I have to pop your bubble here. The DBOG lvl55 cap will be NOTHING like the lvl55 cap you remember. That's because this is the lvl70 game. We get skills we never had in the true lvl55 cap, stats that don't work nearly the same, some skills are maxed earlier/need more SP points put in them, and alot of skills have been changed drastically since then as well. Think Bold Strike, which didn't work this way in lvl55 cap. Or Dendes who couldn't heal as strongly because their skills weren't preparing them for lvl70 at the time. Or Fighters who dodged way more in the real lvl55 cap, but won't here because they rely on their lvl70 passive powers+dodge pot now. The current game is designed for lvl70. So this fake lvl55 cap in DBOG won't be balanced.
We can do crazy research and edit the cap to be like the TRUE lvl55 cap....then edit it back once the lvl70 cap hits, but that'll be a waste of effort that could be spend balancing the ACTUAL game rather than some artificial cap DBOG's not even designed for.
Well still, even though thats true, it still gives Daneos way more free time to fix bugs and create new content and he wont feel as pressured to deliver.
I get why you and BlazingBarrager want this. I myself would prefer an option other than crit-damage on weapons whenever I wanna focus on dealing more pain. But this'll just take SO much testing and guess-work that it's not worth making it a priority. I have no clue why Swordsmen and Turtles should deserve so more damage than anyone else. That just makes the stat viable for those 2, while still forcing crit% on everyone else.
Well you're right it would need a ton of testing. I suppose the damage value for the Semi dps classes could be increased to 2.5 or something so they can also use those stats as well. I'm just tired of everyone running the same gear setup all the time, with this change I hope it would create more diversity in armour and weapon choices.
These are all global stats and really shouldn't be touched so casually. Perhaps a better nerf to reflect AND LP% is to not have them stack with each other. A good nerf to props doesn't exist, however. Any props your enemy has could be canceled by your own, so by all means they shouldn't be included in any comparisons.
If there's an issue with Ultimate Majins in particular, we can just edit their skills rather than pretend we're not targeting them by destroying everyone's global stats. Such as increase their cooldown RP abilities whilst nerfing their ACTUAL cooldown. That way they can't heal themselves as fast in PvP since RP is more scarce, but are just as fast as before in PvE.
Well still I dont know if Nerfing the CD on ultimate majin would help fighters and other classes bring them down much easier, thats why I suggested props also get affected. But yeah reflect and %lp definitely needed to be capped or further capped.
The swordsman change I believe wouldn't be too game breaking since you need to spend quite a few SP on it to get maximum value, and SM are already tight on what they can do with their SP in 1v1 builds, so I think it would be fair. If not then in 70 cap remove the KD from MSS and then implementing this would be a fair change.
This whole move is balanced around the fact it's only temporary protection. But 60 seconds is enough to finish almost any fight except for the tougher CC bosses, and that LP cost boost doesn't mean anything in PvE. It's just instantly healed right back up. That said, I do agree the move could all your suggested buffs, I just don't think it should last beyond 40 seconds considering it's humongous party defense boost. My suggestion would be 30 seconds at lvl1, 35 seconds at lvl2 and 40 seconds at lvl3, with everything else following your suggestions.
While it's true this buff alone probably wouldn't make DW top-tier in PvP, that's no reason to just ignore how powerful a 400% defense boost would be, especially considering they already have the highest defense in the game. I think the skill should stay tied to their shield, just remove RNG garbage. Instead it just guarantees any blocking anything when LP falls below 30%. At lvl1 for 20 seconds, lvl2 - 30 seconds, lvl3 - 40 seconds, lvl4 - 50 seconds, and lvl5 - 60 seconds. This would make you literally invincible, but be unable to retaliate or worsen your ability to hold aggro, thus make it the perfect ability to stall for time. Guard Breaks and LP requirement prevent 'em from waiting for a win by time-out.
This is their most powerful skill, a damage dealing move that heals these TANKS fully if they hit hard enough. I can't see a single reason to buff this
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Yeah 40 seconds is reasonable, its just that 20 seconds is just pathetic for a skill with a 5 minute cooldown. I'd be fine with 1 minute duration 5 minute cd or 40 second duration 3 minute CD.
Well this skill was actually intended to help them not only with their shield but with passive blocking which still hasn't been implemented in the game.
Yeah I do agree that 400% may have been super strong, but still if the values were lowered I think it would be a fair skill considering the CD and how much EP it costs. I wouldn't use this skill in 1v1 pvp either way or even in PVE, because I dont believe I would fail my job as a tank.
This skill would still cost half your EP pool to cast, and against buffers and other nameks it wont heal you for full.
Holy crap, I realise Grand Chef's in need of some tweaks, but you're REALLY getting carried away. Giving 1 or 2 skills a massive boost is one thing, but giving basically ALL of his skills a gigantic boost is a recipe for disaster. Just Scent Marking on it's own is beyond ridiculous with 44 DEX. 21 FOCUS alone would've been an improvement over 216 hitrate, but instead you're giving it 43 FOCUS????
It feels like these are a bunch of individual ideas for buffs that may work on their own but shouldn't be brought in together. You can make a class tankier, you can make them more offensive, you can give them the ability to resist and hit well, you can make them able to drain their opponent's EP over time.....but you can't have everything at once. That, or make them all much smaller buffs.
I can't agree with that one. You've given them 420 extra success rate, plus a ton of crit rate and crit damage just with the FOCUS alone. You've already admitted yourself that Plasmas are great for party PvP. People also love farming with them. The main thing they suffer from is 1on1 PvP. Your suggestions may improve them there, but I bet they'd become way overpowered in Party PvP after that.
That said, I'm not sure what the intent was with Plasma Majins, and I know the least about them as class. ....they're not turtles with serious attack damage, nor are they stun-spammers. They're more like....team-harm preventers, I suppose. Perhaps turn Slowing Drumbeat into -30% attack speed, -30% skill animation speed + 1 second extra cast time? Reducing Skill Animation speed would slow harm done to them in 1v1 PvP alot.
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I played chef in POB and I can tell you that the only issue with them was never their damage, so yes perhaps his STR passive shouldn't be 60, but their main issue is a lack of a reliable stun and how badly they can get punished with how little defensive options they have, combined with how bad their buffs are they will never be preferred in PVE over ultimate majin ever. Perhaps Scent marking values are a bit too high, I can admit that, But it still should give focus and dex.
I really could care less about Spirit drain, I just noticed how many people are asking for it too be good again, me personally im not a fan of oppressive strategies that require a single button and that prohibit you from playing DBO. The cooldown could be higher though i agree. Originally I was just going to ignore this skill entirely.
Chef is without a doubt the worst class in the game, these buffs are fine. the values would just need testing that all, and then if they are too high you can simply adjust. Choosing which buffer you want in PVE should be like choosing which tank you want. If you want to be more safe you bring a DW and Ultimate, if you want to Do more damage you would bring an SK and Chef, but thats simply not the case currently.
For plasma I hated how swordsman got all that FOC and STR in their mastery class passive and plasma got shafted with "FOC and Hitrate". Plasmas should be an accurate class though, so I see no issue in giving them all that focus. I agree the values for duration effect may be a bit too high, but I got tired and couldn't really think of anything else to give them. The slowing drumbeat Idea is Nice, but PLasmas Need something badly to help them out in 1v1, because like I've said in the past "A skilled roy can beat any fox" But a skilled plasma? He might as well not play dbo unless its sunday.
In the end I'm only one guy and am not a professional game desiigner, but this only proves that if Daneos made a team of players to help with balancing the game would be lightyears better. Thanks for the feedback.