Hello,
I wanna suggest some of the combat balance changes & fixes that in my pov are most urgent right now.
I'm a small scale player, either playing solo or usually in a party between 2-6 people in mists/roads/open world.
1. Swords + claymore
Currently claymore ability (charge) is poorly designed. For example: if person casts charge and the enemy uses invis (assassin jacket for example) it still does damage & stuns. How is it possible?
Another thing is charge, because it's uninterruptable, can hit people who during the cast time are very far from range of ability just because they were in range at the beginning (only iframes & hard blocks work).
I think this ability needs some kind of rework, hopefully it will come with whole melee rework, because dual swords after numerous tries still feel clunky & bad to play.
Another thing about swords, currently iron will cannot be purged, offers a free q stack & move speed bonus (and defensive buff). I don't mind having an ability that grants protection from purges but a move speed bonus with q stack on top of that is too much imo.
This is interesting one. 1h mace got nerfed after buffing (q) sacred ground. It looks like history likes to repeat itself - new q gets introduced/buffed but is OP. Instead of fixing the problem everything else around it is getting nerfed to match new ability (looking at deadly swipe on daggers that forced dash changes & e nerfs on some daggers, too much mobility on gloves q which forces upcoming triple kick & bracers e nerfs, but I will come back to that).
Sacred ground is OP. It is a 7s cooldown ability that lasts for 6s. With caerleon cape you have 2 of these. It also for some reason has a slow too.
Considering it's low cd, it's extremely hard to counter it during longer fights even with cleanses.
I honestly wish this ability was never in game as it reduces the counterplay against melee comps who simply full dive backline and get rewarded for no effort. Promotes simple & fast claps instead of trading damage & outplaying opponent.
On top of that, cleanse on nature staff got nerfed heavily which was one of the way to deal with it on relatively low cd.
The duration of the aoe on the ground is too long imo (to compare, heavy mace ability silences for 3.55s with 20s cd on ability) and should be nerfed.
Imo this change will promote more interesting combat & will require more skill than simply cc-ing enemies to death.
3. War gloves & Daggers
Back to changing things that aren't going to fix the issue. Currently we have only 2 weapon lines that have damage & q mobility: daggers & gloves (quarterstaff is off-tank as it has very little damage).
As of now in upcoming patch notes we have nerf to triple kick cd (15s->18s) & range on battle bracers (15m ->13m). I found a nerf to daggers dash which has cooldown scale with ip & range at 8m.
None of those changes would be necessary if q abilities were balanced. A short cooldown mobility spells promotes ratty playstyle and allow to infinitely reset the fight.
There is one more mobility spell that is well balanced: rending rage. it has an option to leap for mobility and cc opponent, but for a trade of stand time.
As of now both daggers & gloves have too much mobility on q. I'd like to see it increased on w's and not nerf it on battle bracers e. Instead, if you wanna keep mobility on q's, make them conditional (hitting a player, make it a 2-way combo with increased cd after 2nd, increase stand time, there is already a lot of similar things implemented in the game). Mana costs doesn't cut it, most players are able to go through half of open world zone to exit and still have mana for more.
As of now majority of war gloves users are on dragon leap as it's far better than any other q. Same goes for daggers, most of players are using deadly swipe except some of gankers that pre-stack on assassin spirit. Daggers q forced nerfs in the past, gloves q is forcing nerfs in the present. Stop making same mistakes over and over.
About bloodletter, there were threads about incoming change about this weapon, nobody so far thought it's gonna fix the ratting problem, so after all the feedback best solution imo would be:
4. Bows
This is a weapon line that creates a lot of talk in the forums, from frost shot nerf & buff to ray of light, through speed shot being useless ability, to e's that some need rework (reggy bow, mistpiercer perhaps as longbow is cheaper and better & wailing bow which I honestly didn't know it exists in the game lol).
I won't mention all of this, because it's already gonna be a long post and I really hope for a full rework just like you did with mage line.
In the current meta warbow has been overshadowed by bow of badon in solo gameplay. Partially, because some builds are very well thought to keep players inside the Raging Storm (skinner cap ftw). On the other hand, I think ability as of now is too strong, allowing to deal a huge damage without even keeping enemy inside the ability. Since it's aoe, I do not think it should interrupt enemy & deal damage after leaving the area.
5. Nature staffs
This weapon line received reworks & buffs/nerfs with ItF update. That being said, some of it feels like got nerfed too heavily.
Cleanse heal received huge double nerf, first cooldown & healing output, then another healing output. Besides their use for cleansing cc, ability heals for nothing feels like.
PoN got nerfed too which was mistake imo as holy is easier to play, but nature used to be more rewarding for highly skilled players. Right now those 2 abilities don't feel good enough.
Also I admit I was wrong about great nature healing on DoTs, getting rid of that killed this weapon.
Some changes were made, because of Crystal League, but feels like nobody paid attention how it's gonna affect small scale roads & open world pvp.
Great nature staff should heal on dots but at the same time to not make it overly broken, during that 4s duration, number of times that you can be healed should be limited (something like bloodlust on mercenary jacket). I'm not sure about number of ticks and how much each of them should heal, but I think starting with 5-7 of them is some beginning. This needs further testing, but at the current state, it's gonna be PvE weapon only as it no longer provides enough value in outnumbered fights, which was main usage before nerf.
6. Cleric robe
This hasn't been mentioned before, but I think it's time for a cleric robe to be put in line with other robes. It is the most common one in the game as it grants invulnerablity for 3s.
However, just as mage robe got nerfed to no longer work on DoTs and reflect, I think the same should happen for cleric robe.
Being able to completely ignore a reflect just by pressing one button without any control from the opponent makes it simply too easy to play with, same goes with DoTs, where a passive DoT on weapon can proc it easily.
Also I'm not sure about bonus damage, I'd rather see it as a defensive skill only, because robes by default offer the highest damage bonuses.
7. Mage cowl
The most used head piece by solo & small scale players right now probably. People argue providing damage comparisions between Poison & Cowl of Purity and all that stuff.
The problem isn't in damage itself, the problem is scaling with ip which is ridiculous right now and more importantly, cooldown and time to apply is the biggest issue plus how easy it is.
Therefore:
That's all my head can handle after hours of trying to figure out how to balance things. I'm gonna put another feedback after changes/nda patch notes.
I understand not everyone is going to agree with me, it's a personal feedback from a solo/small scale player that wants to have better experience during PvP.
There is a lot more that needs to be worked on, I really hope for full melee, bows & xbows rework next year after the mess with mists & roads update will be fixed.
Cheers everyone
I wanna suggest some of the combat balance changes & fixes that in my pov are most urgent right now.
I'm a small scale player, either playing solo or usually in a party between 2-6 people in mists/roads/open world.
1. Swords + claymore
Currently claymore ability (charge) is poorly designed. For example: if person casts charge and the enemy uses invis (assassin jacket for example) it still does damage & stuns. How is it possible?
Another thing is charge, because it's uninterruptable, can hit people who during the cast time are very far from range of ability just because they were in range at the beginning (only iframes & hard blocks work).
I think this ability needs some kind of rework, hopefully it will come with whole melee rework, because dual swords after numerous tries still feel clunky & bad to play.
Another thing about swords, currently iron will cannot be purged, offers a free q stack & move speed bonus (and defensive buff). I don't mind having an ability that grants protection from purges but a move speed bonus with q stack on top of that is too much imo.
- Iron Will (swords)
- removed 20% bonus (giving q stack stays)
- removed 20% bonus (giving q stack stays)
This is interesting one. 1h mace got nerfed after buffing (q) sacred ground. It looks like history likes to repeat itself - new q gets introduced/buffed but is OP. Instead of fixing the problem everything else around it is getting nerfed to match new ability (looking at deadly swipe on daggers that forced dash changes & e nerfs on some daggers, too much mobility on gloves q which forces upcoming triple kick & bracers e nerfs, but I will come back to that).
Sacred ground is OP. It is a 7s cooldown ability that lasts for 6s. With caerleon cape you have 2 of these. It also for some reason has a slow too.
Considering it's low cd, it's extremely hard to counter it during longer fights even with cleanses.
I honestly wish this ability was never in game as it reduces the counterplay against melee comps who simply full dive backline and get rewarded for no effort. Promotes simple & fast claps instead of trading damage & outplaying opponent.
On top of that, cleanse on nature staff got nerfed heavily which was one of the way to deal with it on relatively low cd.
The duration of the aoe on the ground is too long imo (to compare, heavy mace ability silences for 3.55s with 20s cd on ability) and should be nerfed.
- Sacred Ground (maces)
- duration of aoe 6s -> 3.5s
- no longer slows down by 20% within the circle (optional)
- duration of aoe 6s -> 3.5s
Imo this change will promote more interesting combat & will require more skill than simply cc-ing enemies to death.
3. War gloves & Daggers
Back to changing things that aren't going to fix the issue. Currently we have only 2 weapon lines that have damage & q mobility: daggers & gloves (quarterstaff is off-tank as it has very little damage).
As of now in upcoming patch notes we have nerf to triple kick cd (15s->18s) & range on battle bracers (15m ->13m). I found a nerf to daggers dash which has cooldown scale with ip & range at 8m.
None of those changes would be necessary if q abilities were balanced. A short cooldown mobility spells promotes ratty playstyle and allow to infinitely reset the fight.
There is one more mobility spell that is well balanced: rending rage. it has an option to leap for mobility and cc opponent, but for a trade of stand time.
As of now both daggers & gloves have too much mobility on q. I'd like to see it increased on w's and not nerf it on battle bracers e. Instead, if you wanna keep mobility on q's, make them conditional (hitting a player, make it a 2-way combo with increased cd after 2nd, increase stand time, there is already a lot of similar things implemented in the game). Mana costs doesn't cut it, most players are able to go through half of open world zone to exit and still have mana for more.
As of now majority of war gloves users are on dragon leap as it's far better than any other q. Same goes for daggers, most of players are using deadly swipe except some of gankers that pre-stack on assassin spirit. Daggers q forced nerfs in the past, gloves q is forcing nerfs in the present. Stop making same mistakes over and over.
About bloodletter, there were threads about incoming change about this weapon, nobody so far thought it's gonna fix the ratting problem, so after all the feedback best solution imo would be:
- Lunging Stabs (Bloodletter)
- damage depends on stacks (current damage above 40% hp = 3 assassin spirit/sunder armor stacks, 0.8 current dmg with 2 stacks, 0.6 current dmg with 1 and 0.4 current dmg with 0 stacks)
- bonus damage against enemies below 40% + cooldown reduction on all abilities for short duration after hitting at least one person below 40% (unchanged)
- damage depends on stacks (current damage above 40% hp = 3 assassin spirit/sunder armor stacks, 0.8 current dmg with 2 stacks, 0.6 current dmg with 1 and 0.4 current dmg with 0 stacks)
4. Bows
This is a weapon line that creates a lot of talk in the forums, from frost shot nerf & buff to ray of light, through speed shot being useless ability, to e's that some need rework (reggy bow, mistpiercer perhaps as longbow is cheaper and better & wailing bow which I honestly didn't know it exists in the game lol).
I won't mention all of this, because it's already gonna be a long post and I really hope for a full rework just like you did with mage line.
In the current meta warbow has been overshadowed by bow of badon in solo gameplay. Partially, because some builds are very well thought to keep players inside the Raging Storm (skinner cap ftw). On the other hand, I think ability as of now is too strong, allowing to deal a huge damage without even keeping enemy inside the ability. Since it's aoe, I do not think it should interrupt enemy & deal damage after leaving the area.
- Raging Storm (Bow of Badon)
- lightning ability no longer deals damage and interrupts enemy after leaving the area
- lightning ability no longer deals damage and interrupts enemy after leaving the area
5. Nature staffs
This weapon line received reworks & buffs/nerfs with ItF update. That being said, some of it feels like got nerfed too heavily.
Cleanse heal received huge double nerf, first cooldown & healing output, then another healing output. Besides their use for cleansing cc, ability heals for nothing feels like.
PoN got nerfed too which was mistake imo as holy is easier to play, but nature used to be more rewarding for highly skilled players. Right now those 2 abilities don't feel good enough.
Also I admit I was wrong about great nature healing on DoTs, getting rid of that killed this weapon.
Some changes were made, because of Crystal League, but feels like nobody paid attention how it's gonna affect small scale roads & open world pvp.
- Cleanse Heal (Nature Staffs)
- cooldown 20s -> 18s
- 0 stack heal 55 -> 70
- 1 stack heal 70 -> 85
- 2 stack heal 90 -> 105
- 3 stack heal 120 -> 135
- cooldown 20s -> 18s
- Protection of Nature (Nature Staffs)
- keep the duration for 6s
- doesn't give direct healing anymore
- healing increased 35% -> 45%
- keep the duration for 6s
Great nature staff should heal on dots but at the same time to not make it overly broken, during that 4s duration, number of times that you can be healed should be limited (something like bloodlust on mercenary jacket). I'm not sure about number of ticks and how much each of them should heal, but I think starting with 5-7 of them is some beginning. This needs further testing, but at the current state, it's gonna be PvE weapon only as it no longer provides enough value in outnumbered fights, which was main usage before nerf.
- Living armor (Great Nature Staff)
- ability heals whenever the target receives damages, up to 5-7 times per cast for x amount of health
- ability heals whenever the target receives damages, up to 5-7 times per cast for x amount of health
6. Cleric robe
This hasn't been mentioned before, but I think it's time for a cleric robe to be put in line with other robes. It is the most common one in the game as it grants invulnerablity for 3s.
However, just as mage robe got nerfed to no longer work on DoTs and reflect, I think the same should happen for cleric robe.
Being able to completely ignore a reflect just by pressing one button without any control from the opponent makes it simply too easy to play with, same goes with DoTs, where a passive DoT on weapon can proc it easily.
Also I'm not sure about bonus damage, I'd rather see it as a defensive skill only, because robes by default offer the highest damage bonuses.
- Everlasting Spirit (Cleric Robe)
- ability procs only on direct damage only (DoTs & reflect doesn't work anymore)
- ability procs only on direct damage only (DoTs & reflect doesn't work anymore)
7. Mage cowl
The most used head piece by solo & small scale players right now probably. People argue providing damage comparisions between Poison & Cowl of Purity and all that stuff.
The problem isn't in damage itself, the problem is scaling with ip which is ridiculous right now and more importantly, cooldown and time to apply is the biggest issue plus how easy it is.
Therefore:
- Poison (Mage Cowl)
- time to apply 15s -> 10s
- cooldown 30s -> 40s OR cooldown remains unchanged, but ability goes on cooldown after 10s (time to apply) or after applied Poison buff on enemy
- scaling with ip fix (requires testing as I don't know numbers)
- time to apply 15s -> 10s
That's all my head can handle after hours of trying to figure out how to balance things. I'm gonna put another feedback after changes/nda patch notes.
I understand not everyone is going to agree with me, it's a personal feedback from a solo/small scale player that wants to have better experience during PvP.
There is a lot more that needs to be worked on, I really hope for full melee, bows & xbows rework next year after the mess with mists & roads update will be fixed.
Cheers everyone