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[Discussion] Vocation Balancing

 
GM Riesen
Member
Posts: 6
Member of Xerazx-OTS Forum.
2021-08-21 #23458
Please let us know what you think about the vocations and what you think is required to make it more balanced!

The purpose of this topic is to keep the discord channel clean. While also allowing players who are unable to write in the suggestion-tab to also share their opinion.

While debate and disagreement are welcome, I'd like to urge that you do it in a mature manner, which means no insults and, if you believe someone is "wrong," prove it rather than trash them.

This allows players to voice their ideas while also making it easier for Jean and xerazx to sort through the material.



 
Sin
Member
Posts: 2
2021-08-21 #23459
Us as EK's have to be close in combat for PvP and PvE. So if the staff could look at an AoE attack for the ulti sword or some type of buff to it that would be good. When we have to be close in PvP and getting froze almost non-stop we cant do anything. 1 Freeze takes hulk away as well which then makes us even more useless. Also, it shouldnt be possible to get 2v1 by MS when im 1600 reb as an ek we are made to tank and I feel useless even as that.
 
Cracked
Member
Posts: 2
Member of Xerazx-OTS Forum.
2021-08-22 #23460
In my opinion, these are some changes that I think could be cool (in order of importance).
These changes are based off the premises that:
EKs are supposed to be mega tanks
MS/RPs are supposed to be damage dealers
EDs are supposed to be supports

EK
EK seems weak in PvE and PvP.
PvE: I think giving them some AoE on sword or through a new spell would be nice.
PvP: I don't think EK is meant to be a damage dealing class, but because of the overtuned damage of other classes (MS) they are unable to do their job effectively. Something that would make EK very useful in PvP is making EK unpushable so they can be a moving mwall.

MS
MS is very strong in PvP and PvE.
pls reduce dmg or make mage surge + flam less combo-able. or put a voc changer doll in the shop so I can kill everything.

RP
RP is strong in PvE and alright in PvP.
PvP: My main gripe with the class has to do with utitio. Being slowed and unable to heal just kills you, so I think you should get a lot of damage to compensate for it.
Other than that, the 1k spell's cd is SUPER long, takes 60% mana, and doesn't deal a lot of damage. I think fixing any one of these three issues would make it a lot better.

ED
ED is kinda weak in PvE and strong in PvP.
PvE: Give an AoE spell or make every single monster weak to ice lmao.
PvP: As of right now they're REALLY tanky supports. In my opinion you should keep their tankiness and reduce their SD dmg/sio heal amount OR lower their tankiness and keep everything else (which is what I would prefer).
 
GM Riesen
Member
Posts: 6
Member of Xerazx-OTS Forum.
2021-08-24 #23462
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GM Riesen
Member
Posts: 6
Member of Xerazx-OTS Forum.
2021-08-24 #23463
...
 
Mr Savage
Member
Posts: 6
Member of Xerazx-OTS Forum.
2021-08-30 #23465
Hello everyone, I would like to give my opinion regarding this issue.

I consider that currently vocations are quite balanced and that we should look at small details.

Regarding wars, I believe that there are two factors that directly affect the development of these

1. Diagonal Slow Push (DSP): This is the real problem right now, when people slow and do a diagonal push, the target can't heal himself, then people start to shoot the target and then freeze, combining both (SDP with freeze) you prevent the target from healing for over 5 secs which is just too much. I'm not sure if this feature is made intentinally but it's why most of the eks (but not only them) are quite useless.

2. Sio/Immune: Due to this spell is casteable without any CD in the same target is making any player immortal. Being frontliner is not about the vocation but its about having enought EDs. In other words, even a MS could be a frontliner which is wrong. This is by far the reason people not playing EK, why would a team need it since they can make people immortal?

In my opinion both features must be reworked and this is just an example of how to do it:

1. Allow players to heal themselves with the diagonal push.

2. Set a CD to the target who have been sio/immuned so people cant spam it (just like freeze/slow runes are working).

Sio: CD base of 4s and 2-2,5s on targets.
Immune: CD base of 35s and 10 on targets.



Regarding the vocations

RP
One of the strongest vocations right now. They are good damage dealers plus they have some features that are decissive in PvP situations such as utito, e-ring and merger runes. But being honest, the 1k spell (flurry) is quite unbalanced because it does not compensate the amount of mana you spend with the damage you can do plus it has a big CD.

Would be good either to buff its damage, nerf its mana cost or nerf the CD.


ED
One of the best vocations for PvP but one of the worst for PvE (hunting).
What is making the ED OP for PvP is the features it has. I explained it above (SDP/sio/immune) so I will give my opinion about PvE.

ED is a vocation that has to spend runes to do decent huntings such as SDs and Ice runes, which is quite unfair. It was kinda fixed making mobs sensitive to ice but u cant compare it with MS or RP that dont have to spend but doing it even better.

Would be good to bring a new AoE spell for the ED.

MS
The best vocation by far. A good damage dealer in both PvP and PvE situations plus with the enought amount of EDs he become a war machine.

In my opinion the amount of damage a MS could do its ok, with a little restriction. Actually mage surge dont give the CD to cast a new attack so the player could easily spam it with SD.

Would be good to make surge to give CD on casting new attacks to avoid them using this deathly combo.


EK
I think we all know the context of the situation of the EKs so I will give my opinion/ideas about how to fix it.

Regarding PvP, since their weapon is a melee one, it should be dealing the strongest damage in the game. Actually its kinda doing it but it takes a while to get the last transformation and if your target get 1 sqm away, the buff is lost.

Would be good to keep the transformation for some secs after the target get away (5 secs for example) and making it faster to get the last transformation.

The CD of the taunt spell (60secs) should be lower, immune spell has a bigger impact in wars and it has a lower CD (35secs) than taunt which is quite wrong.

Would be good to reduce the CD to 20 secs.


Regarding PVE, the last few days I've been thinking about a special feature with the swords and shields for EKs that I think would be epic enough. It basically consists of making the sword a two-handed one when the shield is un-equipped so with it the player will get a small damage buff along with the ability to hit all the targets that are right next to the EK (similar to the bow but working only to the mobs next to the EK). Once the player equip the shield, the sword become to the normal state (this will only work for PVE).


Please note that this is just my opinion and examples of how it could be fixed, feel free to make changes.
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