Display MoreSome of your ideas are good, some I am really not a fan of.
The following is based on 70 cap, Personally I don't think anything should be done in 55 or 60 cap, they where pretty solid caps and I would rather attention focused on other things, rather than adjusting a temporary cap.
If you want to balance PVE in lvl 70 cap, then you would 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 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 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. Having done cc150 on my fighter, as well as over 20 times on my karma, I can say there are certain bosses where melee humans simply cant even join in against.
Conclusion: Without a complete redesign of core base mechanics, you can not balance PVE.
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.
Well in my post I stated that the Poko and Karma Speed Buffs should not stack, so there goes speed.
MAs in PVE are not as bad as people think they are.
If fighter is able to use Thunder in SSJ then he will have a lot more survivability while still doing epic single target damage. All you really need is some decent cd to spam your needles and big bang, and props and con so you dont get 1 shot, and combined with nerfing PVE monster stats MAs should fair a bit better.
Swordsman also have scintillation for boss and mob skills, so they also have a way to not get absolutely destroyed.
Echoson and I discussed about what fighter needles should do in his thread, im all for needle bleeds or needles giving a guaranteed crit bonus from behind but with reduced damage, which also makes it so fighters aren't countered by anticrit anymore which is a great thing. Im a DW and Chef player, so I dont hate fighters as much as everyone else, trust me I want fighters to have a fair chance as well.
You're correct though, this is mainly for 70 cap as it was the most imbalanced.
I agree with you on turtle book though, I honestly believe it should be disabled in PVP its just too powerful, but in my eyes thats lazy balancing. I am growing and learning so I am realizing certain stuff as i progress as a student so yeah. I think it should give only 500 RP that would be more fair.
SK doesn't need his anticrit buff nerfed if fighters will have a guaranteed crit or bleeds. Bold Strike was never the issue because you can counter it with ease. SK needs to have physical and energy damage, but the difference that makes steal life imbalanced while curse, cleave, and slash is balanced is that those skills don't remove 1/3 of your health every tick on a human. The nerfs I gave SK were enough. I'm not trying to kill any class to be unviable, im trying to make this game balanced.
karma already got nerfed by daneos, making it impossible to perma hesitation people anymore. They don't need anymore nerfs.
Turtles can 1 shot an entire party, which is OP in my opinion, but again I believe that it is lazy balancing by just removing their crit bonus, it would also be unfair to give crane a crit bonus and remove turtles crit bonus. You can equip e def gear and con vs turtles. I will admit that turtle would become a very strong class, but a lot of this stuff would need to be tested in the dev server. So if any additional nerfs were required for turtle i would find out.
Resist and Success i think are fine, Fighters are not meant to be resist gods anyway. And with them having invulnerability during Swiftness for 5 seconds it fixes a ton of their problems.
Thanks for the feedback.