Hello. I’m Pinata, [SA]Silute player! You may know me from “non stop bot reports” or some ecchi stuff posted around the forums, or nowhere. This last patch notes gave me strength to build up this topic, so please take a sit.
Before I start let me say one thing: I strongly support the idea of IMC opening a high rate test realm, permanently. So we can test any kind of stuff quickly.
I have tested some classes and here are some of my thoughts. Let’s start with CLERIC.
Skill: Heal.
It heals too much. The flat % of healing is, yet, too high.
Needs a Urgent ON/OFF passive that makes players that are not in your party get healed.
Skill: Guardian Saint.
Not so useful even with the 25% reduced damage. This skill should work like a reverse of healing factor. It should slowly reduces your hp when you get hit, and mitigate the damage.
KRIVIS:
Skill: Aukuras.
This skill should create a better zone of constant hp regeneration.
Skill: Zaibas.
Zaibas is fine. But I think it should receive a passive attribute, in circle 2 or 3, of Slow or Stun.
BOKOR:
Skill: Zombify
Zombidy should keep summoning Zombies as long as it is in the ground. Without the mechanic of killing something over it. Like a zz’rot Portal.
PALADIN
Well, first of all: Remove Barrier from Pardoner’s Simony.
Skill: Conversion.
Bugged, completely bugged. The monsters should follow the Paladin just like Sorcerer’s Familiar Bats.
Skill: Smite.
Should work as a uninterruptible charging skill, so you can move freely before using it.
Skill: Barrier.
It’s nice that barrier finally scales with SPR but it’s not enough for a circle 3 skill.
Users inside the barrier should get immunity for Rank 1 cc.
SADHU
Skill: Possession
Possession deserve a Rank 2 CC, for it’s bind.
PARDONER:
Skill: Discerning Evil
What the skill does: Extend the duration of harmful effects applied to an enemy.
This skill needs a passive. A passive that makes all your current buffs have extended duration by half amount of time it extend the duration of debuffs applied to monsters.
ORACLE:
Skill: Resetting: Decreased Cooldown
This passive needs more 1 or 2 extra levels.
PLAGUE DOCTOR:
Skill: Pandemic
Urgent fix needed.
Time for Mages. WIZARD:
Skill: Reflect Shield
This skill should scale with SPR and INT.
Skill: Quick Cast: Magic Damage
Remove 2 levels for this passive.
50% of extra magic attack is too much.
Skill: Energy Bolt
This skill needs some kind of buff. Like getting extra hit for each lvl. The way this skill works right now is a waste of points. Lv15 consumes 70 for charge, having 3 overheat, dealing less damage than basic attack.
CRYOMANCER:
Skill: Subzero Shield
The nerf on this was too heavy. Subzero Shield should protect the caster from any physical attack.
PYROMANCER:
Skill: Fireball
Fireball deserves as Passive that prevents it from getting kicked away.
LINKER:
Skill: Hangman’s Knot
More Bind time needed. 1 extra base second, and better scaling for level.
Skill: Physical Link
Not useful at all. This skill should decrease 5% of total damage of each linked party member.
PSYCHOKINO
Skill: Magnetic Force
The CC Rank of this skill must be reduced to the ground.
THAUMATURGE
Skill: Reversi
This skill is stealing every and any kind of magic circle. I don’t think it should steal other players circles that are not enemies.
Skill: Swell Brain
This skill deserve a heavy buff. Extra % of INT.
ELEMENTALIST
Skill: Frost Cloud
Add cast on this skill.
Skill: Meteor
After impact it should apply a scorched ground effect to inflict damage over time.
CHRONOMANCER
Skill: Stop
Upgrade the CC Rank of Stop from Rank 1 to Rank 2.
RUNE CASTER
Poor Rune caster. A big change for every casting skill from 6 seconds to 4 seconds. And reduced cooldown for all skills.
Skill: Rune of Giants
Needs a new passive that reduces 50% of it’s potential, but in the other hand allow the caster to use skills with in Giant mode.
FEATHERFOOT
There is a glove that helps Featherfoots to live, but it’s not enough. Skills of featherfoot should anything bleed. Since other classes in Lower Ranks can make Stones bleed. Just saying.
Skill: Bone Pointing
This skill needs 3 big changes.
One: Scales with your magic attack.
Two: Be able to summon a second Bone Pointing.
Three: A passive that makes Bone Pointing orbitate your character.
For Archers;
SAPPER
Skill: Broom Trap
Extra duration for skill level.
I would suggest that every DoT have it own player name.
Example: we have two Wugushi fighting a boss. Both can use skills because the boss will recive “Wugushi A” Needle Blow and “Wugushi B” Needle Blow without one removing the other one DoT.
(Swordsmen are kinda fine after the 30% extra STR buff).
If you aggre make sure to like it so IMC can read this thread. If you don’t, well read it again. Just kidding.
Thanks for reading anyways!
Sorry for the long post. Here is your talt:
EDIT:
Just remove the “Entry Limit” and add “Loot Limit”.
That way you can only loot the boss Cube 3 times with token, but can join limitless the dungeon for leveling up.