooldown, cast time, and manageable damage. In a WoE setting, this damage improves due to Bowling Bash's hits scaling toward the number of affected targets. Though I'd argue that it would need a bit more damage to make it viable to center in a build. @LKshaye mentioned that this skill isn't so good as it has a cooldown and won't be viable until future episodes.
  2. Brandish Spear - Similar to Bowling Bash, this skill has a cooldown, cast time, and manageable damage. While it isn't as strong as Bowling Bash in terms of potential damage, the spear requirement allows players to utilize a variety of other spear-centered skills like Spear Boomerang and Hundred Spears. @LKshaye mentioned that similar to Bowling Bash, this skill isn't viable until future episodes.
  3. Ignition Break - I like how the skill no longer requires players to have a Fire-property weapon to deal extra damage as well as being two-cells close to deal the maximum amount of damage. I believe that this skill should get a slight buff in damage or reduction of cooldown for it to be more viable to play around. @LKshaye mentioned otherwise that this is actually a broken skill.
  4. Hundred Spear - For an offensive skill, Hundered Spear has quite the long cooldown but it does deal a respectable amount of damage to bunched targets. The damage isn't oppressive at all and I believe that this is a standard Rune Knight skill for this patch. @LKshaye mentioned that this skill isn't as strong with similar reasons as Bowling Bash and Hundred Spear.


Royal Guard - It's OK
Though I didn't have the chance to see players recently use this class, I've gone ahead and did some testing. Martyr's Reckoning (more commonly known as Sacrifice) deals dismal damage. With 130 Vit and without a Taogunka Card, the RG deals a measly 10k damage per hit which is obviously not enough considering how much damage the other classes deal, and especially on the account that this skill requires the user to spend a percentage of HP per hit. It seems that the only thing that the RGs have going for them is their Over Brand that deals massive damage when positioned correctly.

Skill(s) that make the Royal Guard broken:

  1. Over Brand - Despite this skill being super close range and tricky to pull off, Over Brand is capable of one-shotting any class that gets too close. Combined with the Moon Slasher skill, it makes for a formidable force. Then again, you need to get close to the target which rarely happens as even an RG can get one-shotted in this patch (this absolutely weirds me out).

 

Skills of the Royal Guard that need to get buffed:

  1. Martyr's Reckoning - For the amount of risk an RG puts to deal 10k damage is too high. Perhaps increase the MaxHP-to-damage scaling?
  2. Rapid Smiting (Shield Chain) - The damage of this skill is abysmal even with a heavy shield and decent weapon. This skill needs to be seriously buffed to be viable for building into. @LKshaye mentioned that this skill now has an 11-cell range, and that with a +13-+14 Glorious Spear to make the most use out of this skill.
  3. Genesis Ray - Despite this skill getting 'buffed', it lacks power even with a full Int and Matk build. It needs more love to actually be a viable build.
  4. Cannon Spear - Long cooldown + low damage doesn't make it very viable to build around. I believe it requires a small damage buff to make Cannon Spear builds active again especially with Bio5 headgears available for PvP.

 

Sorcerer - Clearly Broken
One skill that makes the Sorcerer one of the most broken classes in the server right now is Psychic Wave. Using a book-class weapon, I can deal 100k damage per tick of Psychic Wave with instant casting speed. Though a majority of Sorcerer skills are balanced, this single skill breaks the entire class.

Skill(s) that make the Sorcerer broken:

  1. Psychic Wave - As mentioned in the Sorcerer's introduction, this skill deals an ungodly amount of damage with the potential ability to change its element. This needs a massive damage nerf to make it balanced. This skill rivals the RK's Dragon Breath in its oppressiveness with the only thing keeping it from breaking the entire game is its cooldown.
     

Notable Sorcerer skills that are balanced:

  1. Diamond Dust - This skill deals a moderate burst of damage, has a cooldown, and has a chance to inflict Crystallize on the target. Its damage isn't as bonkers as Psychic Wave, and you can't spam it so it's a manageable and balanced skill.
  2. Varetyr Spear - Despite this skill easily countered by a Maya Card, its upside is good enough for a player to want to risk casting this skill. Since stats are low and resists are close to non-existent, the Stun mechanic of Varetyr Spear enables Sorcerers to lock down groups of enemies with ease. It has a cooldown and moderate damage so I'd say this would be better balanced with a slight damage nerf.
  3. Earth Grave - I believe that this skill needs a slight damage buff for players to consider maxing it out as it seems to only be good as a tool to reveal hidden targets, and as a prerequisite to getting Arrullo.
  4. Killing Cloud - The damage is high enough for players to not want to stay inside it, and the Poison status effect is genuinely something to fear in this patch as low SP is a common place. Combined with Poison Buster, one can finish off targets if timed correctly.
  5. Poison Buster - I don't think that players would really like to get this skill as it would be spent better elsewhere to cover more support skills such as Warmer and Extreme Vacuum. However, getting this skill ensures a strong burst of damage when the specific cloud poison prerequisite is met.

--To be continued-- (I'm probably working on it now).

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Back to the topic at hand, the dmg output of some skills are really high to counteract the higher hp values of newly released bosses. I would rather increase the damage reduction values for pvp like in Asuna's feedback submission(https://gatheringro.com/community/topic/50583-woepvp-damage-reduction-mechanics). Some MVPs even reduce your damage output to 10% of what you originally dealt on normal mobs(i.e. Belphegor, ET MVPs).

Although it is observed that some classes(GX, RK) currently generate obscene amounts of damage to the point you can't contest. It got to the point where they would kill MVPs in 1 hit such as Buwaya and the whole party that ran the instance wouldn't be eligible for rewards.

 

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For RG, as @LKshaye had said that you needed +13-14 GSpear to make Shield Chain work meaning you need massive multipliers. Bear in mind that Shield Chain was customized and before that customization it was hella shit that nobody used it. I tested it with +15 GSpear vs his RK with 50% neutral reduce, and I do 6k total per shield chain and it is spammable with enough ACD reduction. For our current PVP setting with super reduced HP values, I believe it is already a pretty good skill and doesn't really need a buff (Just get a +13-15 GSpear tho KEKW). @Kazalus For cannon spear, you should treat it as a filler skill to spamming Banishing Point since BP doesn't care abt ACD reduce, only based on ASPD. Its a 7cell range skill that is also easily spammable and mine hit for 20-40k on RGs with Executioner Set+KP card

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I fully agree with Kaza's main argument here, and perhaps we could also combine this suggestion/feedback along with @Asuna's post in here

I personally felt more comfortable with the previous PvP "euphoria" that we had before the overhaul update, and I believe that the damage reduction mechanics and readjustment on certain skills are the most viable solutions to bring back the uniqueness of gRO we had for years! (or even the better version of it). Thus, let's move on and thrive in the best way we could.

 

Cheers,

 

 

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Isnt everade doing "normalization" to make the server just like the official one? if there are customization skills, then what's the points of having "normalization" when it's means just starting another customization?/gawi

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@Kazalus WDYM ignition is balanced put that Ignition Break back to the broken list.  The bowling bash is complete garbage IMO, you need a specific weapon for that reduce cooldown of bowling bash which is only available in  ep 17.2 of the game same with Hundred spear and Brandish spear. Wind cutter is just meh. its got have the damage but the skill itself is just a meh, compare to the stagger lock of bowling bash which is garbage now. Windcutter dont have the stagger lock. How I wish they give back the .3 casting time of bowling. feels bad man. But yes Im just gonna wait till Eve drops 17.2.

 

Shield Chain however you need +13-14 glorious spear to make the most use out of this skill and the casting range of this skill is 11 cell . Sacrifice is HP based even if you buff the scale of it it will roughly go around 12-15k. coz of our HP scale right now.

 

The most broken class of all is GX. 

 

All these things you ask are all answered by at Episode 17.2. or if Eve release Edda biolab instance earlier then all these skill gaps will be filled by the specific weapons.  Specific items for specific skill. Since we follow official scale now. As much as I hate 2 hand swords do but I have no choice haha. *fking gross where are my 1 hand sword/spear and shields at* /sigh  

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17 hours ago, LKshaye said:

@Kazalus WDYM ignition is balanced put that Ignition Break back to the broken list.  

Well anyway, i do +1 this input that Ignition Break should be something that should probably get a nerf in the future or at least be in the list of Broken skills.

 

On 7/18/2021 at 12:24 PM, Kazalus said:

Notable Rune Knight skills that are balanced:

  1. Ignition Break - I like how the skill no longer requires players to have a Fire-property weapon to deal extra damage as well as being two-cells close to deal the maximum amount of damage. I believe that this skill should get a slight buff in damage or reduction of cooldown for it to be more viable to play around. @LKshaye mentioned otherwise that this is actually a broken skill.

I don't know how you actually tested it but do remember that Ignition Break now Crits and is an AOE skill. Even looking at the future where damage reducs in pvp gets increased, i think this skill would still be 1 shotting people with the proper gears if it doesn't get nerfed damage-wise which can be abused together with the crit.

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6 hours ago, Hangul said:

For RG, as @LKshaye had said that you needed +13-14 GSpear to make Shield Chain work meaning you need massive multipliers. Bear in mind that Shield Chain was customized and before that customization it was hella shit that nobody used it. I tested it with +15 GSpear vs his RK with 50% neutral reduce, and I do 6k total per shield chain and it is spammable with enough ACD reduction. For our current PVP setting with super reduced HP values, I believe it is already a pretty good skill and doesn't really need a buff (Just get a +13-15 GSpear tho KEKW). @Kazalus For cannon spear, you should treat it as a filler skill to spamming Banishing Point since BP doesn't care abt ACD reduce, only based on ASPD. Its a 7cell range skill that is also easily spammable and mine hit for 20-40k on RGs with Executioner Set+KP card

Hmm that makes sense; I did not consider that. Thanks @Hangul for pointing these out!

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Would be interesting to read more about your specific skill tests, based on used gear for both attacker and defender.
And what exactly you've tried to defend yourselfs against said attacks.

Calling something immediately "broken" without full background information isn't going to help anyone.
The normalization brought the official core character and skill mechanics to the table, which is a huge difference to what you're used to.
We're just a few days into major core and skill changes and players already seem to decide a final fate on single skills.

1-hit kill can be frustrating, alright, but under what exact circumstances? It doesn't directly mean that it's a skill`s fault.
Considering attacker and defender gear variety, consumable bonuses, map modifiers and skill buffs, this requires full background information for us to take a closer look at.

Damage peaks are mainly caused by modifiers outside the skill itself, and we must be very causious especialy if caused by customs.

If you want us to take a closer look at specific skills, please share your full test environment with us.
Thank you for your understanding.

 

And please don't get me wrong, it's still really valuable feedback. /no1
Would simply be great to see the test environment in detail.

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