<CLASSES> How do you think we should balance classes?!

  • most if not all these suggestions are horrendous, I honestly wouldn't play nerf/buff my class dbog.


    Removing the ability to box earrings? :thumbdown:

    I don't think that boxing on earring and neck should be removed.

    How the hell you would get stats you want, without boxing?

    Like right now, mudosa accessory, only way to get good stats is thx to boxes.

    PWIceman-Dark1.gif

    “I’d rather be hated for who I am, than loved for who i’m not”
    IGN: Iceman 19_small.png Shadow Knight 19_small.png
    IGN: Iceman
      13_small.png Dark Warrior 13_small.png
    Discord: Iceman#8402


  • 28m is still a little too long of a range imo. I'd tone it down to, say, 25m.

    I don't think Quick Attack's range should be nerfed, since there's a slow mode debuff that does NOT let you literally move. Your only hope to win the battle or have a change is Quick Attack. If you can't even perform that attack, you are pretty much lost. I hope you respect my opinion, and have a very good & nice day! :P

  • These are my personal thoughts, nothing to do with the DBOG Staff.


    ------Class Name: Dragon Clan


    ----Skill or Passive name: Staff Slash


    --Current skill effect: 1/1 Skill that does 102% Physical Damage, with an RP effect to KD and a cooldown of 24 seconds.


    --Things you'd like to add or change in that skill: Make this skill upgradable upto 3/3. Upgrading the skill increases the skill in the following ways:

    ----- 1/3 Skill that does 102% Physical Damage, with an RP effect to KD and a cooldown of 24 seconds.

    ----- 2/3 Skill that does 116% Physical Damage, with an RP effect to KD and a cooldown of 15 seconds.

    ----- 3/3 Skill that does 132% Physical Damage, with an RP effect to KD and a cooldown of 9 seconds.


    This will make Dende and Poko a bit more useful in PvP, as they can give themselves their own RP, Generate RP with Autoattack, and then use the RP to constantly be able to KD the opponent. Every single player who is competitive enough to even play in PvP has Anti-Paralysis or a form of Resist. KD will help Dendes and Pokos actually play in PvP at a higher level instead of being basically party PvE classes.






    ------Class Name: Dende



    ----Skill or Passive name: Final Healing Wave



    --Current skill effect: Duration = 10 Seconds.



    --Things you'd like to add or change in that skill: Duration = 15 seconds.



    I will post more soon, but those are all I have time for right now.



    Have fun :)

  • I don't think Quick Attack's range should be nerfed, since there's a slow mode debuff that does NOT let you literally move. Your only hope to win the battle or have a change is Quick Attack. If you can't even perform that attack, you are pretty much lost. I hope you respect my opinion, and have a very good & nice day! :P

    Except you can actually use your brain and use move speed buff / boots, specially right now since slows are bugged.

  • ------Class Name: Crane Hermit


    ----Skill or Passive name: Thousand Slashes


    -- Current skill effect:

    70% dot explosion Damage, energy damage 191

    all enemies within 15M of the target on 8 targets


    --Things you'd like to add or change in that skill:

    it was meant to be 70% dot explosion Damage, energy damage 191

    all enemies within 15M of the target on 8 targets

    but it is not giving the same damage!!!!


    -- Tips on how to properly calculate thounsad shasles( based on the solid bleed skill):

    Dot next to what it is now:

    1 min = 60 sec, / 2 = 30 sec = damage for 1 second

    30 * 700 = 21,000-70% = 6,300

    The error is - 70% of the point, and the skill description is 70% of the damage.

    It was supposed to be Thounsand:

    1 min = 60 sec, / 2 = 30 sec = damage for 1 second

    30 * 700 = 21,000 - 30% = 14,700

    "would simply take 30% of the skill point not 70%, correct, so that 70% of the correct skill"

  • I would say it's good now no need to nerf it and I DON'T AGREE TO NERF IT

    sorry man I don't mean you I just talking to who suggest that hell thing

    Two words: 45. Meters. This always gives Karma Majins a way to start their combos and there's hardly anything you can do to stop it. It's even worse then the Crane Hermit's "Lost in Time" skill. This skill needs its range dropped to 35m or something.

  • Box-head(boxbox) Quick attack's range was already nerfed in the early days, it used to be 35m then changed to 28m, I just don't think another nerf is worth it.

    you clearly ahavent tried movement speed boots @21% or higher.


    as it stand right now. speed restrain combined with both cranes fan out and master fan out, or turtles rod strike and spirit rod does not prevent a martial artist from getting in range to use quick attack. one a martial artist gets quick attack off its game over for the spiritualist period.


    there is no counter for spiritualist or there master class (well turtles disc maybe). we are talking full pvp balance! not ohh I can counter a sk with a crane always win nonsense. we want in the end for all classes to have a fair shake at beating another class. the nerf is reasonable as the crane and turtle require 3 movement speed debuffs at the nerf distance inorder to stop the quick attack, if one fails then quick attack will still work.


    I have tested this plenty of times with hardlock, so don't lie about movement speed boots.


    on the other hand fighters and swords who are smart *key word* can counter speed restrain with energy attacks if they use rp decrease top and pants 10 each they can quickly charge rp ball and kd the spiritualist, then get close enough to finish the spiritualist off. Swords can easly counter this with there rp ball freebee skill energy barrage and boom.



    the only other quick fix suggestion if quick attack distance isn't nerf is to increase speed restrain distance to 40m but that clearly is not the right path because that would over power cranes and turtles, verses other classes like ultimate majin (if they don't get resistance) and grand chef majin (cause all there good attacks have no range).


    A lot of martial artist are hating this idea but are not aware of budokai distance. (hint its a lot shorter) this nerf would hurt ya that much as you will still be able to get close to smack down a spiritualist in here.


    therefore in conclusion. martial artist quick attackmust be nerfed! . or if ya prefer we can change it to a aparalysis and ya skills be blocked completely like dendes.

  • most if not all these suggestions are horrendous, I honestly wouldn't play nerf/buff my class dbog.


    Removing the ability to box earrings? :thumbdown:

    I agree with the box earrings I removed that suggestion see strike though, quite sure it will never happen. quick attack needs to be nerfed, I know you don't agree with this but it has to be done. your a smart sword I seen you counter it even without speed boots.


    we want pure even pvp . not 1 class dominates another my ideas do narrow this gap.


    Don't remove this as spam @ dbog team my above post needs to be separate otherwise it will be way too long.


    I'm addressing a different apart of critism of my suggestions

  • ------Class Name: DW


    ----Skill or Passive name: Cyclone


    --Current skill effect: Decrease hit rate by 10%


    --Things you'd like to add or change in that skill: AOE Knock down RP effect on that skill


    DW is good as it is, but by having an AOE knock down skill, which SK also has, DW will be a greater tank than it is now. I am pretty sure the RP effect will help DW to be able to keep its party safe.


    PS: The EP cost for the punishment is better NOT be reduced like 500 or so. The skill is really powerful when tanking tons of mobs, and the reduced EP cost as suggested by some will make it too OP. You can actually manage your EP without having to reduce the EP cost, and that's one of many fun aspects to play DW, I believe.

  • 13_small.png Dark Warrior (wall of text warning)

    Base STR: 96 >114

    -It never made sense how an ultimate majin with only 1 lvl in their class mastery passive had more Strength than a class where 5/8 of his dmg moves are physical based and he picks up a giant rock and throws it at you in his HTB 2.... This would help him only a bit tho since strength is pretty useless.

    Base CON: 144>160

    -This would just help increase his survivability a bit more, since SK do get that 2k LP passive and only get 5 lp less than a DW for every point of con he has....

    Base FOC: 80>104

    -If you make a class that has no accuracy, no damage, only 1 disable in his class tree, long cool downs on tons of his skills, high mana costs on many of his skills, and any moves that do deal decent damage either have a cast time or a long animation.... that class isn't going to be good in either pvp or party pve. Also considering that taunts do get affected by returns just hurts him even more. Giving him more focus helps him land his debuffs and attacks with more consistency.(Also keep in mind he is a warrior his base success rate is cut in half)


    12.png Dragons Champion: 2922 LP & 989 Phy Def> 3237 LP & 1239 Phy Def

    -When you think about the pros and cons of a DW its usually something like this:

    Pros: High Health, High Defense, He can tank many mobs and not die with good cd.

    Cons: Everything that wasn't listed as a pro.

    The way IceFrog Balances DOTA2 is that he doesn't usually fix a heroes main weaknesses, but insteads buffs their specific strengths so that if a team wanted a hero that is really good at a specific thing you would pick him.(Although in the case of DW he is not very good at many things so he needs some all around buffs.)


    10.pngTalon Defense: 685 Phy & Eng Def> 795 Phy & Eng Def

    -Now lets ask ourselves this: Who is tankier? SK or DW? SK Obviously. Now lets think about this though, SK has more Eng def, 25% Crit Block+ 150 Dodge buff, a 36 second Absorb (that was based on the defenses of the target and axe upgrade), Confusion & Fear immunity, and they can reduce Eng Dmg by up to 51% with Hellzone,Deception & Threatening Roar. The only things DW have over SK is more Phy Def, a bit more health, and dragons punishment (Im not including dragons protection because that only lasts 20 seconds and costs 4k lp....) and while punishment does heal you up to full when there are many targets, in a 1v1 Steal life heals more and does more damage.


    8.png Powerful Roar: 14m on 10 Targets, 11 sec Duration, 18 sec cd> 30m on 18 Targets, 16 sec duration 26 sec cd

    -Its just fact that SK are a better tank at keeping his party safe, Deception has a 35m aoe, lasts longer, and reduces the Eng Dmg by 25% on all taunted targets... which even makes it viable move in pvp. Perhaps Powerful Roar should also have a secondary effect like Deception? (If so, it should reduce something that would make him and his party more safe, like Atk or movement speed, Phy dmg, or stats that would make his party do more dmg like defense rate, decrease eng def)


    27.pngDisastrous Blow: Decrease Atk Speed by 28% and Auto Atk distance by 30%, 30 sec duration, 2min cd

    -Now the auto atk distance decrease on this skill is useless, because melee classes can't get negative atk range, and almost all ranged classes that use speed have a way to remove this so its useless against everyone except maybe speed male turtle. I believe it should either decrease Phy dmg, movement speed, Eng def,cast range of all skills, or the skill animation speed by 30% to justify the 605 EP cost and 2 min CD, or the duration and cd could be adjusted, and it could be DWs version of threatening roar, so Phy Dmg & Atk speed.


    366.png Dragons Protection: Increases Phy & Eng Def by 1778, 20 sec duration, 5 min cd> 50 sec duration, 2min cd

    - This one is simple, it will let DW be more viable in Party pvp and dojo war. The 4k LP cost is dumb because that's the amount of dmg you will take from a non crit kamehameha or needle if your armours are good. And SK self destruct wave is literally as strong as a super kamehameha and only costs 350 lp, so this skill should only cost 500-1k lp.


    17.png Dragons Punishment: 198% State Dmg + 817% Life Steal when dealing dmg,1:12min cd> 237% State Dmg,50 sec cd

    -Just a general buff to help make it a bit more viable in pve and pvp. Its his main attraction point after all, next to energy siege of course. Lower CD because DW is not going to ever kill a good geared namek or buffer so he needs to be able to win by having more %lp than them.


    378.pngEnergy Siege: 605 Eng Dmg + 276 Eng % dmg> 437% Eng Dmg & Reduces Phy atk by 25% or Eng Def by 15%

    - Now obviously SK gets his own OP more powerful version of a move(Violent Slice), but energy siege is pretty bad since he has low hitrate and focus, it can be dodged and has that horrible hellzone grenade animation. Obviously if Powerful Roar and Disastrous end up reducing phy atk energy siege should not hence why I stated "or Eng def by 15%", but if every DW had to pick 1 skill that should reduce phy dmg everyone would choose Energy Siege. And before people cry about DW being able to reduce Phy dmg by 25%, Look at Fighter, He can reduced hitrate by 107%... SK can reduce Eng Dmg by 51%...Buffers phy dmg by 40%...SM Props by 30... almost every class can reduce stats by a decent amount, so I dont see a problem in 25% Phy Atk Reduce, it mainly would be useful in PVE reducing all the mob dmg and boss dmg, making you take less dmg.


    20.pngCyclone: 10% Hit rate Debuff

    -I feel Cyclone is alright in party pvp, since the long animation isn't as much of an issue, and it can help your party dodge more enemy attacks, making it dodge rate debuff would also be nice since Cyclone and Draconic Roar debuffs do not stack, and it would help you a ton in PVE since you have low hit rate, and would help speed up killing dodge bosses. Giving it KD would also be nice to help keep your party safe, overall i think the first thing that should be done is make it stack with Draconic Roar(Warrior Hit rate Debuff)


    356.pngDemon Wave: 349 Eng Dmg + 185 Burn DOT every 2 Seconds for 10 Seconds, 1 Sec Cast time

    -This skill doesn't deserve the cast time if its Initial and DOT damage are this bad... I feel like this skill needs to be tested for the best damage possible by calculating it on glove/claw with % Dmg and DOT, and calculating it on glove/claw with fixed damages, but increased by much more, and whatever gives the best dmg possible should be the way the skill is changed, because this is probably one of the worst skills in the game right now.


    As for 185.png & 30.png I feel that them being Phy dmg is fine, as it will give DW a small advantage over human and majin classes that just wear E def only gears against them, but a small Dmg boost to them would be ideal to make up for them being phy. Sharp slice being Eng dmg is also fine.


    And for 377.png well, for starters it should have the 30% Lp threshold removed, because generally if you would have to use this skill your healer is probably dead and you failed your job as a tank and will probably die quickly anyway, or lose the benefits as you will heal up with punishment. Also something to note is that this buff does not stack with67.png(Draconic Protection) &189.png(Kami's Escort) like... why? Makes it even more useless. As for making the skill generally better? I feel like it could need an entire thread by itself, because this is the worst skill in DBO, 1min duration, 15min cd, 30% threshold, 1500 ep cost, doesn't stack with some buffs.


    87.pngCharged Masenko: 410 Eng Dmg (*1.5 from behind) + 290 Eng % (*1.5 from behind), 2 sec cast time> 445 Eng Dmg (*1.5 from behind)+ 310 Eng % (*1.5 from behind), 1.5 or 1 sec cast time

    -This will only affect DW, because SK usually dont spend their sp on the warrior tree damage skills, and like I stated before all of DWs good dmg moves either have cast time or long animation, reducing Masenko's cast time and increasing the dmg by a bit will give him a decent single target dmg move.


    108.pngMankankosappo/Special Beam Cannon: 795 Eng Dmg+ 432 Eng %> Recieves (Damage increased when a Crit is successful) bonus

    -You know how whenever an SK uses self destruct wave on plat everyone either runs, guards, or stuns him? Well it makes sense, because it literally 1 shots humans and wonder majins if the SK has good gloves and it crits. SBC should receive the crit bonus, as it would just make sense that its stronger than self destruct wave. And its balanced because only DW would ever try and use it in PVP and he has low focus and only 2 stuns anyway... Everyone knows that Piccolo penetrated the tournament barrier in Dragon Ball Super with it, so its obviously not a weak technique. Special Beam Cannon Damage is so bad, its a disgrace to Piccolo and his technique. It would also speed up DW's farming speed a ton.


    Summary/TLDR

    My buff suggestions would make DW the go to tank for PVE and would give them a small niche in Party PVP in which they would be an annoying, disruptive class that would keep his party safe, allow them to do more damage, and be able to survive long enough to revive his team. Overall these are just my opinions, but I do think that these buffs wouldn't be unreasonable in terms of balance( I mean they are 12/12 if we had a tier list sooo...) or too hard to edit/implement in the spaghetti code. Anyway cheers.

  • Two words: 45. Meters. This always gives Karma Majins a way to start their combos and there's hardly anything you can do to stop it. It's even worse then the Crane Hermit's "Lost in Time" skill. This skill needs its range dropped to 35m or something.

    hey two words of what huh ?! be easy cuz i have suggest here too and I don't agree to yours or any one agree with you,

    why some dudes keep change something no need to change cuz for WHAT ? for pvp ?

    I don't care about the pvp cuz I don't plan to rank or any HELL DAMN CRAP !! I DON'T CARE ABOUT IT !

    I'm here to have fun YA KNOW !!! I'm here to play !! your aim the pvp ? so ? I'M CHANGE MY SELF FOR HELL PVP AND FORGET EVERYTHING.

    listen I don't care what you said but any thing have limit ! leave the hell plasma alone okay ? cuz I don't need more changes that's ENOUGH !!


    *with my all sorry

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