Hello. I'm making this thread solely for the purpose of proposing and discussing ideas about balancing and/or tweaking classes in certain ways to allow proper discussion and thought to go into creating classleads as opposed to creating a whole bunch of threads individually. To keep this organised, all I ask is that you head your comments like so:
<Class here> tweaks:
<Comment>.
Thanks!
Comments
<Apostate> tweaks:
<Hunt not stopped by shield>.
Thanks!
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
Blademaster tweaks:
- Change transcendent Domination ability or the way Pit of Golgotha works. For example: Give pit a windup cost of four seconds before it activates, and if the occultist summoning the pit dies or leaves the room before it completes, the pit is cancelled. A maximum of three people in the room can be pitted at one time. Make a successful summon render anymore pits impossible to be called in the room for 120 seconds after the initial pit.
Bard tweaks:- Change the function of songbird to that of a seek, deliver and retrieve class ent.
- Make pesante strip deafness and stun for .3 seconds
- Change voicecraft balance to 2.5 seconds (after weaponry has been fixed to make rapier high-end not gross.)
Serpent tweaks:- Change bite balance to be quicker than herb balance, 1.3 - 1.4 seconds.
- Not a serpent ability, but show a third person message for when lifevision procs on an illusion and drastically lower the chance for a successful lifevision proc.
- Make shrugging on/off forceable if it is not already, or just remove it entirely.
Sylvan tweaks:- Remove the 'bug' in heartseed where it is cured if the victim stays away from the heartseeder for x amount of time.
Monk tweaks:-
One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
Svof
Mudlet Discord join up
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Except for serpent bite speeds which iirc is a soon to come fix.
Party right, party hard,
Sing and dance, perfect bard.
Prefarar loop, accentato whore,Buy a new rapier, get nerfed some more.
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Being an apostate with a staff of illusions is an amazing thing.
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
→My Mudlet Scripts
Voidfist: Needs complete reworking. to op or never works one or the other.
Arash: Increase accuracy along with it's other effects.
Mir: Decrease the damage taken by a bit and increase speed by a bit
Thyr: Decrease damage taken a bit or increase damage done a bit
Strikes needs reworked, Can currently strike .1 second before balance returns.
Airfist: Increase the chance to bypass parry. Stop the 100% against guarding and instead prevent guardings stun+throw to ground from going through.
Retalationstrike:Make it stop hitting Pinchblock
Multislash: 1:Allow all three blades to be infused
2:Increase damage lower balance time and make it only hit on prone (Finisher style)
3:Increase damage increase bleed and make it only hit on prone (Finisher style)
4:Allow it to target limbs with the targeting ability in weaponry.
Health/Mana Transmute: Instead of base go off percentage of max.
Phoenix: Make it a soulcage type instead.
Burst: 1:Made into a ranged type attack
2:Decrease balance time
3:Increase damage with less base on int
<Occultist> tweaks:
<Weapon> tweaks:
<General> tweaks:
<Monk> tweaks:
Axekick: Make the punches following axk for 2-3 seconds afterwards deal less damage (Because 80%+ axk combos are stupid) On second thought this would be a complete nerf to axk in general. Instead the strength modifiers need to be looked at so it doesn't effect non artied monks as much.
Party right, party hard,
Sing and dance, perfect bard.
Prefarar loop, accentato whore,Buy a new rapier, get nerfed some more.
As I've said before, I don't believe axekick should do great damage at all. BBT is monk's "burst damage on prone target" ability and works perfectly fine for that purpose. Having two such abilities only makes for harder balancing and is unnecessary. Axekick should do damage comparable to other kicks, have balance comparable to other kicks, always give guaranteed level 1 head damage, but still only work on prone targets. Actually, make it give guaranteed level 2 head damage.
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Of course, if you make it require only equilibrium, then taking 3s or even longer becomes more fair.
WRT Axekick: If it's basically just a 'guaranteed headbreak kick', what's it for? I don't think Monks really care about head breaks. Not even level 2 breaks, really. Especially since if you've got them prone you probably broke legs, so they're going to be putting salve balance there first.
Could make it cause one level of damage, and become an insta if it hits with a level 2 break already in place. That would force people to choose between curing head (and risking extra BBTs) or curing legs (and risking an instakill axekick). Add a fun flavour message or two ("As you bring the heel of your foot down upon Iocun's head, you feel his skull shatter under the impact. His body jerks sharply before falling limp.", "As Nemutaur's heel comes down on your head, you feel bone splinter as your skull shatters like an egg.", "Iocun's head has exploded from the force of Nemutaur's axekick.") and you're done. Essentially it becomes kind of like a Monk vivi - you need to alter your curing for it or you'll probably die to it very easily, but curing against it opens you up to other options.