Adding "Balance Moderator" on DBOG team!

  • fighter killing most of classes for 1 hit, he have hardcore dodge and you want boost it?

    He's talking about DBOG, not retail. Unless you wanna claim this is still the case now....in that case, do show me a Fighter that wins over 40% of their matches against equally geared SKs/Ultimates right now. That said, increasing a Fighter's RNG is never a good way to buff them. It's frustrating for both sides to lose/win only because of luck.

  • He's talking about DBOG, not retail. Unless you wanna claim this is still the case now....in that case, do show me a Fighter that wins over 40% of their matches against equally geared SKs/Ultimates right now. That said, increasing a Fighter's RNG is never a good way to buff them. It's frustrating for both sides to lose/win only because of luck.

    So you talking about balance on 45 lvl and currect game is prepared for lvl 70, do you have autism?

  • Few points:


    Main point this is level 45 cap. Who cares about balance at the moment.


    If you want to balance lvl 70 cap, they you have to completely redesign the game:


    PVE: You can nerf bosses or do whatever you want, but the simple fact of the matter is that people will run attack speed because it is the easiest way to clear end game content. In addition, SK, Dende and Buffer are mandaroty, so this only leaves 2 spots. This is already majorly unbalanced. (If you re allow us to buff outside of dungeons again,


    If you want to change this, you wither have to nerf attack speed, which isnt fair as it messes fighters up in PVP, or remove poko and karma speed buffs from the game, or prevent them from stacking. (They don't stack with blitz fist, so I feel it was unintended that poko and karma's attack speed can stack)


    Even if you do get rid of attack speed, next step people take is to use aoe energy classes, turtle being a prime example. Melee classes have a hard time in cc for example, and so will never be taken over a ranged DPS.


    Some classes excel in PVE, some in PVP, unfairly SK and karma excel in both.


    PVP: If you want to "balance" things in lvl 70 cap, this is what you need to do.


    Am I right in thinking Fighter damage has already been reduced? How about giving us our bleed back on SHSN?


    Female Turtle: Nerf the RP skill book they have, do something with success or resistance rate, success is too over powered.


    SK: Reduce anti crit buff, nerf bleed damage on bold strike.


    SK's have far too much going for them:


    Physical and Energy attacks, meaning you can not optimise your armor against them.

    Very High Anti Crit: 25% skill, 10% Gloves in addition to CC150 title and Anti Crit Jacket. I critted well geared SK's extremely rarely with extremely high crit rate and exceptional gear.

    Stupid amounts of LP and defense, this with auto pot and senzu makes a crit mandatory with a fighter. (They get lvl 70 gear with 1k melee defence at +0)

    A lot of Success Based Attacks bypassing dodge and hitting the underwhelming resistance stat. (Allows them to wear anti crit gloves vs fighter instead of focus, usually offset by a success rate necklace)

    Way too much bleed damage on bold strike, which is already a strong enough attack in its own right without the bleed.


    Karmas: When played well have an almost unlimited combo, success rate is far too overpowered compared to resistance. Success either needs nerfing or resistance buffing. (If I have 133 resistance neck which was max stat, 2 34 dex earrings, Dex rings from Kraken, and full dex max stat armour as I did in Taiwan, Dex gives resistence for the record, then I shouldn't be getting hit by every single success based attack by a female turtle or a karma, even if they are full focus) The RP skill they have allows them to easily use RP extends on their skills, if you dont wan't to play with success and resistance rates, then remove this skill.


    Fighter, before you complain about fighters crit damage, crit was the only way to beat a good SK in Taiwan, None of them are stupid enough to stand around for thunder once your kidney shot stun wears off, and without a crit your doing 3k damage on your most powerful attack SHSN (+13 Bacterian Pole) against something with 65 - 70k LP (with Auto Pot + Senzu) Plenty of time for them to land a bold strike on you.


    Fighter already had dodge pot nerfed in 70 cap, which has continued onto Global.


    Against a good Female Turtle and Karma, you rarely have an opportunity, so you needed the damage to make your opportunities count when you did.


    Only IF you do all of the above, then reduce fighter crit damage, and you will have a far more balanced game, and other classes should be able to compete with the main classes, or at least be a lot closer to them. Oh and you will need to reduce turtle hermits crit damage at the same time.

  • The last reply was more than 365 days ago, this thread is most likely obsolete. It is recommended to create a new thread instead.

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