About swordclass, i play a lot with pelta/rodel/murm/templa
Pelta= its awesome, the damage its ok, def desbuff for umblo trust its so strong, only down for the classe is rim blow continue actually useless until they have atrib to cancel the annoing knockback and perhaps a damage buff when hit stunned targets(remove the frozen/petrified one).
Shield lob its tottaly bad, need be remake.
Butterfly better damage?/new bonus damage?
Langort its… Strange hard to switch with class, perhaps some overheat help
Rode= better much better than before.most part of the skills its good only annoing is shield push knockback actually disturb you team much more than help with the damage desbuf how need a buff(25%!!!) make armor desbuff not stack can be good to… Targe smash its a point yet, i see like the strongest atk in rodel arsenal so need be right? New bonus damage against knockdown enemy even need reduce the base damage can be a good call
Murm= closed to perfect no one issue.
Templar= battle order buff scale in % perhaps
Mortal slash more quick? Its so slow take about 2~3s to make all the move lol!?!?!
More combat oriented skills.

What would be nice if an attribute was added that let fireballs not explode on contact but last for a shorter duration and then explode afterwards, so that kino/linker/sage/cryo/alchemist(etc can take advantage of them.
Fireball: Stabilized - Fireball will not explode for 15(??) secs after placement
or change
FireballL: Burn Debuff - Fireball will not explode but causes burn to enemies with in range
something like those should work well with other classes for combos
Warlock
Mastema is great
Pole of Agony is fine, but 60s it should have slightly larger AoE
Dark Theurge is mediocre now, as a risky skill which spirit will get destroyed
Invocation, worst thing is it gets destroyed easily with 1 hit, im okay it doesnt respawn, but it shoudlnt be hit. range, aoe hit, mid range destroy them very fast
Drain , useless skill
Sabbath, very buggy sometime dont know where spirits gone
I might end up missing a few key things, but here goes.
Quarrelshooter
QS appears to suffer heavily from the dex and attack speed change. Seems primarily to be a problem of stats, and that there just aren’t enough points to bring the damage up to what it was, and I’d say at this point that QS is the least compatible class with others for the time being.
Missile Hole
Why were bleeds/poisons changed so that missile hole now blocks every tick? Is this a bug? Why would you buff this skill given how absurd it already was.
Pyro
Similarly to QS, pyro just doesn’t seem to fit anywhere anymore in wizard builds, as its DPS was (perhaps) over-nerfed. On the other hand, cryo adds and enhances nearly all later class ranks with its utility.
Miko/PD
-Miko is fine in its current state, perhaps buff its utility skills a little more, or add more things that Clapping can buff, so that miko isn’t pigeon-holed into Diev builds.
-Plague Doctor is currently fine, though similarly to the miko gripe, why not promote its utility/support abilities, rather than nerf its damage or make it less easy to play?
Gripes
1.) Missile Hole still removes any enjoyment from playing an archer in PVP. Please consider revising this skill in PVP.
2.) The damage is just too high and defensive stats are just way too poor. TBL is just an utter clusterfuck right now. This buffs some skills to a ridiculous degree, especially considering that they are paired with CCs or immunity for the caster (keelhauling, out of body explosion, and revenged sevenfold are the ones that stand out the most). And those are skills that aren’t even problems because of synergy with other classes, the skills themselves are just 0 risk and absurd damage given said 0 risk.
3.) Templar is still worthless.
4.) Full-draw lost its damage gimmick and for a skill shot, it was a nice thing to have if you could hit with it.
I’m not sure where you got this information. I covered Bento’s Sage in Wugu poisons yesterday after he’d put up Missile Hole, and not a single poison tick was blocked. Ate through his HP really quickly too.
Heres my ideas of changes (classes i have tested)
Cleric
-
Guardian Saint - You and Allies in Aura will take 5% per skill level less damage from attacks but each attack taken will drain casters SP based on how hard the hit was.
Krivis
-
Aukuras - Aukuras at the moment is decent but it really seems to not be used because of how inconvenient the skill is during solo play and group play. Its stationary so you never really benefit from it unless you set it next to a campfire and sit down, but you wont need a campfire because you’re a cleric. A change for this skill would be to reduce cooldown and skill duration proportionally. this would allow for you to use it more often and not just set it down and run away leaving it there -
Zaibas - This skill is very underpowered and bugged due to the nerf. The 84% mATK should be changed to around 150% mATK and instead nerf stormcalling. multiple targets hit at same time from (Splash Attribute) will only use 1 hit count. -
Divine Stigma - Should now have a Holy property DoT effect over the duration, this will help with the lack of many damage skills for krivis players. and instead of a flat amount the stats should increase by 1.5% per skill level and should also effect CON and SPR (attribute)
Paladin
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Smite - This skill has a very high SP cost scaling in relation to its Damage Scaling. This skills SP cost scaling should be reduced by around 30-50% and should scale damage by %pATK rather than a flat damage. It should also gain an atribute that gives a reasonable chance to stun for a small amount of time (.5-1.5 sec) (if stun does not knockback) to help with Conviction stun bonus. -
Restoration - This skill is bad by itself, but the fact that it increases the heal amount from “Heal” helps many Physical Paladins. A way to make it better is by giving it a small HoT, this is a cliche skill that this game lacks and it fits in with this skill perfectly. While in the Aura, you gain a small amount of HP (.5-1%) of HP every few seconds (does not scale with anything but is effected by HP regen buffs like “Restoration” and “Aukuras”). -
Conversion - This skill is severly underwhelming as the AI of monsters are even worse than pets. it should be removed from the game and replaed with Conviction to allow easier leveling for paladins, or should be replaced with a new skill. it could also be fixed by improving AI and damage of converted monsters. -
Barrier - Overall a really good skill and good concept, but there are a few bugs and problems. Monsters and enemy players are able to freely walk through barrier ( players easier than monsters). Players and monsters should not be able to walk through barrier. Also Barrier should do damage = %pATK to enemies being pushed back by the wall. (could be added as a attribute as an alternative to the mATK version), also, not related to this skill directly, barrier should be removed as a simony skill.
Sadhu
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OOB - still in a bad state. now has some lee way due to ABE and Posession but im sure they will be getting nerfed soon. OOB should deal damage = 50% mATK every hit and have increased attack speed and aoe size -
Transmit Prana - Has a bug(?) that lets the INT transfer apply to you not sure if intended or not.
Oracle
-
Forecast - You and Allies in warning AOE gain an increased chance to block the attack (5% increase of block stat while in forecast AOE, increase scales from casters SPR) -
Resetting - When resetting, all items with drop chance of 20% or below will have their drop chance increased ( Attribute lowers this to 10%) -
Death Sentence - Decrease Debuff time to fixed 20 second, add 3 Overheat and reduce cooldown to 1 minute, fixed to 1 skill level.
Lol Sorry i was being extra but i enjoy making patch notes.
Imho, Plague Doctor should have its utility skills buffed and aoe capabilities tuned down to suit its intended support role. The green icon class is outdpsing most of the other red magic icon classes within the cleric tree. Players use the class as a dpser rather than a support (green class) haiz. Or just make it lose the green icon to become red and it will all be well.
My main complain from SR would be Marching Fire.
It’s a Rank 8 skill but Marching Fire was always weak and is still weak after patch. There’s still no Enhance attribute. The 5-target cap makes it unusable on most AoE scenarios and it also locks you from using any other skill (aside from Retreat Shot which cancels Marching Fire) for the buff duration.
The only use for the skill right now is clearing weak monsters while moving or PvP for the range and mobility, aside from these use cases it isn’t worth the time because the skill lock/restrictions.
I expected the skill would get a target cap increase from 5 to 10 or at least get an Enhance attribute like any other Rank 8 DPS skills from DPS classes.
The overall rework makes SR really better to play and covers a bit of the downtime but AoE wise (talking about pack of strong monsters, such as in Earth Tower) it feels weaker due to the long cooldowns and the Retreat Shot nerf.
You need probably more than the double or even triple of the investment to be able to AoE properly compared to other classes such as Elementalists and Doppels when the main point of SR always seemed to be focused on its strong AoE potential.
More or less Priest3’s renewed StoneSkin minus the sp drain per hit.
It does, a whole bunch of other skills just missing the % in their tooltip description.
My feedback:
General
- Increase most of Physical based attack skill animation based on DEX(ASPD)
- Enable passive regen when in combat(gets disabled when attacking/using skill even when regen counter hits 20seconds)
Swordy
- SkullSwing’s Armor break duration it too short
- Bunshin cast time still takes too long
- Pierce needs an overheat
- ShieldCharge has shieldcrawl speed, it should increase movespeed per lvl
- Change JollyRoger Missile buff to all around party damage increase and doubles Pillage rates
Wizs
- Each of Pyro and Cryo’s weapon based additional elemental damage into % and scale from INT&SPR
- PhysicalLink still spreads damage full received instead of reducing(attribute) and dividing it to party.
- Give Combustion extra AAR and an overheat
Clerics
- nothing much to point out, besides Kriv and Diev getting their damage nerfed most of cleric tree still feels
OPwell rounded
Archers
- Allow usage of some other Archer class tree skills while on KneelingShot stance
- Give Claymore, DetonateTraps and SpikeShooter an overheat
- Change Falcon pet equipment slot from armor to weapon
Dragoon:
A lot of things to say about dragoons, i’ll copy paste what I said in some other threads.
To start:
1- In fact you aren’t rewarded to put your debuffs (Gae bulg/Serpentine) on the target, you are punished if you use your skills without them. The game is already punishing you with knockbacks and Monsters that have a really high mobility.
2- The Sp costs of dragoon skills are REALLY high. The ratio Damage/Sp is horrendous.
3- The damage output of all the rotation is low.
Just to give you numbers:
One charge of a lvl 15 Cyclone an aoe skill has a total skill ratio of 6939%.
The whole rotation of dragoon skills with DT 10 / Gae 10 / Serp 1 / Tooth 4 / Dethrone5 is 7033%…
4-The skill rotation isn’t smooth because of 1. You have to wait for your debuffs to come back to maximize your damages. So basically all your cds are as a long as the longest one.
5- Where is the bonus Ae ratio of the skills? No AOE ratio bonus = locked into no aoe possibilities…
6- Where are the CC on the skills? No CC = can’t really support
On the skills:
is really a non rewarding skill because of the spear picking up and fixed range of use.
To be honest, which warrior really want to throw away its weapon while fighting?
The bonus damage ( roughly 15% not double as some people might thought) is fine but the cooldown is too long.
Idea=> reduce the damages and the scaling by 2 but lower the cooldown to 15-16 sec. It should have been like a FAST gap closer TARGETED on a monster if a fixed range is the main idea.

is a stationary and long casting skill. The range is fine.
Idea => Remove the casting time that shouldn’t exist as a melee. Plain skill but doing the job. Adding the same CC as Dust devil could be nice as an attribute (you give a lot of energy to the target that should be released somewhere, why not in a rotation
)
The animation is fine (even if being locked at the end of it is annoying). The Attribute cost in SP is insane.
Idea => Change the cooldown to 16 sec and lower the duration of the attribute to 8 sec if you want to keep the same uptime.

The area of damage is really small and the animation is too long (your are struck like 1 sec in the animation even if the damage are done). The skill ins’t doing what it is suppose to do => Enemies hit with this skill are temporarily launched into the air. Not implemented yet?
Idea => Fix the CC issue by making it doing what it is intended to do and make the Range bigger.

Dethrone was designed as a really long range AoE damage. The damage are fine as they are BUT it is not usable as it is. Non boss monsters can’t be targeted properly after the use of Dethrone resulting in frustration for the user and its party. The CC (root or snare) provided by this skill is unique and should be kept.
Idea => 1- remove KB effect on the skill, that will help your server and your players (desynch will be removed too).
2- Remove the Overheat of the skill and fuse the damage. It will be hard hitting as the player want it to be !
2- Add an attribute where dethrone cd is reseted/reduced a lot is the target is launched into the air (Raise skill or Dragon soar) for flashy combos and more aoe abilities.
SW tree interactions that should be added to help dragoon:
An attribute on Long stride to be able to teleport on your spear while landing a huge aoe blow. This attribute will also reduce the cd of long stride. The knockback could be kept or removed.
=> it will help the pitiful aoe damage on Dragoon while giving utility to a never used skill.

an cd reduction on Spear lunge to make it match Dethrone and Serpentine cd. It is also true for all the pierce skill in game (murmillo / Cata…)
Remove the overheat but keep the overall damage from it. So add the 2 charges into one but multiplied it by 2/3.
=> will make the skill rotation much smoother.

An attribute to transform Stead charge into a leaping charge to get back faster the spear you threw with Gae Bulg

1- An attribute to be able to charge Dragoon tooth and Doomspike at the same time (if DT charging is kept)
2- Give a cd reduction to Doomspike.
=> will lower the overall charging time and upgrade the dps.
An attribute to use Hook on a launched into the air monster, to be able to grabbed him and smashed him on the ground for a nice combo…
Skills in my view that still need changes:
General:
Time of def reduction skills 3 secs is too low
Cataphract:
Earthwave,steed charge and doom spike: Needs an overheat
Dragoon:
Dragontooth = Remove charging, or at least, charge when walking
Gae Bulg = Needs an overheat, removal of “the game throw and catch dog” weapon and improvement of the passive buff/debuff to at least 10% insteead 2%
Dragon Soar = A better AOE, and a passive to throw enemy away
Dethrone = A passive for removal of pushing effect
Passive damage for boss and High sized monsters = Insteead 2 and 4%, 10 and 15%
Peltasta
Shield Lob = Incereasing damage
Corsair:
Jolly Roger = Change for something like Falconers’ Hovering
Unlock chest = Change for some kind of debuff
Rodelero:
Slithering = Improve damage and speed
Shield charge = Improve damage and speed
High kick = A passive for throw enemy away
Shield push = Don’t sure about the def reduction here, but i think that is too low
Hoplite:
Pierce = Overheat
Lancer
Joust = Change of little waiting time for instant use
Shinobi
Kunai = 1,5 sec hold time debuff like Rodelero’s Shield shoving
Mijin no jutsu = Change for something like Rogue’s Lacrymator with some damage maybe
Part of the problem in your damage is putting Gae Bulg at 10 and Serp at 1… You get more damage from Serp being almost 10, since it benefits from its own debuff and is a 7-hit skill, thus benefitting more from its enhance attribute than Gae Bulg 10 does. Dragoons are not terrible right now. They’re not as overpowered as they were before because of the slight nerf to Dethrone, but they are not terrible. The enhance attributes are now focused on the multi-hit skills, grossly boosting their damage compared to before when people would just Enhance Dethrone and spam it.
Dragontooth 10, Serpentine 9, Dragon Soar 1, Gae Bulg 5, Dethrone 5, used as part of a combo with, say, Hoplite skills, still does a significant amount of damage to bosses, comparable to their performance pre-patch. I can’t speak to the other suggestions, but I think Hoplite is fine, save for maybe a slight reduction on Spear Lunge cooldown for ease of maintaining rotation.
I agree with some of the suggestions people have made though about an attribute for removing Dethrone knockback, or reducing the charge time on Dragontooth.
Pyromancer
I’m actually really pleased with the changes. I can see how some people would be disappointed since Pyro lost a lot of synergy with certain other classes due to the Fireball changes (Kino, Linker), but I find the more active playstyle centred around Flare much more fun and interesting.
Right now my only issue with Pyro is that you need to inflict burn to use Flare, your main damage skill, and your options aren’t the greatest. Fireball’s burn is unreliable, Fire Ground doesn’t affect flying enemies and Fire Pillar has a long cooldown. A suggestion I saw while skimming was to add an attribute to make Fire Enchant or basic attacks in general have a chance to inflict a weak burn, which would help with using Flare greatly.
Another point re: Flare, the burn effect from Sorcerer’s Salamion doesn’t count as a burn that can activate Flare. As a Pyro/Sorc I’d love to see this fixed to give poor Sally some real use in my build!
My other suggestion would be to change the Staff Mastery attribute (as well as Cryo’s Rod Mastery) since it gives a laughably pitiful bonus even at lower levels. Maybe have it scale off INT/SPR or replace it with something different.
Thaumaturge
Also really happy with the changes to this class! Though I’m still a bit sad at the loss of Swell Body’s 2x EXP. Guess I can’t complain since I do like double the damage vs shrunken enemies now…
Sorcerer
I’m still not 100% sure what’s going on with Summoning’s damage since KR keeps changing it, but right now it seems to just be INT/SPR scaling and then a bonus from the weapon’s magic attack? Personally I think the latter part of that is kinda lame since it puts too much emphasis on gear… if using raw m.atk as a bonus was too much, maybe a percentage of overall m.atk would be a better option? That way Sorc would also synergize with Thau better since summons would benefit from the m.atk boosts.
Morph is currently bugged and doesn’t appear to do anything. I cast it and the animation doesn’t even go through. Hopefully that will get fixed soon : ( I’d also like to see Morph changed to “swap” between the two cards rather than just always turning into the 2nd card, though this can be worked around easily enough I guess.
I think it’d be really cool to have some more variety in summon cards. Not just which cards are available or which ones do the most damage/have multihits/range/whatever, but just additional effects like status debuffs and the like to give the different summons a use besides just damage. I believe some summons do have status effects like that already, but more would be great to see. If damage is all you’re ever looking at then finding variety in summons will be next to impossible, because there will always be a handful of cards that will remain the “best” at raw damage, but if utility can also be taken into account then perhaps we could see Sorcs bringing in one card for DPS and one for utility. For example, if there was a card that could lower magic defense with a skill then you’d want to bring that and then switch to your DPS card with Morph, or if there was a card with a defensive or healing spell you might bring that for supporting your party. Stuff like that would be really cool to see.
Salamion is also forever unloved. I also find it to be kind of underwhelming in combat since all it does is headbutt enemies… why can’t my fire demon breathe fire, huh? A ranged attack like a fire spell would also make it a bit easier to use even if the damage stays the same, so maybe consider giving Salamion a second attack or replacing the current headbutt with a flashier medium/long-ranged move. Besides that, I think just increasing Salamion’s attackspeed would be enough to make it more useful. It’s a very aggressive summon that can distract enemies easily and push them around a little, so if it could just act a bit faster it’d be much handier.
Also, give Salamion an icon like Summoning and Familiar so I can desummon him when he’s not needed :< also kinda minor, but it’s annoying sometimes when I don’t want to pick fights with enemies but Sally keeps hovering around me smacking at any mobs that stray near…
I can’t speak for C3 skills since I only have a C2. Alas.
Pardoner
Please add an attribute or something to decrease crafting costs for Simony, and do the same for Enchanter’s scrolls as well. The crafting costs for these skills are INSANE. If C3 let me craft high-level scrolls for a decent price I’d drop one of my circles immediately for PardC3.
Increase Magic Defense needs to either be reworked or to have it’s duration/m.def bonus greatly increased. Right now it’s only kinda good if you invest in a crapton of SPR… but it has a huge downtime, so there’s little point in using it when you can only have it active about 50% of the time. I never see anyone using this skill anymore. It needs to have higher scaling with SPR and its duration should scale with level.
I’ve also wondered for awhile now why IMD can’t be used with Simony anymore. Why doesn’t Pardoner have any skills it can use with Simony, especially when IMD seems like a perfect fit for scrolling?
I’d like to see some changes made to Oblation to encourage other players to donate to it. Right now it’s just kind of a weird gimmick sort of thing, you can set it up for players to dump their trash in for inventory clearing without heading to town or leave a funny message on it but there’s really no incentive for players to donate at all. My idea is that it could give a small buff of some sort for donating items worth a certain amount, like if you donate items worth a total of 5k (aka 1 talt) you’d get a small buff to something like EXP, drop rate, maybe reduced crafting times for 10~30 minutes? I feel like something along those lines would suit Pardoner best rather than something to aid in combat. Whatever the case, even just a tiny buff of like 5% would make Oblation a lot more interesting and useful.
Krivis
I like the changes made to Melstis, but I feel like the current max of 20 seconds is a bit arbitrary… it makes it a lot trickier when you’re trying to extend multiple buffs at once since it won’t gain any bonus at all if the current duration is over 20, but you gain less and less for each second below 20 its at. Maybe reach a compromise of sorts and keep the 20 second rule, but instead make it so any buffs can only gain a maximum of 20 seconds regardless of their current time. So if you used lv5 Melstis on a buff that’s at 5 seconds it would only be extended to 10 seconds, a 15 second buff would go to 30 seconds, a 20 second buff would go to 40 seconds, and a 30 second buff would only go to 50 seconds. Any buff over 20 seconds to start would cap out at a +20 sec extension.
I know the main concern with Melstis is Ausirine, so if that’s still too long there could be a second duration cap at the skill’s original duration. For example, Ausirine is 19 seconds long, so if you cast lv5 Melstis while it was at 15 seconds it would only go to 19 as that’s the original duration.
Zaibas does seem a lot buggier since the changes were put in, but I’m assuming that’s set to be fixed since it’s clearly not supposed to do nothing when enemies are directly ontop of it. pls fix tho : (
Adding in my +1 with others’ suggestion of making Divine Stigma scale off INT or SPR. This is a neat skill, but it’s kind of underwhelming at higher levels and a bit difficult to use as well. I’d also like to see the debuff effect become instant rather than needing the little red aura to reach the enemy, I can’t even count the number of times I’ve wasted my Stigma because a teammate killed the monster right as I cast the skill on it. This wouldn’t happen if the debuff was quicker to take effect.
Someone else suggested lowering the cooldown of Aukuras, which I think is a great idea. The main issue with this skill is that its a 2min cd for a stationary skill. It has a long duration and a nice effect, which is great, but what’s not so great is that you’re rarely standing in the same place for 2+ minutes. The effect of Aukuras can’t stack so I don’t see any reason why it’d be a problem to lower the cooldown and allow the player to place a new one down more frequently. Maybe a 30~45 sec cooldown would be better?
Oracle
Change Forecast so that the nullification effect is built in instead of having to buy it as an attribute, and increase the effect to like 10%. If that’s too powerful, maybe change it to an increased block chance or a chance to greatly reduce damage taken from a single hit. Literally anything tbh, Forecast in it’s current state is just… kind of weird.
Arcane Energy is a solid buff, but I’ve always found it odd that it’s only really good for stamina, which is largely useless on a Cleric unless you play Monk. The max SP isn’t very helpful on it’s own, but if it also gave even a small amount of SP regen I think that would be super handy. That would make it much more useful in general as well as actually useful to non-Monk Oracles.
I might throw in some more thoughts later, but that’s all I’ve got for now : |a
i think this one should be left as is.
bunshin provides non meta builds to work through burst damage, by having the clones immitate some skill. its op burst should be hindered by the slow cast time.
Decided to try a Krivis C3 Monk C3 as I lacked information on it.
Solo doesn’t really seem like a problem obviously due to the cleric foundation but I want to talk about it overall.
-
Its healing capability is obviously lacking due to Krivis being the most lacking of the healers given Aukuras is basically a Bonfire Compliment more than anything. Wasn’t Dex spec’d so I can’t say how Aukuras 15 holds up evasively but wasn’t really doing so eh
-
Used Max Divine Stigma, which is an extra 214 strength. It can be up all the time if you want it to be basically.
214 INT and 214 STR to everyone in a party would be nice if it did a bit more. Whatever though free damage.
Zalciai gives 150 crit rest which was good for enabling crits. The crit attack was also fairly meagre but w/e I wasnt using a SPR build.
Things they could improve.
Aukuras has an Enhance attribute, but Aukuras HP recovery doesn’t scale off of anything.
Adding STR and SPR would be interesting. STR scaling would help Aukuras have attraction to Monks. While Monks are frequently running for Dex, throwing STR scaling on this would be nice and it would work with Divine Stigma.
I’m rambling a bit but basically. The team support is a little weak outside of Meltis, it doesn’t really heal properly which is fine so long as there’s a decent trade off (not really). Aukuras, Zalciai and Daino can all be purchased so they need worthwhile attributes to make them stand out. This is fine for Zalciai because of its Enhance working with its SPR scaling.
Aukuras could use that. I think DIvine Stigma could serve to weaken the target a bit when it is a debuff
For bokor its dead now since the cool down on effigy 4 sec and zombies deal low damage and for plague doctor incineration 14 sec cool down with one charge and cant be spread with pandemic it kinda too much of nerfing at least make it spreadable so everyone go chap-miko-PD for healing factor-inqui or sadhu cleircs are everywhere, and pardoner discerning evil i think its bugged cuz it doesn’t extend the ailments effect for the black death steam and for incineration it extend it for like 4 sec? what happens to the other 6 sec ? well thats all
The color doesn’t really matter. Wugushi is green too =D
• Cleric
Fade was modified last November, and it actually ruined the skill. Fade used to allow us to become invisible, yes, but most importantly to not get hit by ground skills. It was necessary as a last resort to help the party. Now mobs can’t see us but we can still be hit, making it a useless skill with only one purpose: explore maps without being bothered (but even then it can’t even be done because it doesn’t last long enough, even when maxed).
What’s the goal with this skill now ?
• Priest
Aspersion: It is pretty useless now. The scaling is really bad making the PDEF buff really low.
Blessing: It’s in a good place right now imo. It has a good scaling, you can get a good 1k+ Blessing, especially if you invest heavily in SPR.
Stone Skin: I don’t really get it… “Decreases Slash, Pierce, Bow and Gun attack damage for you and your party members.” so it got changed into a mostly PvP skill ? The previous version was much better. Maybe make it a lower scaling since mobs don’t hit as hard now, but we need a “real” buff to help with PDEF/blocking. (or change back Aspersion I suppose)
• Krivis
Krivis is pretty much dead at the moment.
Zalciai: It’s been bad since you made it impossible to go to negatives with the enemies’ critical resistance.
I think since now it’s impossible to get crit rate through stats and we need some skills and gear to increase it, changing Zalciai so it gives a little bit of crit rate (nothing too extreme) could be better, maybe~
Zaibas: Zaibas’ damages is pretty bad now, but the worst part is that it’s actually buggy. Not all mobs get hit by it. They can walk inside just fine.
• Dievdirbys
Laima: It’s pretty terrible right now since it’s bugged. It totally stops mobs’ movement even if it’s at a low level (1-5).
Owls: The damage is incredibly bad now, even for a full INT build. And since the duration is really low, it doesn’t even feel worth it using them a lot of the time… I didn’t like it when they lasted forever, but an attribute to increase the duration or slightly increasing it would be better.
And the damages need to be increased a little bit more. Some timed quests (when you have to kill mobs in short timers) are close to impossible for Dievs 3. Even if full INT. Since their main DPS are the Owls, they’re DOT, and they don’t hit fast.
• Sadhu
I’m pretty happy where it is now. Not being stopped by just any hit when using Possession was really needed. Out Of Body is still useless though, its only uses are to lure mobs and use Body Explosion. Because of that it makes Sadhu 1 not viable at all. It’s really a circle 2/3 class. It’s sad, because using your soul to deal damages is a fun idea.
• Pardoner
Increase MDEF: Like Aspersion, the scaling is really bad. Pardoner was actually really balanced before the patch, it didn’t need changes.
Discerning Evil: It doesn’t seem to increase many debuffs anymore… And it’s buggy since it doesn’t increase them for as long as the skill says it would. Or you forgot to modify the skill’s description. Either way, the way this skill currently is it’s ruined.
Those two skills were two of the main reasons Pardoner was viable as something other than a money-making class, but in this state I don’t see the point of putting Pardoner in a build unless if it’s mostly to craft Dispellers/scrolls or sell Priest’s buffs.
• Paladin
I like where it is at~ Barrier got a little needed boost and will have another one, making this class more worth playing, when before everybody was just “lol just buy barrier scrolls”
• Miko
Sweeping: A level 1 skill only now since the durations of the aoe has been reduced and the Sweeping duration is fixed at 5s now. It’s quite a shame, it was a nice new aoe Divine Might.
Hamaya: It was really great. Now it’s pretty lackluster I feel because of its reduced damages and reduced duration.
And next to that, the support skills aren’t that good, so overall the class seems a bit “meh” at the moment.
(I’d definitely ditch it if I didn’t use it to increase my useless Owls’ duration with Clap)
@pedrohenriquembil
Archer support is different from Cleric support though. Wugushi does “support” damages, it’s not a main DPS, a buffer, or a utility class. They’re here to help kill things faster with DoTs and maybe cure poison if the Cleric’s sleeping (>:D), but they’re not the main DPS of the party~
Bokor:
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Hexing
Hexing’s Aoe size needs to be increased by 50%, so far it usually only hits around 3 monsters even though its able to hit 6 (i have level 6 hexing) bcuz the monsters have to be on top of eachother to be effected by it. This really kills bokor’s DPS because you need hexing for effigy to do anything. -
Effigy
Effigy needs either an increase to 6 Overheat or to revert back to no CD no Overheat. Its damage isnt too good at the moment and i feel as if the skill was designed to be a no CD no Overheat skill which is why it underperforms as a CD skill. -
Damballa
this skill needs a buff more than the other skills im listing. its damage is great no need to buff or nerf. but the skill itself is probably the most inconvenient skill in the game. first, you need atleast one zombie summoned, which is fine. BUT, the zombies need to be litterally within .00001 cm of the damballa ball thing to do damage. so to get this skill to work most bokors either: cast damballa on the zombies, which does not work 70% of the time because the range that damballa summons at is random, it can sometimes summon 20 meters away and sometimes 1. Or 2, cast damballa, throw a tet skull at the damballa, and use bwa kayiman. this usually doesnt work, especially on bosses. usually ur zombies are out and about, and when you use damballa dn throw the skull, zombies walk (you see that? WALK) towards the skull, and using bwa doesnt help 50% of the time bcuz the zombies still walk toward the skull unless you run far enough to where you cant even see the damballa anymore. if you stand still, the zombies will walk back and forth from you to the skull an sometimes just stand still. and this skill doesnt work on bosses, bosses knockback ur zombies with litterally every hit and the damballa just despawns in like 2 seconds.
this skil needs these following changes:
- You are able to select where damballa will spawn (why was this removed??)
- When damballa is casted, all summoned zombies will gain increased movement speed, immunity to damage and knockback, and will immedately walk towards the damballa ball thingy.
And add this Attribute:
- when damballa explodes a zombie, a new zombie is created with a 100% chance, but at the end of damballa all zombies will explode leaving you with no summoned zombies.
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