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Balance Cyc and DB skins
Posted: Mon Mar 29, 2010 12:42 am
by LadyPhoenix
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
Re: Balance Cyc and DB skins
Posted: Mon Mar 29, 2010 3:21 am
by pepex
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
Re: Balance Cyc and DB skins
Posted: Mon Mar 29, 2010 5:04 am
by ADVERIC=
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

Re: Balance Cyc and DB skins
Posted: Mon Mar 29, 2010 6:33 am
by elvawien
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.
Re: Balance Cyc and DB skins
Posted: Mon Mar 29, 2010 5:28 pm
by grofire
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
Re: Balance Cyc and DB skins
Posted: Mon Mar 29, 2010 6:15 pm
by Atlantis
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
Re: Balance Cyc and DB skins
Posted: Mon Mar 29, 2010 9:31 pm
by ArabianArrow
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).
Re: Balance Cyc and DB skins
Posted: Mon Mar 29, 2010 9:47 pm
by LadyPhoenix
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.
Re: Balance Cyc and DB skins
Posted: Tue Mar 30, 2010 3:33 am
by Hinder
Bump

Re: Balance Cyc and DB skins
Posted: Wed Mar 31, 2010 3:03 am
by Dark_Assassin
i think you are mistaken when you say Toreador and Tzigane are useless