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View Full Version : New Idea for Lvl60+ Balance!


KnightOfTruth
04-17-2008, 09:29 PM
Hey everyone, I was thinking of an idea to fix archers the other day and it turned into an idea that may work REALLY GREAT for future updates down the road.

I was thinking that after the lvl60 class change (or later) would be the best time to implement this because it would really give some added incentive to leveling up high...

Here it is:

When someone completes the level 60 quest they will be able to use a new weapons/armor. Sounds simple enough no? Well hear me out, I think this would be easy to program, and an awesome way to balance...

Each class gets a specific addition:
Mages - can now use a staff/wand 1h with a shield, that way they will be allowed to get additional DEF (improves their main weakness and helps out the END build mages)

Clerics - can now opt to use a 2h hammer, that way they can do additional damage when necessary (improves their main weakness without overpowering them i.e. no AoE etc.)

Fighters - can dual wield 1h swords, that way they can also do better damage (they don't have a main weakness really but this will help keep them desireable over a cleric)

Archers - can now use a shortsword/dirk/throwing knife or other small 1h when mob gets to close range. Have the speed increased and dmg decreased to make it more archer-like. (may require additional skills to be created post-60 or allow the other skills to be useable at melee range) (this wouldn't really overpower the archers, but just give them something else to do during battle besides spam skills and chat everyone's ear off haha)

So let me know what you think....It seemed like a really awesome idea to me. I love the whole "Ranger" idea with being able to wield a 1h sword, but that seemed to be the hardest one to implement. The other ones just entail creating new items or editing existing items to have dual class requirements.

Anyway give me your feedback, I hope to send it as a suggestion if there's enough interest in it. We can always edit and change the idea but I need to hear other people's opinions to see things that I missed...

Poisoned77
04-17-2008, 10:07 PM
I like all of them except for the archer one. 1. What is top stop archers from just primarily using a shortsword.? 2. It would get really annoying really fast having to switch in between weapons even if it could be hotkeyed. there would undoubtedly be a lag time for the character to switch weapons, allowing the mob to get in a few hits unanswered. What I like about it is the throwing knife thing, it still utilizes an archers purpose (ranged attacks) while giving them a better chance to defend themselves.

KnightOfTruth
04-18-2008, 01:20 AM
Hahah yeah, I figured that'd be the one spot where people disagreed...I'm not really sure what could be done for them, I just liked the idea of having a melee attack (most fantasy games I'm a ranger-type player with bow/1h sword). I specifically put throwing knives in there just for that point actually!

Totally open to all feedback tho!

ChaosSeraph2
04-18-2008, 02:12 AM
Fighters do have a main weakness, and that weakness is Mdefence.
I rather +9ing armors increase Normal Def as well as M def =)

On a side note, what car are you looking into getting?

WinterClown
04-18-2008, 08:03 AM
Are you kidding...?

A mage with a shield... -_-''

Bad idea T_<

rxyangl
04-18-2008, 08:18 AM
Are you kidding...?

A mage with a shield... -_-''

Bad idea T_<

Its not that bad of an idea. There is another game I play that if you use a wand it allows you to use a shield but the staff is a 2h'd weapon. Really works out well I think :)

obilerator
04-18-2008, 08:27 AM
Mages with shields would only make them slightly less squishy. The shield doesn't necessarily have to add tons of defence. Look at cleric shields for example. They have a shield, but their shield doesn't add as much defence as fighter shields do.

Plus, mages have a really low hp pool. Having a shield would probably only make it slightly easier for them to solo, it wouldn't really overpower them that much.

angel_sanctuary
04-18-2008, 08:32 AM
No, to mage with shield.

mages are already sort of considered the overpowered class

Plus with +9 high end gear..mage already has high def and can duo AOE mobs with a cleric..giving a shield and more def [even if it isnt that much] would just make even more over powered

no tnx

smitske
04-18-2008, 09:43 AM
give clerics actually skills that arent crap?

bigham1991
04-18-2008, 09:51 AM
i like it except for the mage and archer one give mages more def. related staffs then and archers more skills..

http://i53.photobucket.com/albums/g68/lilgangstakid/aktqo9.png

smitske
04-18-2008, 10:00 AM
ye, mages are last one that need something extra at 60+, reallyfrom there on they become the strongest class.

KnightOfTruth
04-18-2008, 01:02 PM
True true, but does anyone have a BETTER idea to give them then? They've got great power after 60, I suppose the AoE's they get are reason enough to keep leveling up, but I figured to go along with the theme, the shield would be nice.

I wonder if the "no" votes are primarily due to the mage shield thing or just don't like the idea in general....keep em coming guys!

viorexx
04-18-2008, 01:46 PM
I like the cleric idea with 2 weps but then again i dont like to make my def any lower. it would be great for soloing. but what would you do if you add a lic to both hammers?
for the mages they are too powerful and a cleric nighmare. it take alot of work to keep a mage alive. how about 2 wand or a wand and straff combo. if you want some kind of spirt shield. damage taken by an attack would be subtracted from there spr. well a percent at least.
i really cant ask anything about the archer because i have not played much for that class.

Atmor
04-18-2008, 02:40 PM
I'm gonna try and be nice as I tear some of your ideas apart.

Mages with shield, no way in hell! Mages are already uber powerful, and at the higher lvls are better tanks than fighters, and this would further proliferate manking and make fighters even less desirable. Let me try and think of something else we could give them...

Clerics with a 2h hammer, no objection really, though fixed/much better skills for them would be nice.

Fighters dual wielding, eh maybe, but really they need more m def and much stronger mocks before anything else.

Archers...all I can say is rofl, though I wouldn't mind throwing knives. You have to remeber, we are NOT rangers, we are ARCHERS, and there is a big difference. Archers focus on bows/xbows, whereas rangers are generally more rounded with their close quarters combat. As far as I am concerned, give us entangle and make Piercing Shot's AoE disease damage every 1 sec not every 3, and we are fine. I do like throwing knives though...

Lordlymight
04-18-2008, 02:53 PM
Mages - can now use a staff/wand 1h with a shield, that way they will be allowed to get additional DEF (improves their main weakness and helps out the END build mages)

Not so much. If they did get a shield, it should increase MDef instead of PDef. I like each class to have its role realized and increasing the PDef of mages would move them away from their niche.

Clerics - can now opt to use a 2h hammer, that way they can do additional damage when necessary (improves their main weakness without overpowering them i.e. no AoE etc.)

Actually someone in another thread had mentioned a chalice/holy symbol idea I like better than a 2-handed weapon. Again, this is to allow clerics their niche.

Repairing the broken trip and bleed would help a lot in the realm of increasing combat effectiveness.

Fighters - can dual wield 1h swords, that way they can also do better damage (they don't have a main weakness really but this will help keep them desireable over a cleric)

I've mentioned this before in another thread. I really like the dual wield (reduced aim, increased attack speed). Since it doesn't really "add" to the fighter, but simply gives an equal-power option, I think it would be fun.

Archers - can now use a shortsword/dirk/throwing knife or other small 1h when mob gets to close range. Have the speed increased and dmg decreased to make it more archer-like. (may require additional skills to be created post-60 or allow the other skills to be useable at melee range) (this wouldn't really overpower the archers, but just give them something else to do during battle besides spam skills and chat everyone's ear off haha)

Unfortunately I have never played an archer, so I can't speak intelligently on them. My question is, do they actually suffer in melee using their bow? I have never noticed any loss of capability at melee range as opposed to distance. Actually, I see a lot of these "fix the archer" sigs, but have no idea what about them is broken.

Atmor
04-18-2008, 03:04 PM
Unfortunately I have never played an archer, so I can't speak intelligently on them. My question is, do they actually suffer in melee using their bow? I have never noticed any loss of capability at melee range as opposed to distance. Actually, I see a lot of these "fix the archer" sigs, but have no idea what about them is broken.

Hmmm as an archer, let me say personnally nothing is "broken" about archers, but people found out several skills for archers were left out of our version of Fiesta, and people think we need them. As an archers am against those stupid ****************************** sigs because the one in common use is extremely disrespectful to Ouspark. If people must have a "fix teh archers" sig they should use the one in the link in my sig.

In answer to your query here, no, bows/xbows do teh same damage no matter the distance of the mob.

bskll
04-18-2008, 03:35 PM
hmmm, mages with shield, brings back memories of Diablo 2 xD

storm shield and Oculus anyone?

it could be implemented if you can only equip shield with wands.

Ren-sama
04-18-2008, 04:14 PM
Cleric need more attack skills... =.=''
We arent just healing slave/bot... >_>

Mage with shield and a 1hd wand... usually 1hd would have less power than 2hd, so is it not a really bad idea...

Takerial
04-18-2008, 04:27 PM
I agree in that if you give mages a shield it should only relate to mdef.

Maybe with Duel Wielding for Fighters should do is lower their accuracy as well.

Personally, I don't think you should give Cleric better attack or skills with attack. You might go a different route and suggest certain debuffs that they can use. Though they could last longer than debuffs from archers and fighters but not be as powerful. And potentially something different if you would be so kind.

Archers have a weapon they can use short hand. Their arrows. Instead of shooting them they just stab the monster. Higher accuracy and better chance of criting but lower damage and lower speed.

Edit: I just thought of an idea dealing with Clerics. Maybe something help them would be the next step of their Invincibility. Instead of it just immuning them, it actually become reflection, which protects them and sends back part of the damage the mob does to them.

diealita
04-18-2008, 05:07 PM
...
Personally, I don't think you should give Cleric better attack or skills with attack. You might go a different route and suggest certain debuffs that they can use. Though they could last longer than debuffs from archers and fighters but not be as powerful. And potentially something different if you would be so kind.
...
Edit: I just thought of an idea dealing with Clerics. Maybe something help them would be the next step of their Invincibility. Instead of it just immuning them, it actually become reflection, which protects them and sends back part of the damage the mob does to them.

ok, just to the cleric things: u never played a cleric, did u?
clerics really have nothing but heal&bash. oh sure we have endure and such things, but does it really count using another skill once in an hour? it would just add to the fun of playing for the clerics. healbotting really is so annoying and boring...

tho i really like ur idea about the invincibility update, thats awesome ^^

Balder
04-18-2008, 05:17 PM
Mages with shield? never heard of that,lol.

redassassin
04-18-2008, 05:18 PM
Great Idea, posted allot of this stuff before..well I would like to say again, If we can make a LV60 character now can use other skill instead of wepons that would be great like If a Fighter becomes LV60 then he can undertake a new quest to get the ability to use heal, or Clerics to use Dispel, or Archers/Mages to have either.

that would be cool..

Takerial
04-18-2008, 08:34 PM
I'm saying that giving them strength attacks is not the way to go with clerics.

It's why I think you should look more into debuffs and the reflect thing. It suits the style of clerics better without making them obscenely powerful.

viorexx
04-18-2008, 08:42 PM
Edit: I just thought of an idea dealing with Clerics. Maybe something help them would be the next step of their Invincibility. Instead of it just immuning them, it actually become reflection, which protects them and sends back part of the damage the mob does to them.

i like this idea. it can help in soloing.. but for a party we should make it so it the reflect back at the cleric.. it should not be for parties.

Takerial
04-18-2008, 08:46 PM
I don't understand why it couldn't be used for parties?

Or did you misinterpet what I meant?

Basically, you cast reflection on someone, though it might be a self only spell to not overpower it.

Anyways, you cast it on yourself. You now only get hit for 0 like usualy with invincibility.

However, with reflection, as the mobs hit you a certain fraction of their damage hits them back, maybe 1/5 or so. So if they hit you for 500 damage they get hit for 100 damage (though it would convert to 0)

It'd be a potential aoe skill for clerics since it would work on any monster attacking them.

Yukitora
04-18-2008, 09:31 PM
I actually don't like the cleric idea. less def = more damage which leads to less hitting and more healing >.< it's already hard enough to work alone because we don't have any good skills let alone a tiny aoe attack when we get mobbed to use. I'd find myself running even more with a 2h hammer. the mages with a sheild yes I agree with that like to use the shiled can be cut off when they get to like lvl 50 so it won't overpower them in later lvls but helps them in the lower lvls. the Archers I think is a sort of bad idea, lag and extra hits while changing weapons and it alos uses inventory space. fighters I heard a couple people complain about being unable to dual weild it's okay.

rxyangl
04-19-2008, 03:41 AM
No, to mage with shield.

mages are already sort of considered the overpowered class

Plus with +9 high end gear..mage already has high def and can duo AOE mobs with a cleric..giving a shield and more def [even if it isnt that much] would just make even more over powered

no tnx

Not all mages though can spend hundreds of dollars of money on spark cash to enhance and not every mage is flooded with in game wealth either. I should know >.<

srkideath
04-19-2008, 04:15 AM
Good idea, i agree with KnightOfTruth :D

yoru87
04-19-2008, 06:58 AM
I like the ideas for fighter/cleric.. but i would make it like skills:

cleric - 2 handed hammer mastery

fighter - dual wield mastery

mage - magical shield: a magic shield which increases mages defence and absorbs some %- amount of damage but reduces mana everytime they get hit.

archers - traps : like 2-3 trapping skills which they set on ground before attacking and the mob/mobs will run into.. like one for damage, one for slowing mobs down and one working as another dps

RikoRain
04-19-2008, 07:40 AM
Hey everyone, I was thinking of an idea to fix archers the other day and it turned into an idea that may work REALLY GREAT for future updates down the road.

I was thinking that after the lvl60 class change (or later) would be the best time to implement this because it would really give some added incentive to leveling up high...

Here it is:

When someone completes the level 60 quest they will be able to use a new weapons/armor. Sounds simple enough no? Well hear me out, I think this would be easy to program, and an awesome way to balance...

Each class gets a specific addition:
Mages - can now use a staff/wand 1h with a shield, that way they will be allowed to get additional DEF (improves their main weakness and helps out the END build mages)

Clerics - can now opt to use a 2h hammer, that way they can do additional damage when necessary (improves their main weakness without overpowering them i.e. no AoE etc.)

Fighters - can dual wield 1h swords, that way they can also do better damage (they don't have a main weakness really but this will help keep them desireable over a cleric)

Archers - can now use a shortsword/dirk/throwing knife or other small 1h when mob gets to close range. Have the speed increased and dmg decreased to make it more archer-like. (may require additional skills to be created post-60 or allow the other skills to be useable at melee range) (this wouldn't really overpower the archers, but just give them something else to do during battle besides spam skills and chat everyone's ear off haha)

So let me know what you think....It seemed like a really awesome idea to me. I love the whole "Ranger" idea with being able to wield a 1h sword, but that seemed to be the hardest one to implement. The other ones just entail creating new items or editing existing items to have dual class requirements.

Anyway give me your feedback, I hope to send it as a suggestion if there's enough interest in it. We can always edit and change the idea but I need to hear other people's opinions to see things that I missed...

Only problem I see with this is youre messing with the logic of things.

The reason mages always only have a wand/staff and no shield, with practically no armor is because the magical forces protect them. They need their hands for spell casting. The pouches for their spell components already weigh them down..
Giving a mage a shield would be absurd. If you gave them a big one, then it looks really.. well, dumb. If you give them a small one, logic says it shouldnt protect them much, therefore def doesnt go up much.

As a cleric, I have NO DESIRE to trade my shield for a 2h hammer. Im a CLERIC. Not a fighter/tank. I don't NEED to do additional damage because Im too busy healing people >.>

Fighters.. psh, I keep hearing this "2 swords!" thing. Keep in mind two swords makes you slow, logically, and decreases your aim. Therefore your dex would be horrible (or need to be high to use em), and you would be slower (honestly, try to wield two swords in reality without getting either twisted up or making them hit each other).

Archers... What use is a small knife goign to do to a huge Ogre? Honestly. Forget making the att for it higher. If you give it a greater change to hit, more power, etc, then archers wont use bows anymore! Theyll start using that, and then they wont be archers, but Knife-throwers. Shortsword means archers could essentially do the same thing as clerics in your case: become fighters. No no no no no no NO. Archers are archers! NOT fighters.

*ZOMG*
Its an 9ice attempt to fix things.. but you discarded the logic for "cool" ideas.

klasd
04-19-2008, 01:39 PM
personally i think

clerics- wouldnt be a bad idea for those solo clerics that cry and complain that they dont do enough damageinstead of just making clerics EVEN more unkillable take away some def for that power (id still keep my shield)

mages- i like the idea of like a barrier either...
damage barrier deals a cirtain amount of damage back to the monster per hit u take (low like 10-20%)
or
sp barrier takes a % of damage on sp instead of hp (as previously stated

fighters- i think they have enough wepon choices (three over the other 2 for other classes)
before adding anything else they need a better cooltime for the big mock thing the name escapes me at this time

archers- at 51 archers become a great addition to aoe parties
better than mages until lvl 60
but then at lvl 60 u go back to being a soloer class again
if they are to be kept as a soloer class they need aan imobilize or something
if they are to become more aoe involved they need a aoe disease or bleed

these are my ideas "DIS" them
im open to constuctive critisism tho

Thasmudyan
04-19-2008, 01:50 PM
A nice idea in principle - we did get new weapon choices at lv 20 with the first job change, so it makes sense.

However:

For mages: Giving them a shield would unbalance them, as they aren't -supposed- to take damage well. One way you could balance it is by giving them a new selection of 1h weapons at 60. These weapons would have to do less damage than their 2h options. Thus giving them the trade-off choice that fighters have; increase defense with a 1h + shield, or increase offense with a 2h. Also, mage shields would be the opposite of fighters'; high M.def, and low physical Def. Even giving them this adaptability, though, might upset class balance (weapon choice is an advantage of fighters, offering them a bit of versatility).

I do like the idea of mages having a mage-shield sort of spell, that would absorb damage with their SP. This would help keep mages alive temporarily if they over-agro. It should have a long recast, though, so it's not available for every pull. And if we assume that every class gets a new skill at 60, this wouldn't be overpowering.

For clerics: I love the idea of a 2h battle staff or something similar for soloing. I would happily trade the shield def for increased attack ability. No cleric would go this route in a party, though. And again, this infringes on the realm of fighters.

I like the idea of a "damage shield" for clerics - either a self buff or a party buff that returns damage to the monster when the buff recipient gets hit. This would help solo clerics deal with mobs, and party ones could contribute indirectly to damage.

For fighters: The reason the above ideas for mages and clerics infringes on fighters is because, the way the game is currently set up, giving fighters dual wield really wouldn't add any new dimensions to the class. They can already trade defense for offense with a 2h. Because skill damage is based on weapon damage, in most cases with regards to a damage dealing fighter, an axe would beat out dual wielding. You could, possibly, make dual wielding swords' "normal" damage very high to offset this, but then everyone would stop using axes, and you'd still not really have given fighters any versatility.

I don't really know what I'd recommend for fighters - except upping the power of Mock and Snearing Kick. They simply don't hold aggro well at 60+. Possibly a Whirlwind cooldown decrease?

For archers: Well, giving them melee vs. ranged would give them another option. Presumably, melee would do more damage to compensate for having to get close to the target. Many Archer skills wouldn't make sense to use with melee, though - Aimed Shot? Power Shot? They'd need a whole new set of skills to use the new weapon with.

I'd like to see some sort of party buff given to archers - aim/evasion increase, crit% increase, or perhaps the damage shield I mentioned for clerics above? It could fit with archers' nature persona (shield of thorns - yes, I'm ripping off Everquest here). Give them something that has -utility- in parties - a way to contribute damage in a different way than mages do. Entangle would be a nice addition to them as well, although this only really helps solo archers.

Just a few long-winded thoughts... These are just my opinions.

Lostchild346
04-19-2008, 10:45 PM
Mages are already overpowered. mages are soloing whole rooms in BG and there also being pricks ie kicking people out of rooms because there over powered with thier 1500 def oh and they can heal them selfs get real Pots and stone are too overpowered

Takerial
04-19-2008, 11:36 PM
Mages are already overpowered. mages are soloing whole rooms in BG and there also being pricks ie kicking people out of rooms because there over powered with thier 1500 def oh and they can heal them selfs get real Pots and stone are too overpoweredThis is known as a generalization. You should stop doing that.

1. You are saying all mages are 'pricks'. Not only is that annoying you though to include mages in general as being that but you also seem to think that validates your claim.

A person is a jerk. A type of character cannot possibly create jerks. Please don't bring class as a reason they are a jerk.

2. The fact that they have 1500 def signifies that they are using enhanced armor. This is not a trait of the mage character again. It is a cash shop function. Any class can get these. Again, not a good reason to validate your claim.

3. The only class that can heal themselves without stones and pots are clerics. Go figure. So again, you fail to provide real reasoning as to why Mages are overpowered.

Yes, I agree that they surpass the other classes in many ways. But don't bring in vendettas and try to make it a reason why they are. It annoys me with that crass ideal of thinking.

Any class can do the thing you mention above, it's not just mages who are doing it.

Besides, Mages get royally screwed on stones compared to other classes. So unless we want to spent several 100s on pots keeping us alive that way, it's kind of hard to say we can effectively heal ourselves. This is not the area that people have problems with.

In reality, it's probably not the fact that Mages are overpowered, it's the fact that the other classes are still underpowered in comparison and need to be brought up to balance.

smitske
04-19-2008, 11:59 PM
mages are overpowered cause at lvl 60 they get way to much damage, a fighters mock 2 can barely hold nova.

Atmor
04-20-2008, 12:03 AM
mages are overpowered cause at lvl 60 they get way to much damage, a fighters mock 2 can barely hold nova.

Hence mock needing to be far more powerful. At 51 when my archer got the AoE poison, a 55+ fighter could barely hold aggro over me, and that was when I was only using NM...and don't say use NP, as that doesn't do diddly.

smitske
04-20-2008, 12:09 AM
NP does help a bit, i always use it to kill ks'ers xP
true mock is weaker then it was before
damnet died while writing this, another 67 k wasted ><

Takerial
04-20-2008, 12:21 AM
Like I said, Mages aren't necessarily overpowered. You can see this when you compare them to the environment aspect.

What I was reasoning is that Mages aren't over powered, but the other classes are underpowered in comparison.

smitske
04-20-2008, 12:28 AM
only at lvl 6x they get Op to me.

Kyo_Sama
04-20-2008, 12:40 AM
-_- i demand all skills from bright kingdom aka the Japanese version be released for us...

thats it... the best way to balance the classes is not to change the game from its original design.

they were there for a reason, they deserve to be here now.


also i refuse to vote since neither share my sentiments :P

darjpen10
04-29-2008, 01:17 AM
Hmmm, Not bad idea's BUT... those would TOTALLY CHANGE THE CHARASTICS OF THE CLASSES. I reckon the Clerics & Archers just need new skills cause after all.. no higher lvl's "bash" & "heal", Also for archers too low dmg to be called a DD, more perodic dmg skills ^^

Cloud-Strife1984
04-29-2008, 06:00 AM
That is a copy from korea version ,is not the original xDxDxD
Send your Text to GM's in korea.

Garvin2000
04-29-2008, 06:25 AM
There are good reasons why the skills were tweaked from the original.

Copy-pasting skills might wreck the game.

Cloud-Strife1984
04-29-2008, 06:30 AM
Mages - can now use a staff/wand 1h with a shield, that way they will be allowed to get additional DEF (improves their main weakness and helps out the END build mages)


Lol xD
Sorry but the Mage is not a TANK!!!!
Mage is now to strong,and then with shield,and fighter hello..?????

Fighter need more STR/HP for tanking and more skills for all enemies.
And not the thunder...skill wow 3 min. cool time omg xD

KnightOfTruth
05-08-2008, 10:01 AM
Well, thanks for all the great replies. The more I analyzed my own idea the more I realized that there's always room for improvement.

In response to the responses:
My idea was NOT an attempt at totally balancing the classes, but RATHER to make the level 60 class change mean SOMETHING, and be a desirable goal to push people through the drudgery of AoE grinding from 45+. I suppose I should've made more than 2 options as some agree with SOME of the suggestions, but not all.

Anyway, thanks for the input. It's interesting to see the responses regarding these changes. I didn't think that the shield would make THAT much of a difference for the mages (the "godly" mages that people are referring to would be insane anyway wouldn't they?), but I guess there are always problems with such suggestions. The archers suggestion (as stated) was just more to be cool, but I forgot about the lag - and besides archers could NEVER replace fighters, it's just that it'd make more sense than loading a bow at point blank range, and besides, had to come up with SOME idea for archers right?

So yeah, thanks again for the input. If anyone else has any balanced ideas for the lvl60 class change, post them here, I'm interested in seeing what other people could come up with.

smitske
05-08-2008, 10:38 AM
my idea, actually make the lvl 60+ something new instead of an extension of lvl 20-60 ><
only one that improves are mages, others stay the same.

cooperwuzhere2
05-18-2008, 09:04 PM
Hey everyone, I was thinking of an idea to fix archers the other day and it turned into an idea that may work REALLY GREAT for future updates down the road.

I was thinking that after the lvl60 class change (or later) would be the best time to implement this because it would really give some added incentive to leveling up high...

Here it is:

When someone completes the level 60 quest they will be able to use a new weapons/armor. Sounds simple enough no? Well hear me out, I think this would be easy to program, and an awesome way to balance...

Each class gets a specific addition:
Mages - can now use a staff/wand 1h with a shield, that way they will be allowed to get additional DEF (improves their main weakness and helps out the END build mages)

Clerics - can now opt to use a 2h hammer, that way they can do additional damage when necessary (improves their main weakness without overpowering them i.e. no AoE etc.)

Fighters - can dual wield 1h swords, that way they can also do better damage (they don't have a main weakness really but this will help keep them desireable over a cleric)

Archers - can now use a shortsword/dirk/throwing knife or other small 1h when mob gets to close range. Have the speed increased and dmg decreased to make it more archer-like. (may require additional skills to be created post-60 or allow the other skills to be useable at melee range) (this wouldn't really overpower the archers, but just give them something else to do during battle besides spam skills and chat everyone's ear off haha)

So let me know what you think....It seemed like a really awesome idea to me. I love the whole "Ranger" idea with being able to wield a 1h sword, but that seemed to be the hardest one to implement. The other ones just entail creating new items or editing existing items to have dual class requirements.

Anyway give me your feedback, I hope to send it as a suggestion if there's enough interest in it. We can always edit and change the idea but I need to hear other people's opinions to see things that I missed...


i like..
except i don't want to use a small little puny knife, it wouldn't do much DMG.
:p
and mages don't need shield because it would ruin the whole mage look.
if they do get shield, i call for lowering their DMG. :cool:
it wouldn't be good if they have fair DEF and overpowered AoE spells.

i like all the other ideas though.
Clerics do need a 2h hammer.
and Tanks need more DMG. :p
though they do have a choice between 3 weapon types.

shadow-godslayer
05-19-2008, 03:54 PM
Like i said on another post, if i'm not wrong, there'll be a 3rd job change quest at lv 100 (yeh...can wait til that day to come lol ^^"), and each classes will be able to choose between 2 diff paths (sounds like RO); so let's wait til that moment to come =p.