Post by olky on Dec 21, 2020 2:35:28 GMT -8
I assume most of us have mapled enough to realize that the job balance is...less than ideal let's say. While obviously every class is not going to be the best I feel like it's important to address these balancing issues, in particular by buffing the weaker job advancements. I'll be going through each class one by one and giving my thoughts on them and what if anything I suggest should be done to them balance wise.
Hero: historically speaking in the time before the light Heroes have been one of the best classes to play. Their only 'weak' job advancement is their 3rd job and it's not exactly a bad advancement just kind of boring.
changes I feel need to be made: uh none actually.
changes i consider optional: give them something besides combo attack to look forward to during 3rd job (Crusader) i'm honestly not sure how you would do that without giving them something that would also be useful for 4th. Maybe just buff panic and coma a little. Perhaps to 400% and 250% respectively. something a lot of places do is buff Brandish to 300% to help heroes compete with Night Lords at single target bosses,we probably don't need to do that unless we buff most of the other classes a lot and even then since our endgame boss is HT which brandish is very good at due to its multi target capabilities we probably shouldn't worry about it i'm mostly putting this here before someone asks me where the brandish buff is. Most places buff rage but since we don't have nlc potions regardless of if our rage is +10 or +12 watt it'll actually be pretty good until you get enough beer to use that while training so we don't need to do that and again i'm mostly just putting this here before someone asks me where the rage buff is.
Paladin: the masters of elemental damage and one of the weakest classes in lower versions. all they really have going for them is looking flashy.
changes I feel need to be made: increase the damage of elemental charges either to the v83 numbers (140% for fire/flame,110% for ice/blizzard,125% for thunder/lightning 150% for holy/divine.)
Paladins also had the ability to use 2 charges at once (thunder+another one) which would be very hard to import and instead of that headache i would suggest buffing their 4th job attack skills. Blast to 700%, Advanced charge to 400 or 450%. speaking of Blast it needs its horizontal range increased which I don't have numbers for I just know the standard range on it is depressing.
changes i consider optional: instead of the v83 values for charges use these 140% for fire/flame,125% for ice/blizzard,140% for thunder/lightning 150% for holy/divine. My reasoning being that ice is the only charge that needs to be weaker since it freezes and that 110% is just abysmal.
Spearman: users of the coveted hyper body and possessing one of the the strongest third jobs they do pretty well for themselves until 120
changes i feel need to be made: buff berserk to its v83 values starting at activating under 21% hp and scaling 1% hp per level capping at 50%. it's just a really nice quality of life.
Changes I feel are optional: buff the mastery bonus of Beholder to 30% at max instead of 20% to give Dark Knights something when they're not berserking.
Bishop: standard money making support class that sadly has little to offer themselves here.
changes I feel need to be made: with mage ults being unable to be used as a main attacking skill due to financial concerns mages will be falling back to their other skills in 4th, bishops not getting the damage steroids of the other mage classes end up losing out because of this and are relegated to support mules which can feel really bad to play. I suggest buffing angel ray by 40-50% basic attack at all levels just so bishops have something. Big bang also needs to be buffed for all mages as well as having the glitch that causes it to give you a bunch of matt fixed.
changes I feel are optional: Buff Bahamut i'm not entirely sure by how much. Buff shining ray to 120 basic attack, priest is a horrible job advancement to actually play because their offence is garbage and without genesis being spam able they're still using shining ray in 4th which is uh not great with its normal value, if big bang is buffed this probably doesn't need to happen.
Ice/Lightning mage: the most consistent mobbers and perhaps our strongest mage option without changes.
changes I feel need to be made: change elemental amplification to its v83 values (+150% magic attack at max instead of the 135% i assume we have) it's just kind of silly how much the mp goes up compared to the damage and it's like buffing all of their non ult skills that they'll need to use at once. for Chain lighting I'd suggest reducing the damage loss per bounce to 20-30% instead of 50%, if that's not possible up the base damage to compensate. Big bang also needs to be buffed for all mages as well as having the glitch that causes it to give you a bunch of matt fixed.
changes i feel are optional: buff ice demon to 140 or 150 basic attack it's a neat skill that i feel should be more useful.
Fire/Poison mage: in the time before the light we famously had an f/p get to 4th off of fire arrow, since poison was causing too many dcs and explosion was too slow.
Changes I feel need to be made: Explosion should have the same cast speed as ice strike it'll still be a worse skill since it doesn't freeze things, I just feel like F/Ps should have a reasonable way to get to 120 without using poison since some people like the fire half of the job better. change elemental amplification to its v83 values (+150% magic attack at max instead of the 135% i assume we have) it's just kind of silly how much the mp goes up compared to the damage and it's like buffing all of their non ult skills that they'll need to use at once. Paralyze should be buffed, my heart says to double the basic attack at all levels my brain says that would be too much, maybe 40-50% would be good. Big bang also needs to be buffed for all mages as well as having the glitch that causes it to give you a bunch of matt fixed.
changes i feel are optional. buff fire demon to 140 or 150 basic attack it's a neat skill that i think should be more useful.
Shadower: one of my favorites and a class that tends to fare poorly in places where money is an issue.
changes i feel need to be made: Band of thieves needs to be buffed, most places either double the damage% or give it an extra line but that might be too extreme maybe half of that would be good. for boomerang step either updating it to the v83 version by lowering the attack delay and letting it be cast off ledges or if that's too difficult up the damage% to compensate, i'm not entirely sure what that % would be however.
changes i feel are optional: buff assassinate to 700% or 800% per hit since it's kind of clunky and can feel not super rewarding. something i've seen a lot of servers do is buff savage blow to 100% damage since it's still used in 4th job, that might be a bit too much though.
Night Lord: the strongest class when properly geared and as such a class many people consider to be the only choice.
changes i feel need to be made: uh none if you get the gear to make a night lord good here of all places you earned it.
changes i feel are optional: buff the damage% of avenger at lower levels (keeping it the same at 30) just so that it feels better, even with a maxed shadow partner a low level avenger is depressing.
Marksman: often considered one of the weaker classes since every other attacker will eventually out damage snipe once they get enough gear but here i've heard snipe has been buffed considerably and that combined with the difficult to obtain gear and low reliance on potions due to sniping probably makes them one of our stronger options.
changes i feel need to be made: uh from what i've heard they're good actually.
changes i feel are optional: buff strafe so that it feels better when they get a gear upgrade maybe? but that might make it too good in third job.
Bowmaster: often considered one of the more well designed classes they often get relegated to the role of sharp eyes mule.
changes I feel need to be made: uh they should be good once they get geared so i dunno.
changes i feel are optional: maybe buff hurricane to lower the gap between them and night lords?
In conclusion: I'm much more confidant in the skills I suggested rather than the numbers I suggested those can always be tweaked after testing or thought about further. In particular I feel very strongly about Shadowers,Paladins,F/P mages, and Bishop having problems that need to be addressed. Thank you for taking the time to read this and I do hope you consider some Job changes even if they're not the ones I suggested.
Hero: historically speaking in the time before the light Heroes have been one of the best classes to play. Their only 'weak' job advancement is their 3rd job and it's not exactly a bad advancement just kind of boring.
changes I feel need to be made: uh none actually.
changes i consider optional: give them something besides combo attack to look forward to during 3rd job (Crusader) i'm honestly not sure how you would do that without giving them something that would also be useful for 4th. Maybe just buff panic and coma a little. Perhaps to 400% and 250% respectively. something a lot of places do is buff Brandish to 300% to help heroes compete with Night Lords at single target bosses,we probably don't need to do that unless we buff most of the other classes a lot and even then since our endgame boss is HT which brandish is very good at due to its multi target capabilities we probably shouldn't worry about it i'm mostly putting this here before someone asks me where the brandish buff is. Most places buff rage but since we don't have nlc potions regardless of if our rage is +10 or +12 watt it'll actually be pretty good until you get enough beer to use that while training so we don't need to do that and again i'm mostly just putting this here before someone asks me where the rage buff is.
Paladin: the masters of elemental damage and one of the weakest classes in lower versions. all they really have going for them is looking flashy.
changes I feel need to be made: increase the damage of elemental charges either to the v83 numbers (140% for fire/flame,110% for ice/blizzard,125% for thunder/lightning 150% for holy/divine.)
Paladins also had the ability to use 2 charges at once (thunder+another one) which would be very hard to import and instead of that headache i would suggest buffing their 4th job attack skills. Blast to 700%, Advanced charge to 400 or 450%. speaking of Blast it needs its horizontal range increased which I don't have numbers for I just know the standard range on it is depressing.
changes i consider optional: instead of the v83 values for charges use these 140% for fire/flame,125% for ice/blizzard,140% for thunder/lightning 150% for holy/divine. My reasoning being that ice is the only charge that needs to be weaker since it freezes and that 110% is just abysmal.
Spearman: users of the coveted hyper body and possessing one of the the strongest third jobs they do pretty well for themselves until 120
changes i feel need to be made: buff berserk to its v83 values starting at activating under 21% hp and scaling 1% hp per level capping at 50%. it's just a really nice quality of life.
Changes I feel are optional: buff the mastery bonus of Beholder to 30% at max instead of 20% to give Dark Knights something when they're not berserking.
Bishop: standard money making support class that sadly has little to offer themselves here.
changes I feel need to be made: with mage ults being unable to be used as a main attacking skill due to financial concerns mages will be falling back to their other skills in 4th, bishops not getting the damage steroids of the other mage classes end up losing out because of this and are relegated to support mules which can feel really bad to play. I suggest buffing angel ray by 40-50% basic attack at all levels just so bishops have something. Big bang also needs to be buffed for all mages as well as having the glitch that causes it to give you a bunch of matt fixed.
changes I feel are optional: Buff Bahamut i'm not entirely sure by how much. Buff shining ray to 120 basic attack, priest is a horrible job advancement to actually play because their offence is garbage and without genesis being spam able they're still using shining ray in 4th which is uh not great with its normal value, if big bang is buffed this probably doesn't need to happen.
Ice/Lightning mage: the most consistent mobbers and perhaps our strongest mage option without changes.
changes I feel need to be made: change elemental amplification to its v83 values (+150% magic attack at max instead of the 135% i assume we have) it's just kind of silly how much the mp goes up compared to the damage and it's like buffing all of their non ult skills that they'll need to use at once. for Chain lighting I'd suggest reducing the damage loss per bounce to 20-30% instead of 50%, if that's not possible up the base damage to compensate. Big bang also needs to be buffed for all mages as well as having the glitch that causes it to give you a bunch of matt fixed.
changes i feel are optional: buff ice demon to 140 or 150 basic attack it's a neat skill that i feel should be more useful.
Fire/Poison mage: in the time before the light we famously had an f/p get to 4th off of fire arrow, since poison was causing too many dcs and explosion was too slow.
Changes I feel need to be made: Explosion should have the same cast speed as ice strike it'll still be a worse skill since it doesn't freeze things, I just feel like F/Ps should have a reasonable way to get to 120 without using poison since some people like the fire half of the job better. change elemental amplification to its v83 values (+150% magic attack at max instead of the 135% i assume we have) it's just kind of silly how much the mp goes up compared to the damage and it's like buffing all of their non ult skills that they'll need to use at once. Paralyze should be buffed, my heart says to double the basic attack at all levels my brain says that would be too much, maybe 40-50% would be good. Big bang also needs to be buffed for all mages as well as having the glitch that causes it to give you a bunch of matt fixed.
changes i feel are optional. buff fire demon to 140 or 150 basic attack it's a neat skill that i think should be more useful.
Shadower: one of my favorites and a class that tends to fare poorly in places where money is an issue.
changes i feel need to be made: Band of thieves needs to be buffed, most places either double the damage% or give it an extra line but that might be too extreme maybe half of that would be good. for boomerang step either updating it to the v83 version by lowering the attack delay and letting it be cast off ledges or if that's too difficult up the damage% to compensate, i'm not entirely sure what that % would be however.
changes i feel are optional: buff assassinate to 700% or 800% per hit since it's kind of clunky and can feel not super rewarding. something i've seen a lot of servers do is buff savage blow to 100% damage since it's still used in 4th job, that might be a bit too much though.
Night Lord: the strongest class when properly geared and as such a class many people consider to be the only choice.
changes i feel need to be made: uh none if you get the gear to make a night lord good here of all places you earned it.
changes i feel are optional: buff the damage% of avenger at lower levels (keeping it the same at 30) just so that it feels better, even with a maxed shadow partner a low level avenger is depressing.
Marksman: often considered one of the weaker classes since every other attacker will eventually out damage snipe once they get enough gear but here i've heard snipe has been buffed considerably and that combined with the difficult to obtain gear and low reliance on potions due to sniping probably makes them one of our stronger options.
changes i feel need to be made: uh from what i've heard they're good actually.
changes i feel are optional: buff strafe so that it feels better when they get a gear upgrade maybe? but that might make it too good in third job.
Bowmaster: often considered one of the more well designed classes they often get relegated to the role of sharp eyes mule.
changes I feel need to be made: uh they should be good once they get geared so i dunno.
changes i feel are optional: maybe buff hurricane to lower the gap between them and night lords?
In conclusion: I'm much more confidant in the skills I suggested rather than the numbers I suggested those can always be tweaked after testing or thought about further. In particular I feel very strongly about Shadowers,Paladins,F/P mages, and Bishop having problems that need to be addressed. Thank you for taking the time to read this and I do hope you consider some Job changes even if they're not the ones I suggested.