- Joined
- Dec 12, 2012
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- 155
As the title sounds, I'm gonna nag, but it's not random b*tch*ng; it's an accumulated slight frustration with constant and evident overall nerfs and favoritism, when it comes to "caster/magician" class in many RPG's, and now in Gaia's, too. I do this cause I care. If we gonna make a regular thing outa playing this game (which we've already been doing in our group) we gotta care about the details (which we already started to). I'm not only voicing my own concerns here, but it's something we also have discussed with some good folks randomly at our Garena group (GHoF), which perhaps I'll introduce here on this forum later.
So, basically in terms of being overpowered/favored, Agi > Str > Int.
Just as simple as 4 > 3 > 2. As for the number of perks, each attribute now provides.
Practical point: you don't see many bishops, and I'm one of the few in our own current team (GHoF) as there is no.. let's call it benefits of shouldering the burden of playing such class. And also game logic, as we call it is failing due to the fact that it makes no sense why being "agile" would make your magical powers more capable of damaging.. .
I must add, that I understand the following, as possible reasons for such notable nerfs and I'm not just complaining; (but even all these won't justify such big nerfings imo, I'll explain
All said and done, if you don't call this imbalance, and done deem it needy of attention/tweaks, I'll have nothing to add to this discussion. The way things are atm, is just not straight. But if you can even slightly understand the disadvantage felt by a caster class player, like myself, please read my revised ideas. I very much am aware that you are implementing new system to include spell haste and other tweaks to the game in later versions, but please also be kind enough to bear with my ideas. Thank you.
Needless to mention, these are only suggestions, if in any way I'm sounding overly demanding or expecting, I plead innocent .
Thanks very much previously for your attention, and for making this game.
I'll make long story short. The following is my 3rd-4th revision of this generic idea over a couple of weeks. First I'll point out the current "Imbalance" that has caught my eye. To my knowledge, what skill points provide your char atm, is as following:
Agility:
1. Attack Power, given it is your char's main attribute.
2. Attack Speed, 1% per 1 agility point, if I'm not mistaken since no way to calculate, and it's not been stated either.
3. Critical Chance, with formual:
What made me realize evasion's dependability on agility btw, even though not stated in game, was cooperative guine..*cough cough* genuinely respectable team members and also the fact that, when choosing character, Squire model shows 5 Str and 4 Agi while when you choose it it's vice versa, so he starts with 7% evas, and if you take "agility" as your first point, it turns to 8% !!
-------------------------------------------------------------------------------------------------------------------------------1. Attack Power, given it is your char's main attribute.
2. Attack Speed, 1% per 1 agility point, if I'm not mistaken since no way to calculate, and it's not been stated either.
3. Critical Chance, with formual:
CC = 5 + (Agility / Sqrt Level)
4. Evasion, which some might not know, and I "think" it goes with this formula:Eva = 5 + (Agility / 2 x Sqrt Level)
Which is basically same as CC just x 1/2What made me realize evasion's dependability on agility btw, even though not stated in game, was cooperative guine..*cough cough* genuinely respectable team members and also the fact that, when choosing character, Squire model shows 5 Str and 4 Agi while when you choose it it's vice versa, so he starts with 7% evas, and if you take "agility" as your first point, it turns to 8% !!
Strength:
1. Attack Power, given it is your char's main attribute.
2. Critical Multiplier with this formula:
-------------------------------------------------------------------------------------------------------------------------------1. Attack Power, given it is your char's main attribute.
2. Critical Multiplier with this formula:
CM = 150% + (Strength / 250)
3. Armor Penetration equal to:ArP = 1/2 x Strength
Intelligence:
1. Attack Power, given it is your char's main attribute.
2. Spell Power, with the simple ratio of 1 to 1.
1. Attack Power, given it is your char's main attribute.
2. Spell Power, with the simple ratio of 1 to 1.
So, basically in terms of being overpowered/favored, Agi > Str > Int.
Just as simple as 4 > 3 > 2. As for the number of perks, each attribute now provides.
Practical point: you don't see many bishops, and I'm one of the few in our own current team (GHoF) as there is no.. let's call it benefits of shouldering the burden of playing such class. And also game logic, as we call it is failing due to the fact that it makes no sense why being "agile" would make your magical powers more capable of damaging.. .
1. MP pots have draconian cooldown.
2. MP pots by default restore less MP than HP pots (100 vs 150 / 250 vs 350 for bigger pots).
3. Wisdom skill, only adds 5% extra MP to this already-nerfed amount (100 x 5% = 5 more MPper wisdom point) whereas Constitution adds 10% (while 10% x 150 = 15 extra HP for HP pots). So even constitution is way overpowered compared to wisdom.
4. Constitution buildup is progressive, whilst Wisdom is additive.
5. Even with all the notable differences, MP pots are ironically, more expensive.
2. MP pots by default restore less MP than HP pots (100 vs 150 / 250 vs 350 for bigger pots).
3. Wisdom skill, only adds 5% extra MP to this already-nerfed amount (100 x 5% = 5 more MPper wisdom point) whereas Constitution adds 10% (while 10% x 150 = 15 extra HP for HP pots). So even constitution is way overpowered compared to wisdom.
4. Constitution buildup is progressive, whilst Wisdom is additive.
5. Even with all the notable differences, MP pots are ironically, more expensive.
I must add, that I understand the following, as possible reasons for such notable nerfs and I'm not just complaining; (but even all these won't justify such big nerfings imo, I'll explain
1. Everyone need HP, whereas only casters need MP, which is slightly irrelevant since tanks are spending HP to win fight, whereas casters are spending Both, and esp MP.
2. Melee attackers/tanks are more in danger, but casters stand at range thus lower aggro, which is kind of irrelevant when it comes to hunter/sorcerer/necro with high capability of generating aggro due to gigantic dps.
3. Magic is kind of naturally easy to get overpowered, esp with 1-sec-cooldown spells you have designed, so you do have to consider a "leash" systems to keep it in check, while tanking and attacking is much less so. Take Frost Cage vs hateful strike (20 sec vs max 2.5 sec disabling on enemy) for instance. Still irrelevant, since attacking is free, and physical/attack cooldown (AKA attack speed) is boostable via gear, spell, talent and agility. Despite the implement of "Spell Haste", that you have intricately seen necessary to add to the gameplay system, currently the only class enjoying the benefits of it are rangers, via Feline Reflexes.
4. MP simply could be less necessary than HP, in terms of amounts, due to a general balance of spell costs. Still, I might add that a lengthy fight with low-gear characters in team against bosses like shade , demand high usage of mana by casters, since they are the ones keeping the team together (bishop keeping all alive, druid doing same with much less MP capacity while they have to also dps sometimes, hunter and mages controlling battle circumstances while also focusing dps...), which altogether neutralizes this reason.
5. Simply because you want to keep your preferred level of difficulty present to the game, which is much much appreciated, in my personal case. However the cooldown and expensiveness of the pots, make it "irritatingly" difficult in the general view, and slow game pace for casters, which I'm sure is not your main intention.
2. Melee attackers/tanks are more in danger, but casters stand at range thus lower aggro, which is kind of irrelevant when it comes to hunter/sorcerer/necro with high capability of generating aggro due to gigantic dps.
3. Magic is kind of naturally easy to get overpowered, esp with 1-sec-cooldown spells you have designed, so you do have to consider a "leash" systems to keep it in check, while tanking and attacking is much less so. Take Frost Cage vs hateful strike (20 sec vs max 2.5 sec disabling on enemy) for instance. Still irrelevant, since attacking is free, and physical/attack cooldown (AKA attack speed) is boostable via gear, spell, talent and agility. Despite the implement of "Spell Haste", that you have intricately seen necessary to add to the gameplay system, currently the only class enjoying the benefits of it are rangers, via Feline Reflexes.
4. MP simply could be less necessary than HP, in terms of amounts, due to a general balance of spell costs. Still, I might add that a lengthy fight with low-gear characters in team against bosses like shade , demand high usage of mana by casters, since they are the ones keeping the team together (bishop keeping all alive, druid doing same with much less MP capacity while they have to also dps sometimes, hunter and mages controlling battle circumstances while also focusing dps...), which altogether neutralizes this reason.
5. Simply because you want to keep your preferred level of difficulty present to the game, which is much much appreciated, in my personal case. However the cooldown and expensiveness of the pots, make it "irritatingly" difficult in the general view, and slow game pace for casters, which I'm sure is not your main intention.
All said and done, if you don't call this imbalance, and done deem it needy of attention/tweaks, I'll have nothing to add to this discussion. The way things are atm, is just not straight. But if you can even slightly understand the disadvantage felt by a caster class player, like myself, please read my revised ideas. I very much am aware that you are implementing new system to include spell haste and other tweaks to the game in later versions, but please also be kind enough to bear with my ideas. Thank you.
A) Separate "Spell Critical (Chance & Multiplier)" from "Physical Critical", only for hostile/dps spells ofc, as I think it's perfectly reasonable that you can't "critically" heal someone. Even though this surely will take some time off your table, and will require re-coding, I think we all see it worthy, and your game deserving it.
B) Affiliate "Spell Critical Chance" to Int (aka how "smart" you choose your char to be), which would make total sense in the "role-playing" point of view and serve as an immersion element as well, like the rest of these suggestions. Accordingly, associate "Spell Critical Multiplier" to Wisdom.
C) (This could conflict with option B, overpowering the two mentioned attributes, but low percentages could most probably help with that) Redo the cooldown system for spells, and make them dependent on either one of Int/Wisdom and give spell haste to the other. The former going to Int and the latter going to Wisdom is more sensible, imho.
D) Make "Evasion" an all-attribute-dependent stat, for a very simple example, average of the sum of agi+str+int, which then again makes good sense.
E) Implicate "All Resistance" with ofc a very low percentage, to Constitution, and balance out the progressive amounts if you have to. You, I am almost certain, are going to put into the game, different elemental resistant gear, which will in addition to this create a very suitable purpose and motivation to farm different areas for different resistance gear to be able to fight with unique bosses, each having their own master element or some even all.
B) Affiliate "Spell Critical Chance" to Int (aka how "smart" you choose your char to be), which would make total sense in the "role-playing" point of view and serve as an immersion element as well, like the rest of these suggestions. Accordingly, associate "Spell Critical Multiplier" to Wisdom.
C) (This could conflict with option B, overpowering the two mentioned attributes, but low percentages could most probably help with that) Redo the cooldown system for spells, and make them dependent on either one of Int/Wisdom and give spell haste to the other. The former going to Int and the latter going to Wisdom is more sensible, imho.
D) Make "Evasion" an all-attribute-dependent stat, for a very simple example, average of the sum of agi+str+int, which then again makes good sense.
E) Implicate "All Resistance" with ofc a very low percentage, to Constitution, and balance out the progressive amounts if you have to. You, I am almost certain, are going to put into the game, different elemental resistant gear, which will in addition to this create a very suitable purpose and motivation to farm different areas for different resistance gear to be able to fight with unique bosses, each having their own master element or some even all.
Needless to mention, these are only suggestions, if in any way I'm sounding overly demanding or expecting, I plead innocent .
-> Agility, will for all characters, provide:
1) AS
2) CC
-> Strength, will for all characters, provide:
1) CM
2) ArP
-> Intelligence, will for all characters, provide:
1) SCC (Spell Critical Chance)
2) SP
-> Wisdom, will for all characters, provide:
1) MP
2) SCM (Spell Critical Multiplier)
3) Bonus to pot consumption
-> Constitution, will for all characters, provide:
1) HP
2) ALLR
3) Bonus to pot consumption
And all 3 main attributes, with a formula of your liking, will for all characters, provide:
1) Evasion
1) AS
2) CC
-> Strength, will for all characters, provide:
1) CM
2) ArP
-> Intelligence, will for all characters, provide:
1) SCC (Spell Critical Chance)
2) SP
-> Wisdom, will for all characters, provide:
1) MP
2) SCM (Spell Critical Multiplier)
3) Bonus to pot consumption
-> Constitution, will for all characters, provide:
1) HP
2) ALLR
3) Bonus to pot consumption
And all 3 main attributes, with a formula of your liking, will for all characters, provide:
1) Evasion
Thanks very much previously for your attention, and for making this game.
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