Posts by Fingolfin

    Maybe it wouldn't be ok to add DoTs on Fan Out/ Master Fan Out as there would be a lot of DoTs and with their movement speed decrease it is ok. Maybe it would be ok if we only add a DoT to Master Fan Out instead of movement speed decrease.


    Crane Cyclone is something I don't care since none will use it because of its low DoT damage. It can stay bleed.


    Fiery Shout is problematic because of its 2 seconds cast and low state and DoT damage. The good thing about it is its 20m AoE to attract mobs so maybe it is ok as it is as none would spend sp on it even if you make it a little bit stronger.


    Searing Crane is perfect as it is.


    About Mystical Crane Typhoon is interesting the double DoT you propose and Bleed/Poison seems interesting.


    And Dodon Ray and Dodon Barrage I think it makes more sense as you say in order to give some variety. Dodon Ray abdominal as it is one shot, and Barrage bleeding as it is a multiple shots (if it is useful to give some sense to it :/ )


    Master Fan Out as Poison, because in the stronger DoTs skills there is no pure poison skill:


    • Seargin crane -> 364 Burn
    • Dodon Barrage -> 379 Bleed
    • Dodon Ray -> 217 Abdominal
    • Mystical Crane Typhoon -> 50% Bleed (maybe it can be Abdominal as Dodon Ray is the weakest DoT) and 50% Poison [173 of each DoT]

    Agreed. Even with their Passives they still need more FOC to get success rate and STR to boost their bleeds, which also makes it hard against players stacking anti-bleed. Only thing I can think of is capping anti-bleed, but that would probably hurt SKs even more.

    Another way would be changing some of their skills in order to not to have bleed on most of them, but giving them some variety.


    Their most used/powerfull DoTs are Searing Crane (burn), Mystical Crane Typhoon (bleed), Dodon Ray (bleed) and Dodon Barrage (bleed). 3/4 are bleed, none uses abdominal nor poison DoT, because the only abdominal dots are Double Bleed (5 sp for just 69 abdominal) and Double Gut Buster debuff (4sp for 87 abdominal) and the only poison they have is Poison Bleed (7sp for 121 poison, and you have to add the sp you need to reach it). What is my point? That it is not worth spending those sp for ridiculous bleed/poison damage and I propose to switch some of the Bleed skills from the Crane tree to abdominal or poison DoTs, that way you can solve the antibleed problem too. Or maybe make at least that poison DoT of Spiritualist Tree worthy, lowering the amount of sp needed and increasing the poison damage it deals.



    With that variety in DoTs, you will see more variety in Crane Builds as with that change, people could think on taking at least one of those 4 skills that none takes:


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    Cranes need to be buffed. Since the stat change, now they can't get crits as they need to wear FOC for the success rate, and their DEX passive is useless as it was used to get some phy crits. Moreover, the high antibleed cancels out this class for PvP.

    In terms of balance you cannot use as example one bad equipped vs one well eqquipped. It is not only the upgrades of the gear but also the stats those gears give, and also we use as comparison a skilled fighter vs a skilled swordsman. That is why you cannot say that a fighter is inferior to swordsman because you killed 3 fighters xd.

    Now the Fighters built for crit will deal more damage on crits than before if you gear them with STR as they get 93 STR from skill tree versus the 80 DEX from their skill tree.


    What you won't get is a Fighter that have tons of crit and dodge. Now there is a sort of balance and more variety.

    I don't see the change that bad, and I don't care of being coherent to the meaning of the word "dexterity", I prefer a balance in what the stats give. Dexterity hoarding things as dodge, resistance, phy crit and phy power is a lot, even removing phy power; the same with Focus. With that change there will be more variety on some classes builds.


    For example you can have 2 types of Turtles, one which focuses more on hit rate and other that focuses more on crits and more power. Fighters which focus on crits and others which focus on dodging.


    Anyways it is just theory and must be tested.

    Attack Speed needs to be capped anyway. If there's one thing I hated about the old DBO is that hard dungeons like Kraken and CC Dungeon were only done with Attack Speed. Very little strategy was involved, which not only restricted the classes you could use for them but also fights boring.
    And don't even think about whining about Fighter's losing Thunder spam because of the cap. They have other options to work with.

    That is true, there should be some changes not to restrict some classes in those dungeons. Speed shouldn't be the only way to do them.

    fighters also have 70 strength passive btw but its just not efficient you give up major stuff and nerfing everyone doesnt make it okay ,its just make it longer in pvp harder in pvm and CON is the greatest stat...

    Yes, they have 70 STR but also 54 DEX and they were always weared with DEX so the difference now is higher. With just 70 STR you won't deal near the same crits. So you will need to gear with STR if you want to make a Crit Fighter. That's why I said you have to choice between crits or dodge, or a hybrid. I don't think it is that bad as imo fighters needed a nerf.

    I think that change balances fighters and just nerf them a bit, as they still have their passive that gives them 70 Str + 23 from Might. Now you can choose either go full dodge with less crits, go full crit with less dodge or hybrid.


    It will buff SM as they didn't really need dex for dodge but for crits, so they can take some str gear along with their 70 Str passive + 23 from Might it will give them tons of crits. If the stats keep as Daneos said, I think their passive must be nerfed as SM would be very OP.


    Turtles will be nerfed in terms of gearing as they can't go full FOC, but it is not a great nerf as they still have 44 SOL for their passive and you just need to rethink how to gear yout character. Maybe giving them more SOL to their passive can balance it.


    Cranes will be nerfed when they don't need a nerf, as their DEX passive is now useless. This passive MUST be changed for STR as the only reason to take DEX passive was for the crits.


    DW are nerfed although they have 34 SOL, because they needed to gear with FOC because of their low hit rate and that won't change so their possibilities to crit are lower. It can be balanced doing the same as for the turtles.


    The same with SKs. I think it is ok with this change (maybe I'm wrong, as I'm not expert in SKs)


    Ultimates that goes PvP will get a buff with this change as they get now more crits as their passives give them 70 STR and they can still wear FOC as that won't change their past role, they will crit more now. Maybe it needs to be a little bit nerfed, but not much.


    Grand Chefs I think they will get some buff (something they needed) as they can get now 30 Str with their passive + 21 from skill. It is ok with this as they needed a buff, although it is not enough imo.


    Plasma will get a nerf as now their FOC won't give them crits. This can be balanced by increasing their Crit passive.


    And Karmas won't get a crit bonus when wearing FOC.




    Maybe I made some mistakes but this is what I get with a fast view of the situation.