Balance team 300IQ sword/fighter

  • Im actualy tired of watching how this balancing team is missing everything all what they can do is increase dmg of one skill or decrease dmg of another one.

    They balancing sword for months already.


    The main problem of swords is that they basing on pure physical dmg, it means that tanky classes using reflect against them and they literally killing them by reflect+debuffs

    but if we would add 300 bleed every 2 sec for 10 sec duration to his slashes we already have 1500pure DMG that is not reflected and now SK/Ultimate is taking the dmg or using anti bleed accesorries over prop/reflect and they nerf themself.


    Increasing sword DMG have no sense, because he will kill faster himself against tanky classes and he will kill low life creature aka humans for one combo, adding bleed to sword is perfect, fight with him is long and over time dmg fit perfect here, sword is not supposed to kill fast because of his control ability.


    271.png - Multiple Sword Slashes

    # Level Effect Cost Range Cast Time Duration Cooldown RP Abilities
    1 42 403 Physical Damage (+50% from behind) 234% Physical Damage (+50% from behind)
    100 DOT damage every 2 seconds
    80 EP 3 - 0:00:10
    0:00:12 rpability1.pngrpability4.png
    2 45 469 Physical Damage (+50% from behind) 257% Physical Damage (+50% from behind)
    150 DOT damage every 2 seconds
    91 EP 3 - 0:00:10
    0:00:12 rpability1.pngrpability4.png
    3 49 549 Physical Damage (+50% from behind) 280% Physical Damage (+50% from behind)
    200 DOT damage every 2 seconds
    104 EP 3 - 0:00:10
    0:00:12 rpability1.pngrpability4.pngrpability6.png
    4 54 652 Physical Damage (+50% from behind) 304% Physical Damage (+50% from behind)
    250 DOT damage every 2 seconds
    119 EP 3 - 0:00:10
    0:00:12 rpability1.pngrpability4.pngrpability6.png
    5 60 768 Physical Damage (+50% from behind) 327% Physical Damage (+30% from behind)
    300 DOT damage every 2 seconds
    137 EP 3 - 0:00:10
    0:00:12 rpability1.pngrpability4.pngrpability6.png



    264.png - Sword Slash

    # Level Effect Cost Range Cast Time Duration Cooldown RP Abilities
    1 30 207 Physical Damage (+50% from behind) 123% Physical Damage (+50% from behind)
    50 DOT damage every 2 seconds
    62 EP 3 - 0:00:10 0:00:06 rpability1.pngrpability4.png
    2 33 243 Physical Damage (+50% from behind) 135% Physical Damage (+50% from behind)
    100 DOT damage every 2 seconds
    70 EP 3 - 0:00:10 0:00:06 rpability1.pngrpability2.pngrpability4.png
    3 37 292 Physical Damage (+50% from behind) 147% Physical Damage (+50% from behind)
    150 DOT damage every 2 seconds
    82 EP 3 - 0:00:10 0:00:06 rpability1.pngrpability2.pngrpability4.png
    4 42 352 Physical Damage (+50% from behind) 160% Physical Damage (+50% from behind)
    200 DOT damage every 2 seconds
    95 EP 3 - 0:00:10 0:00:06 rpability1.pngrpability2.pngrpability3.pngrpability4.png



    Same shit for fighter but if we add bleed to his needle this would be too OP so lets add bleed/poison/burn to his kamikaze ghosts when they exploding they could drop 300 bleed every 2 sec for 10 sec in 5m range we could also add KD RP ability.

    fighter is most simple and disgusting class in this game he basing on stun,needle,stun,needle thats retarded stop focusing on his needles and do something with his other skills, make skills interesing and worth to max them.


    386.png - Super Ghost Kamikaze Attack

    # Level Effect Cost Range Cast Time Duration Cooldown RP Abilities
    1 50 Summons a Kamikaze Ghost
    100 DOT damage every 2 seconds
    326 EP 25 0:00:02
    0:10:00 0:00:24 rpability5.png
    2 53 Summons a Kamikaze Ghost
    200 DOT damage every 2 seconds
    380 EP 25 0:00:02
    0:10:00 0:00:28 rpability5.png
    3 57 Summons a Kamikaze Ghost
    300 DOT damage every 2 seconds
    400 EP 25 0:00:01
    0:10:00 0:00:32 rpability5.png rpability6.png
  • The problem of balancing is, the ppl in charge suck at it xD

    Also, balancing classes one by one doesn't work out well. They need to balance all classes at once. It's a lot of work but result would be better than anything before lmao. If all at once is too much then go race based. All Humans classes get worked on, after you are done go to all namekians. Then test out humans and namekians. If they seem balanced go to majins. Doing so and considering the other class balances done before, you can actually compare a lot better and get a better balance as a result...


    Balancing/fixing something of one class then making ppl wait another week for another class is kinda wrong lol.

    This is a Signature. Thanks for reading.

    You learned nothing.

    Wasted your time.

    Also thanks for reading all the way

    down here.

    Enjoy the emoticon.

    :whistling:

    *got f*cked hard by Upgrading on July 8th 2018*

    d5ao5rb.gif

  • like the idea, just change the bleed to poison or abdominal pain.


    Bleed is the most common dot in the game, every good player have antibleed accesories (i get the point that it forces the enemy to choose between props or decrease dot, but abdominal pain/poison do the same thing and those accesories are useless right now).


    Besides, ultis have a skill to remove abdominal pain damage (useless right now but if these kind of dots starts to appear it can be useful).

    The poison option can make good combos with crane's paralysis (the one that needs a poison to be casted) .

  • Good idea that also will make use of that useless ghost kamikaze.

  • swordsmann already got alot knockdown on his sub skills. with the rp skill u can almost spam it and u want even a blood debuff? why not other debuff? the real problem is the tanky classes are to tanky and that without using the state "% chance to block critical hits" on jacket. its look like they got it passive.


    what u are talking about fighter is not right. in 1vs1 its not stun needle stun needle. mybee vs weak tanker classes but if your enemie got almost same gear or even better crits are rare and if u wont crit and the stun duration is over u can just watch how the oppenent is killing u with their combo skills and debuffs. last hope is only the skill "storm strike". on right timing u can block attacks or even knockdown the opponent to have another chance but if u fail then u are dead. even thunder wont help becouse the opponent can run with dashing until their cd is over then start his combo again.


    fighter cant even use htb or something becouse until u get 1 rp the fight is over. yes u can wear rp shoes and charge when opponent is stuned but u loose time that u can use to make damage so its just useless.


    why u suggest kamikaze goast for fighter wich also got cast time? xD u know its one of the useless skills. why do u not suggest for fighter that they can change the skill effect of "opening róar" to increase rp by 100 200 300?


    forum.dboglobal.to/wsc/index.php?attachment/3653/


    swordsman would even got more rp then now since its from martial artist. You can see that you did not really think about the fighter.

  • Give fighter RP buff nice meme jajajaj can sk get rp buff too? maybe DW too

  • Fighters are made to remain atop of PvP at lvl 70 no matter what future changes, only due to their ability to one shot, but they were always useless in PvE which is the only problem they have.


    SM were always a top class in both PvP & PvE and will be at 70 too, but the problem lies in the direction the changes to this class went, first giving them more CD, now giving them more Crit dmg (if it's working that is), basically pushing them away from what their initial gameplay was : Combos.


    But i believe that anything other than forcing them into a Fighter² will be a good change.

  • 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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