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PURpLNAtURE

Balancing changes that are desperately needed

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87469361_522308485141752_132452236166325

Currently:

witchards have a large "flaw" in their awakening that makes them extremely under-powered;

ranger requires too many consumables to grind effectively;

kunoichi awakening has too little damage and too little protection (super armour, frontal guard, i-frames).

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In addition, for kunoichi, ninja awakening is better than kuno awakening for both PvE and PvP. I personally feel that when the kuno awakening was being developed, pearl abyss wanted to make kuno better at PvE because of it's area of effect attacks, whereas ninja would be better for PvP, especially 1v1's, because of it's high single target damage.

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Unfortunately, kuno damage is drastically lower than ninja damage, making it a poor choice for both PvE and PvP. In addition, the lower damage that kuno has results in it being arguably the worst class for grinding (comparable to witchards, whom need changes as well).

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Posted (edited)

It is further worsened by recent changes made to the kuno, like the 17% damage reduction (in PvP) of lethal spin spree, which is arguably one of the most crucial components of the kunoichi as a class. This results in the class (kunoichi) that was already under-powered compared to most other classes to become just worse to use in PvP compared to other classes

Edited by PURpLNAtURE

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18 minutes ago, PURpLNAtURE said:

87469361_522308485141752_132452236166325

Currently:

witchards have a large "flaw" in their awakening that makes them extremely under-powered;

ranger requires too many consumables to grind effectively;

kunoichi awakening has too little damage and too little protection (super armour, frontal guard, i-frames).

 

14 minutes ago, PURpLNAtURE said:

In addition, for kunoichi, ninja awakening is better than kuno awakening for both PvE and PvP. I personally feel that when the kuno awakening was being developed, pearl abyss wanted to make kuno better at PvE because of it's area of effect attacks, whereas ninja would be better for PvP, especially 1v1's, because of it's high single target damage.

Yeah I play wizard a lot and feel very underpowered during my grinding experience because the flaw with it is that the pets use your flow skills and the pets have a AP cap limit of  80 AP which make the skills do bearly any damage late game and I strongly feel they should take the cap off the pets completely

 

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In terms of skills, multiple kuno abilities need mending:

Sah Spree of Sonan: Does very little damage, has very little range, no protections, only redeeming factor is the HP recovery (which is still miniscule and ineffective in combat).

Lunar dash: all around a decent ability, but this is one of the kuno abilities that should definitely have some form of protection.

Lunatic Discus: similar to lunar dash, protection or cc would make the ability much more usable.

Chain crash: Sah Chakram: extremely low damage, unprotected, almost impossible to actually hit the cc, and an overly long animation. The recent change that allows you to combo from Chain crash into Danse Macabre has potential, but isn't practical to use due to the lack of protections for chain crash.

Tendon Cutter: Overall a great ability, but when tendon cutter's stiffness was removed, it made it extremely hard to use effectively towards a purpose besides avoiding the enemy. With extreme camera movement it's possible to use tendon Cutter to get close to/behind an enemy, but that's extremely hard to do with both the frequent performance issues (such as lag), and the constraints of using a controller. In addition, the rabam skill Ninjutsu: Sinew Cut applies stiffness with the "tendon Cutter" it uses, so why shouldn't tendon Cutter also have that stiffness?

Flash slash: though this ability is decent, there is a clear an illogical difference between flash slash and the Ninja's ability: beheading the dead. Beheading the dead and flash slash are very similar to each other: they both involve the character turning invisible and reappearing while making a large aoe attack. Both attacks also have stiffness and do comparable damage. The difference comes in the speed, there are two main problems: first; the kuno ability, flash slash, has a long charge-up animation (1-2 seconds) where you are unprotected, whereas the Ninja's ability, beheading the dead, immediately enters invisibility. The second problem is that upon reappearing, beheading the dead does the attack in a single, quick animation. On the other hand, flash slash has a long, two-part animation that could allow another class to get an easy grab. The Ninja's ability is fine as it is, but why is the kuno's ability just clearly worse?

 

Note: I also think that every single ability in the kuno awakening deserves some sort of damage increase to make the class worth playing.

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About ranger, the class performs decently well, there are just a few issues.

First is that the ranger feels a bit clunky to play (at least on console). I understand that this might be difficult to fix, but the awakening feels very static (doesn't flow well), and certain abilities in the pre-awakening don't always work as intended. Will of the wind and blasting gust both seem to have issues. Will of the wind is commonly used with left or right on the analog stick along with b (xbox) or square (PS4). This allows the player to maintain mobility while using will of the wind. Unfortunately, I find that when using the ability with those inputs, the ability instead goes off as it's default animation (which is used with LT and Lb, or L2 and L1). For blasting gust, the only problem is that, compared to PC, for some reason on console we aren't able to use it as quickly, this results in much slower movement during a fight because blasting gust is used to get both close and far away from someone very quickly.

2nd is that the awakening is pretty bad. The Ranger awakening barely has any abilities that are really good for damage dealing, and even those abilities are more used as debuffs just to make the pre-awakening do more damage. The problem with this is that it removes the usefulness of the awakening, due to pre-awakening also being better for grinding. This is worsened by the fact that the Ranger awakening has unreasonably long cooldowns. It just doesn't make sense why there would be long cooldowns for abilities that are seldom used in the first place.

The last problem is consumables. The ranger has practically no self-sustain (the ability to heal itself), and thus needs a lot of healing potions just for grinding. In addition, the abilities of the Ranger consume a lot of mp which requires even more potions to sustain. The need for both healing and Mana potions to effectively grind fills up your inventory and makes it nearly impossible to pick up a reasonable amount of loot/drops without going overweight.

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@CM_Valtarra

Hello there, I wanted to say thank you for considering these suggestions and also wanted to inquire as to whether the devs have taken a look at these proposed changes. Also, if they have, would you be willing to share their thoughts on the changes?

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https://forums.playblackdesert.com/index.php?/profile/6949-cm_valtarra/

 

My vision about kuno skills:

Tendon Cutter: I think this ability would be more correct and more fun to add invulnerability to moments of movement, rather than stiffnes. Because now, just like before the nerf, this ability was mainly used to deceive the opponent and outplay him than to catch him.

Lunar dash:This ability would be better to increase the swing speed and impact radius so that you can effectively catch a target that stops for a short while or moves in the opposite direction from the player.

Flash slash: I completely agree, our ability is unreasonably worse. You need to either increase damage on it many times, or change the mechanics. Although I really like the current mechanics of the ability. But I would like that since I take a huge risk using it, the risk should be very justified. I think she should inflict damage proportional to the ability of the witch awakeing: Thunder storm.  Judging by the description of the skills, we should do even more damage, however, the damage of our skill is 4 times less with a similar attack power.

Chain Crush: The skill is very strange, like remaking it so that it is effective and at the same time it is not very strong it is difficult within this class. Therefore, I think that it is necessary to repeatedly increase its damage in the PVE and at the same time repeatedly reduce the damage in the PVE. Add frontal protection to it, and make the stunning work only in PVE. Or repeatedly increase the radius of the defeat ability, both forward and sideways.

Sah Spree of Sonan: This ability would be good to increase the speed of application. Add a block in front, and a buff on the chance to crit hit.

It would also be very nice to remove crimson eclipse from the button. Instead, it made it possible to apply the capture from the first rack to this button, without switching. So that it makes sense to study the flow jump block.

It would also greatly diversify the games if the damage of a kunai throw in a jump not only stunned, but inflicted many times more damage, and also allowed the ability to apply the ability: shadow stomp.And also increase the damage of the auto attack from the first rack when hit in a jump.

It would also be a great solution to add invulnerability to the double jump ability. So that after completing a double jump and before landing, the character is invulnerable, including when using abilities after a double jump and before landing. Judging by the skills, your game designers thought about something like that but apparently did not dare.

It’s also necessary to somehow refine the ninja evasion, I don’t know how others, but I blocked the skill, and I see no reason to apply. It is unrealistically difficult to play on the gamepad so that you do not accidentally use it, unlike the keyboard, while it does not give any advantages.

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Thank you so much for the suggestion! I have added it to our daily suggestion report. ❤️

On 4/20/2020 at 11:42 PM, PURpLNAtURE said:

@CM_Valtarra

Hello there, I wanted to say thank you for considering these suggestions and also wanted to inquire as to whether the devs have taken a look at these proposed changes. Also, if they have, would you be willing to share their thoughts on the changes?

In regards to suggestions, I don't tend to get responses from these since I submit so many a day. Usually the info is just taken in and changes are made based off of them. 

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On 4/6/2020 at 10:52 PM, PURpLNAtURE said:

87469361_522308485141752_132452236166325

Currently:

witchards have a large "flaw" in their awakening that makes them extremely under-powered;

ranger requires too many consumables to grind effectively;

kunoichi awakening has too little damage and too little protection (super armour, frontal guard, i-frames).

Players got the name “Witchtards” From some player calling witches retards. We are Witches and male is a Wizard. I’m not retarded neither is my witch, so the correct calling of a Witch Is WITCH WILL everyone make note?

  • Haha 1

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5 hours ago, NovaVaassa said:

Players got the name “Witchtards” From some player calling witches retards. We are Witches and male is a Wizard. I’m not retarded neither is my witch, so the correct calling of a Witch Is WITCH WILL everyone make note?

He said Witchards witch + wizard = witchards

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