Balance Cyc and DB skins

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LadyPhoenix
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Balance Cyc and DB skins

Postby LadyPhoenix » Mon Mar 29, 2010 12:42 am

I always wondered why some of the "best" symbols are DB skin instead of cyc. Technically cyc is rarer and harder to get so why are the good symbols db skins? Since there are stat resets, people ONLY look at the symbol effects when picking a dual class1. Therefore the stats aren't even considered. Some of the useful symbols give crap stats but it doesn't go into the equation anymore. Maybe we should change it so that the 2 most useful symbols from each class requires cyc skins and the other 2/3 need db skins. This way it would balance out the dual classes. Instead of everyone being Lord Knight (great + easy to get symbol) they might pick paladin or warmaster. What do you think?

red = cyc

Warrior:
Lord Knight-most useful
Blade Singer - very useful
Paladin - slightly useful
Swashbuckler - useless

WarMaster - useless

Thief:
Corsair - most useful
Vigilante - very useful
Nighthawk - useful
Reverent - slightly useful
Toreador - useless

Archer:
Desperado - most useful
Conqueror - useful but same as Desperado minus the good stats

Hawkeye - useful
WarSaint - useless
Triggermage - useless

Wizard:
Warlock - useful
Grand Wizard - useful
Tzigane - useless
Archmage - useless

Priest:
Templar - most useful
Fallen - useful
Saint - useful

Avenger - useless
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pepex
Posts: 413
Joined: Thu Nov 12, 2009 3:34 pm

Re: Balance Cyc and DB skins

Postby pepex » Mon Mar 29, 2010 3:21 am

more than change requirements i would change what they give, useless or less popular symbols are not going to stop beeing less popular with this, i would like to see symbols as a path to follow, more than being 2 extra rares, although i know that this could be nearly imposible to do without doing some big balance changes i think a good idea could be to make them give an improvement to certain area, as an example:

1)+% to total defence(white ac+blue/red/rares/ressit all) -lesser% to total offensive
2)+% to total offensive ( weapon/spell+blue/red rares) -lesser% to total defence
3)lesser +% to total defence/offensive
4)greater +% to total defence -% to total offensive/speed
5)greater +% to total offensive -% to total defence

this way players will have paths to follow:
1)tank: above average defence, expected to use defensive rares to make the most of the +%
2)fighter: above average dmg, expected to use dmg rares to make the most of the +%
3)hybryd build
4)walking wall: high defence with little damage/speed
5)berserker:kill fast die fast

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ADVERIC=
Posts: 956
Joined: Thu Nov 12, 2009 5:29 pm

Re: Balance Cyc and DB skins

Postby ADVERIC= » Mon Mar 29, 2010 5:04 am

pepex wrote:more than change requirements i would change what they give, useless or less popular symbols are not going to stop beeing less popular with this, i would like to see symbols as a path to follow, more than being 2 extra rares, although i know that this could be nearly imposible to do without doing some big balance changes i think a good idea could be to make them give an improvement to certain area, as an example:

1)+% to total defence(white ac+blue/red/rares/ressit all) -lesser% to total offensive
2)+% to total offensive ( weapon/spell+blue/red rares) -lesser% to total defence
3)lesser +% to total defence/offensive
4)greater +% to total defence -% to total offensive/speed
5)greater +% to total offensive -% to total defence

this way players will have paths to follow:
1)tank: above average defence, expected to use defensive rares to make the most of the +%
2)fighter: above average dmg, expected to use dmg rares to make the most of the +%
3)hybryd build
4)walking wall: high defence with little damage/speed
5)berserker:kill fast die fast



out of topic? lol

i think is ok the db and cyc system :D
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elvawien
Posts: 145
Joined: Mon Jan 18, 2010 7:26 pm
Location: Poland

Re: Balance Cyc and DB skins

Postby elvawien » Mon Mar 29, 2010 6:33 am

Maybe we should change it so that the 2 most useful symbols from each class requires cyc skins and the other 2/3 need db skins.


Instead of db skins ppl will just get cyc skins ... only change is that it will be harder to get g1 symbol... no use imo

more than change requirements i would change what they give, useless or less popular symbols are not going to stop beeing less popular with this


Agree on this.
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grofire
Posts: 399
Joined: Wed Nov 11, 2009 9:55 pm

Re: Balance Cyc and DB skins

Postby grofire » Mon Mar 29, 2010 5:28 pm

i do not agree with lp but i do not like the system that we have here , some classes need to have all ther dual class cyc and some need to be non, some in the middle and need to have some db and some cyc

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Atlantis
Posts: 550
Joined: Fri Nov 13, 2009 2:39 pm

Re: Balance Cyc and DB skins

Postby Atlantis » Mon Mar 29, 2010 6:15 pm

i say make the most common the cyc skins and the less common the db.

example

Templar= cyc skin
Saint= db skin
Fallen =db skin
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ArabianArrow
Posts: 2016
Joined: Thu Nov 12, 2009 12:44 am

Re: Balance Cyc and DB skins

Postby ArabianArrow » Mon Mar 29, 2010 9:31 pm

Considering this is a big change in gameplay, it'll need to be added before launch. Launch must be within 2-3 days (unless GMs are mo ing liars), I don't think GMs have even looked at or considered this change (even though it's been brought up plenty of times).

LadyPhoenix
Posts: 1423
Joined: Wed Nov 11, 2009 9:53 pm
Contact:

Re: Balance Cyc and DB skins

Postby LadyPhoenix » Mon Mar 29, 2010 9:47 pm

It would just be 1 change in the quest NPC code if they agree to do it. The big change would be on the players.
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Hinder
Posts: 445
Joined: Fri Dec 25, 2009 5:34 pm

Re: Balance Cyc and DB skins

Postby Hinder » Tue Mar 30, 2010 3:33 am

Bump (Y)
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Dark_Assassin
Posts: 975
Joined: Wed Nov 11, 2009 11:31 pm

Re: Balance Cyc and DB skins

Postby Dark_Assassin » Wed Mar 31, 2010 3:03 am

i think you are mistaken when you say Toreador and Tzigane are useless
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