Melee balancing feedback

    • Combat Balance
    • Melee balancing feedback

      Let's talk about how we can properly address the problems that the recent nerfs have caused.

      Axes - This weapon tree has been nerfed because it has apparently been "over-represented" as compared to its fellow melee weapon trees.

      What was done: Nerfs came for its debuff from 20% healing reduction down to 12% (This is completely fine and sensible) as well as the bleed damage being reduced

      Nerfs came to the radius of rending spin and its capability to apply stacks by only limiting stack application if target hit is on the outer ring of the ability (The hitbox for this is extremely unreliable in actual fights and that it is impossible to keep 3 stacks on multiple players at once because the radius of rending spin is only 5m and players can easily spread out)

      Suggestion: Revert the radius nerf from 5m back to 6m and remove the stack application to be limited to the outer ring because the ability will become too unreliable for group fights. (This is one of the key reasons why Axes are very good to have in group fights, the reliability of being able to keep 3 stacks on multiple targets with Q is of great value and importance that it makes the class stand out amongst its fellow melee weapon trees) - nerfing its debuff % and its damage is already enough for the nerf.

      Raging Blades - This rework made the same behavior for the rending spin, result in application: It feels very limited

      Internal Bleeding - the rebalancing done for this ability is good however, the damage has severely been reduced and it actually became worse than its previous version. Suggestion: Increase the base bleed damage a bit more or make this bleed do true damage

      Adrenaline Rush: The rework for this ability made no sense as it was probably because of "corrupted dungeons" and this has resulted in the ability purpose being useless for other type of content such as open world engagements and ganking / zvz. Suggestion: Either change the auto attack requirement to - deal damage with any ability within 3s in order to keep the ability at full duration (this will allow its purpose for all types of content) keeping the axe player in combat with its target. Or revert this ability to its former reworked version.


      Swords - This weapon tree needs some actual rework/rebalancing if the goal is to balance melee weapons.

      Heroic Strike
      Suggestion: Decrease base cooldown from 3s to 2s (to be inline with Axes' single target ability) This will also increase fluidity in the swords' stacking mechanism for single-combat engagements.

      Heroic Cleave
      Suggestion: In order to be able to compete with axes, which are capable of adding debuff to its targets. Swords can stand out by doing much more base damage and have a bit more mobility.
      Increase Heroic Cleave base damage by 30%
      This will allow any sword weapon to deal much more AOE damage and pressure.

      New Ability Suggestion: Heroic Leap
      Range: 12m
      Leaps to a targeted area and deals 200 damage slowing targets affected by 20% for 5s in a 6m radius
      • Creates one Heroic Charge if you hit atleast one enemy
      • Creates two Heroic Charge if you hit three enemies or more
      Cooldown: 20s
      Rationale: I believe that this new ability suggestion is THE gap closer that every sword player would dream of, being able to constantly keep yourself within melee range of your target is the ultimate way for swords to begin their engagements.

      Further suggestions regarding Resilience Penetration:
      Increase Swords Resilience penetration to be inline with dagger weapons *for more impact* in larger scale PvP

      Kingmaker Rebalancing suggestion: (Since nobody uses this weapon because of its impractical approach to pvp engagements)

      Majestic Smash:
      Effect: The second swing deals the full damage in a CONE infront of the player instead of a straight line.

      This would be a more practical approach for any type of PvP engagement with the weapon since it will work for both single combat and group combat.

      Rationale: This rebalance change would instantly make the weapon a viable choice for any group pvp content and possibly solo pvp content.

      The post was edited 1 time, last by j0ei ().

    • j0ei wrote:

      Reef wrote:

      Want to remove any mobility from all weapons.
      You think Albion would be a much better game if all weapons had no mobility?
      Mobility certainly deserves a place in albion, yet in it's current state and the heavy presence in weapon lines it has become nothing but a free escape card from horrible positioning.
      And with the introduction of CRD's it has only been encouraged further in a game that was never balanced for 1v1 types of content from the very beginning.
      What value is there from baiting enemy abilities just for them to have up to 3 escapes at any given moment?
      - You're a monster.
      - Am I?
    • Hattenhair wrote:

      Mobility certainly deserves a place in albion, yet in it's current state and the heavy presence in weapon lines it has become nothing but a free escape card from horrible positioning.And with the introduction of CRD's it has only been encouraged further in a game that was never balanced for 1v1 types of content from the very beginning.
      What value is there from baiting enemy abilities just for them to have up to 3 escapes at any given moment?
      The solution to this would be similar to 2v2 hellgates' lava mechanic so that the area around the CD would be limited and 2 players would be forced to go at each other - no escaping. Without removing the ability to destroy crystals early on in the invasion (should the invader or invaded choose to not take the fight and banish the enemy player)
    • j0ei wrote:

      The solution to this would be similar to 2v2 hellgates' lava mechanic so that the area around the CD would be limited and 2 players would be forced to go at each other - no escaping. Without removing the ability to destroy crystals early on in the invasion (should the invader or invaded choose to not take the fight and banish the enemy player)
      Well, seems like the devs intend to keep crystals as the main levelling field for different playstiles, what a shame.
      At the current state low mobility builds are at a heavy disadvantage in CRD's, while not being able to choose their fights, they can't escape via shards effectively either as they are getting outchased before managing to reach albeit a single one.
      - You're a monster.
      - Am I?