Posts by BlazingBarrager

    First off using transformations in PvP at all doesn't work. You only get to use both Kaio-Ken and your transformation in Budokai, ranked, etc. once and only once. It's when you use it that counts. For instance, Great Namek can be used to win the LP draw on that last match at the last second. Cheap yes, but still very effective.


    And again Kaio-Ken got badly nerfed in lv. 70 patch so the crit rate boost you get is hardly there regardless of how many times you multiply it. Putting it back to lv. 60 patch where crit increases heavily with each multiplication would just ruin transformations period so the devs need to figure out how to balance this out. If needed, CD can be reduced for transformations (though not by alot since CD starts immediately after you transform). Also, transformations have something vital over Kaio-Ken, and that's no LP drain. Even when you have a healer on your team, you're still going to find yourself in situations where that LP drain will make you more vulnerable (CC is a prime example of this). SSJ and Pure Majin, on the other hand, can easily be maintained with the Dende's EP recovery buff so you don't have to rely on your healer unless you absolutely need to.


    hmm but then I think we run into another problem with the pots. If pots remain stronger then the actual transformations even after spending sp on it, people would just use the potions. Also the stat increase pots had weren't that huge I think it was a 5% atk boost from the actual transformations.
    With that in mind, it was as strong as kaioken with 3 SP on it. So even spending SP transformations would still have less stats then kaioken.

    No I'm pretty sure Pot gave higher attack. It also buffed your defenses by a large margin and came with no drain whatsoever. Great Namek also had the benefit of lasting 30 minutes. But seriously I doubt transformation pots will be easy to come by so putting SP into transformations would be a more viable option. Besides I said the attack stats would match Kaio-Ken at 3 SP. This isn't the old DBO after all.

    Soo your point is that with every point you gain more EP...
    Well it is ok tho.


    Still with Ultimate Majin you get buff - %EP recovery, with that buff and wings that have %10 EP recovery, you would be fine.
    But if you people want more EP, it is ok.

    No. With each point for Pure Majin, SSJ and Great Namek you get a slight increase in the stat boosts and less drain for SSJ and Pure Majin. The time limit for Great Nameks will also increase (12 min at 2 SP and 15 at 3 SP). SSJ's double EP and attack speed buff as well as Great Namek's Dodge debuff stay the same (does Pure Majin also do double EP?). At 3 SP SSJ and Pure Majin's attack stats (possibly Great Namek as well, but I don't know their boosts) would be equal to Kaio-Ken at 3 SP. The stat boosts affected are only the ones applied to what increase for the skill transformation, and they won't be as powerful as the transformation pots.

    oh yeah, I forgot that. I used mostly transformation pots which had more stats.


    I hate how DBO at 70 patch did everything for attack speed. Attack speed is the dumbest thing DBO ever did and I am afraid that increasing super saiyan stats is only going to enforce that even more. I see skill cooldown reduction as a way to also incorporate other builds into the lv 70 patch.
    Also I believe instead of dranning EP , ssj and kid boo should just have time limits as well. That Way kaioken remains usefull.

    Giving Kid Buu and SSJ a time limit doesn't make it balanced with Kaio-Ken due to the stat boosts they grant. Hell Kid Buu would get it worst due to also needing to spend SP on its skills. Also Attack Speed is getting nerfed/capped so we won't have to worry about it as much.

    You're right. That's not how DBO works...or at least the old one. Also Kaio-Ken was heavily nerfed in lvl. 70 patch to where multiplying your Kaio-Ken level only raised crit by a crap amount. I don't know how they plan to do Kaio-Ken in this version, but if they revert it to where crit increases incredibly with each multiplication then there would be no point to transformations. I guess if they gave the transformations larger boosts than Kaio-Ken at 3 SP it would make up for the CD. Fighters especially would benefit from SSJ due to the hit rate and dodge boost. In the end though the devs will have to think how to make transformations viable while keeping Kaio-Ken useful.


    Oh, and Pure Majin doesn't have a time limit. It ends when you run out of EP just like SSJ. You just generally see Buffers exit out of the form to redo their buffs to their teammates.

    Okay disregarding canon the other reason why this is a bad idea is because using Kaio-Ken and SSJ together would kill you. Remember that scene where Goku uses it? He was out of breath afterwards. Wouldn't be as big of a deal if it weren't for the fact that he was dead. Now try using that on a living body. The strain would be too much for it to handle and the user would tear themselves apart after merely activating it. There's a reason why Goku never tried using Kaio-Ken as a Super Saiyan. Considering how our characters have enough strain from using SSJ alone (if the 15 sec stun animation is anything to go by) using Kaio-Ken and SSJ at the same time would kill our characters. If we were to give Humans another transformation than SSJ2 would be the best way to go. Of course there would be the issue of what to offer Majins and Namekians.


    Honestly, simply having SSJ is good enough for Earthlings. If the devs take my SP suggestion into consideration than all the transformations would offer enough power to get through plenty of situations.

    Kaio-Ken is more of a quick power up that you need for like handling a boss or something. Transformations offer a more effective power-up that can be used in more situations for longer duration...well SSJ and Pure Majin anyway. Great Namek is like Kaio-Ken due to it being temporary, but the huge stat boosts make up for it. Remember that using Kaio-Ken for long periods of time should only be done if you have a healer around you. Also worth noting that the transformations' CD starts after you use it so the 1 hour CD starts ticking immediately. Kaio-Ken's CD only starts after the skill deactivates. There's also the usage of CD gear to lower CD so that benefits transformations as well.


    The team will have enough time for new content even if they start without a lvl cap. You need a lot of time until you get a good gear to do kraken, cell, cc dungeon and at the same time it will be fun but if you start with lv 38 cap you will lv to 38 and after that you can´t do anything. PvP was boring with lv 38 and farming will just give you some items. These items will be worth 0 zenni after the lv 70 release. And players like me will be bored and won´t play the game until lv 70 is released.

    Yeah well players like me want to start from the bottom. I didn't get into the original DBO until the 60 cap so I missed out on some stuff. Starting at lv.38 will give new players a chance to relive DBO through its life. Starting at 70 would ruin the experience. Also at 38 cap you can make more than one character quickly which gives you time to try out different classes and see what you like the most. This isn't going to be the old DBO with crap balance issues where Fighters and Shadow Knights will be top dogs. Going through cap updates also helps with balancing because the team can learn through trial and error which is the best for balance.

    See it's this kind of thinking that needs to stop. NTL was terrible with their balancing so they made it to where only certain classes were viable while others were crap. This shouldn't be the case in DBOG. Players should be entitled to choose races/classes they want instead of having to go for classes that are considered "better." Seriously leaving the classes the same as in vanilla DBO would be incredibly pointless and opt players to go through the same crap they did in old DBO.

    i´m also against it. There is no reason for a lvl cap. You can´t do much without lv 70 and your items will be worth nothing. You will be lv 38 in 3-5 days after that you will just wait until lv 70 update is released...

    At the same time, the game wouldn't last as long if we started at lv 70 cap because people would start complaining about new content after like a month or two. Starting the game at lv 38 allows the crew more time to work on new content while fixing bugs in the old and balancing classes to make them more enjoyable (you aren't going to get it right the first time after all). Merely decreasing the amount of EXP earned will fix the whole quick leveling thing and we'll still have stuff like Budokai, events, and such to keep us pre-occupied until the next cap.

    When I mean "main stats" I mean the CON, ENG, STR, SOL, FOC, and DEX stats, the six primary stats that define each race and class. Now what I'm suggesting isn't all about changing the default values of each race/class, but instead changing the overall values that each stat grants and effects. For example, FOC and DEX are the two stats you'll 9 times out of 10 be aiming for on your gear because they don't just effect your Hitrate and Dodge. Focus also increase energy skill crit rate as well as slightly boosting your damage, while Dodge increases physical crit. rate, slightly increases physical attack, and increases resistance. The problem with this is that this leaves other stats in the dust to the point people won't give a damn about them. What I suggest is the following:


    Nerf FOC and DEX by removing the crit. rate boost, damage boost, and (for DEX) the resistance boost, but slightly increase the amount of points you get in you hitrate/dodge.
    Buff SOL and STR by increasing the damage amount per point and have them govern their respective crit. rate.
    Not sure what to do with CON and ENG


    By switching the crit. rate effect to SOL and STR and removing the damage boost given by FOC and DEX, players will have to think more on whether they want to do more damage or be more accurate/have more dodge. This is especially useful in nerfing Fighters and buffing Swordsmen because the former gained a ridiculous amount of resistance and physical crit. rate due to their high DEX stat which made their "High Speed Needle" skills overpowered, where as the latter only had better hitrate but lower physical crit. rate due to how FOC worked. This also helps out Plasma Majins because they can apply only SOL to their gear for better damage and crit. rate and not worry too much about accuracy due to their Plasma Mastery passive (which buffs their FOC to 28 and hitrate to 422) while Turtle Hermits will have to use some FOC to be able to hit targets better.

    Shadow Knight's taunt skill could be easily spammed at level 4. All you needed was around 17CDR and use CDR RP...


    I meant Health% dmg not Health% healing. xD


    Agree with the rest :)

    Yet Dark Knight's Taunt skill will still be faster with the same equip and RP. Really it all comes down to whether you want speed or range. Also DWs don't really need a Health% dmg skill because its strongest skill Energy Siege can easily be spammed and has a great AOE range, and since it's guaranteed that DWs are getting buffed that skill will be able to deal with mobs a lot easier than what SKs are capable of. Again, DWs are for fighting in party and numerous mobs while SKs are for fighting 1 on 1 players and mobs. With the game being balanced better than what NTL tried (and failed) to do we'll most likely see both classes be near equal in usage so that choosing which one will be entirely based on preference and wanted role.

    I agree 100% , but that would make swords scintilation useless. Though they could make something different with it ( like removing block cooldown for duration , idk)

    I wouldn't say 100%. More like 60% or 70% at 3 SP. That way you aren't guaranteed to block every single skill but you still have a high chance at doing so if you contribute points to the skill.

    I also think Super Saiyan should benefit casters and not only speedsters.


    Normally casters will use Kaioken for increased critical chance, but If Super saiyan could reduce cooldown ( doesnt have to be much, something like 33%) casters could benefit a lot from it.

    The goal in mind was to make SSJ, Pure Majin, and Great Namek equal in power and, to some extent, usage to Kaio-Ken at 3 SP, not flat out replace the skill. This is why I felt CD shouldn't change since it would result in people spamming the hell out of the forms and ignore using Kaio-Ken. It also maintains the balance to these forms since they give better boosts than Kaio-Ken. Now granted Kaio-Ken can and should be used if you need a quick power and crit boost for, say, powerful bosses or being able to heal/buff without losing power while the transformations should be more towards needing a longer power boost duration for long dungeons and TMQ. Both forms can be useful in PvP as well if you really need that extra kick (like in later fights in Budokai for example).

    Technically, it would be a "full-powered" super saiyan if the skill has points and you max it out lol. I like the idea and it fits well with the purpose of upgrading it.

    lol Fair enough I suppose.

    The cash only items made this game more unbalanced that it already was.


    For the people saying SK and DW have the same tanking power. That's wrong, DW tanks way better. The only reason why people choose SK over DW is because Shadow Knights deal way more damage than a Dark Warrior + the AoE pull SK has is better.


    In my opinion Dark Warriors need some kind of Health% damage to be somewhat viable.

    Yes DWs tank better than SKs, but only because they're built around dealing with mobs. SKs are more for 1 on 1 tanking so that's why they don't have as good defenses. As for DWs needing Health% damage, their skill "Dragon's Punishment" already covers that since it's an AOE that adds all the health from targeted enemies back to it. As for their Taunt skills, they're more or less equal. Yes the SK's taunt has wider range and last slightly longer, but the DW's taunt has a much lower CD so it can be used more often.


    And yes the Pay to Win system the old DBO had was terrible. Thankfully, DBOG won't have that. They can do stuff like dogis or name changers with their donation system, but they won't have any items meant to aid the player in that list.