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Balance Discussion (Weapons and Armor)

15 replies [Last post]
Mon, 10/28/2013 - 19:59
Coelydragon's picture
Coelydragon

DISCLAIMER: I am not suggesting anything, just discussing how things could be more balanced.

Swords

  • Nerf status brandishes to FoV damage (not including charge)
  • Restore Acheron damage
  • Increase DVS chance of poison
  • Switch Flourish and Sudaruska damage values

Guns

  • Increase Blitz charge time (Not too much)
  • Increase Magnus-line range
  • Give Iron Slug a Damage Bonus VS Fiends
  • Make Catalyzer-line bullets home towards charged bullets

Bombs

  • Remove/Reduce shard invincitinks
  • Give Heavy Decon shadow damage
  • Make an anti-Compounds bomb

Armor

  • Change Chaos Damage Bonus to ASI:Low and -1 HP
  • Give Skelly a Maskeraith bonus
  • Give Magic a Drakon bonus
  • Give Bubble a Seraphynx bonus

Note: I intend to do this for the average Joe player, and not for the hardcore players.

Mon, 10/28/2013 - 20:37
#1
Dasmir's picture
Dasmir
--------> Suggestions or

--------> Suggestions or graveyard.

Mon, 10/28/2013 - 20:43
#2
Traevelliath's picture
Traevelliath

Maybe change it so the Brandishes' normal attacks have the same neutral damage as the Leviathan (I'm pretty sure they already are almost the same anyways). I agree with dropping the Acheron back to what it was before. However... don't dramatically nerf the damage of the normal Brandish hits... you nerf the CHARGE of the Brandish. Drop the AOE a bit, reduce the damage, and reduce the strength of the status. Back when you had like a 30% chance of getting 2 explosions, Brandishes were considered the weaker alternative to the Divine Avenger. I don't think they should 100% revert the Brandish charge buff, because the old brandishes were absolutely garbage, but it's definitely the charge that makes Brandishes OP.

Now... Switch Flourish and Suda damage values? What? Suda does need a damage buff, about on par with the damage buff the Acheron just got. However, I don't agree with nerfing the Final Flourish. The only reason I could think of doing such a thing is for PvP, which I completely disagree with. Final Flourish already does less damage than the other commonly used weapons, it's just faster. Even in PvP, it still takes quite a few FF hits to kill someone, compared to other weapons. I can somewhat understand the logic between the damage switch... but that's completely contradictory to how each of the weapons work! Suda is death via dropping a mountain on the guy. FF is death via a thousand pokes.

I personally think that, if you want to nerf Blitz, you make it less safe. You decrease how fast you can move while charging, and decrease the fire rate and reload time. It should be a significantly higher risk for the damage you get out of it.

Magnus range... ok sure... Iron Slug damage vs fiends? That makes no sense to me. It's like choosing between a Cautery Sword and a Nightblade to deal with slimes.

I don't use damage bombs too much, so I wont comment on that.

I agree with the Chaos changes. I would also add additional status weaknesses, so you need more than a medium UV to break even.

I'm not sure about the armor tied to sprites. It really limits your options if you wanted to exploit whatever the bonus is.

Mon, 10/28/2013 - 21:09
#3
Coelydragon's picture
Coelydragon
@Traevelliath

See, I don't want the brandishes to be completely balanced in that both the swings and charge are perfect. I'm looking for imbalance like in the FoV. Suda covers brute force and Flourish should cover speed. Brandish? Probably swing damage. Perhaps place the charge damage between the first two swings' damage and the last swing's damage. Focus the charge on knockback and status, the main two points of the brandish.

Now if the game were more complex, I'd say change FF damage based on the amount of strikes in a row, but that would kinda ruin the game. In reality, the difference between FF damage and Suda damage is only on the main swings and the difference is about 40 damage at no bonus.

Agreed. I didn't want to nerf the damage because as an average Joe, I need the damage. By extending charge time though, you extend the amount of time you need to walk around at half speed. Reload time isn't that big of a deal when you kill whatever could kill you before you have to reload. Fire rate wouldn't quite work out on a machine gun. Reducing speed would really make people mad though.

Didn't think of that. Would Iron Slug work with Max Damage VS Fiends though?

Not really too much of a difference. I don't see a lot of people surviving more than two FSC fire bumps.

Perhaps. Needs more consideration for sure.

Mon, 10/28/2013 - 21:54
#4
Traevelliath's picture
Traevelliath

Honestly I've never thought there was anything wrong with the normal Brandish swings because they basically *are* specialized forms of the Calibur swings. That was kinda the appeal of the sword line IMO: It was a standard weapon with specialized damage. I do like the idea of making the Brandish charge more utility than damage. As of now people just use it as an auto-OHKO and that's what's so broken about it.

I mean if you really want to nerf the FF in PvP, you make it so it doesn't auto-stagger knights per hit, but that may be hard to do. A lot of good strikers would just adapt around it anyways, just because the FF is a really fast weapon (which is why it's so popular in PvP in the first place). If people rage quit because of the change then... well... now we know who are the actually good lockdown players and who are the ones who just like using money to win.

The idea of a longer reload time and fire time on the Blitz is to really punish you for either missing or for not timing your shots correctly. Forces you to make less mistakes. It's similar to how the WRH works, in that if you're good you do insane amounts of damage. However if you screw it up, you'll shoot yourself in the foot.

I personally would love the Iron Slug to be like something out of an old cartoon, where you pull out an outrageously over-sized pistol, fire a shot, and the guy goes flying back like 20 feet. That's kind of the impression I got from the description. Callahan shots are meant to fly right through you, while Iron Slug shots are meant to just smash into you like a sledge hammer. It may not be practical, but it'd be so fun to use :P. The problem with giving it a damage boost vs a certain family is that it doesn't work for devoted gunslingers who would already have damage boosts on their guns anyways.

Well there are more statuses in the world than fire. Shock vulnerability is an absolute pain. Poison is also often very underrated in how annoying it can be, and freeze is outright deadly unless you have good allies or a good shield. I just feel it's a bit unfair that you take a high risk / high reward type armor set, and then get rid of the high risk part by throwing money at it. If you're really going to go balls to the wall and forsake defense entirely for offense, you shouldn't be able to wear an armored suit of money.

Mon, 10/28/2013 - 23:39
#5
Zeddy's picture
Zeddy

On Brandishes

Without a complete rework of how split damage works, the only way I see to balance Brandishes is to make them pure-damage equivalents of CIV (with Acheron being a pure-shadow Levi).

Right now, at D24, Levi does 193 damage and Combuster 198 to neutral targets. This looks like an insignificantly small difference, but:

  • That's just the first hit.
  • It's not factoring in damage bonuses.

First of all, let's look at the third hit and charge attack.
For Levi, all the numbers are 193, 241, 355
For Brandish, all the numbers are 198, 291, 481, 118

Whoa, what happened there? The third attack isn't close at all, and the charge hit is just straight up 35% stronger. Let's look at Barbarous Thorn Blade:
193, 241, 355, 79

Those are the same as Levi, why can't Brandish be? BTB doesn't even have a status or anything. Shouldn't Combuster be weaker since it has a status? Nothing makes sense about Brandishes. They exist in a realm of balance entirely seperate from all non-split weapons. What's worse, if we apply max damage...

BTB: 271, 331, 471, 126
Combuster: 325, 423, 660, 164

Plus, you know, strong fire. Anything looking remotely like balance has been chucked out the window. Even if Brandishes were nerfed to FoV damage, it would look like this:
286, 385, 608, 164

A little better, yes. Balanced? Not at all. My proposed solution:

  • Remove split damage from the knight's arsenal entirely. Brandishes, sealeds and even FoV becomes pure damage.
  • Give the status Brandishes the damage of Cold Iron Vanquisher. The charge explosions do the same damage as a shard bomb core.
  • Give Acheron the damage of Leviathan Blade. The charge explosions do the same damage as Shocking Salt Bomb shards
  • Give Fang of Vog the damage of Flamberge. The charge does the damage of Suda's explosion.
  • Give Divine Avenger and Gran Faust the damage of Sudaruska. The charge swipe is equal to Suda's first smash, not the explosion. The projectiles do the same damage as Deadly Shard Bomb shards.

Yes, these are all nerfs. Every aspect of them. I believe they would make the weapons balanced, while still keeping them viable and fun to use.

I'll take on the rest of these suggestions later. For now:

"Switch Flourish and Sudaruska damage values"

I have to ask why you want to buff Flourish and nerf Sudaruska.

Tue, 10/29/2013 - 03:15
#6
Krakob's picture
Krakob

Not sure why you'd want Heavy Deconstructor to be a Shadow weapon when it's an anti-Construct tool. I'd love seeing another Elemental pure damage bomb!

Tue, 10/29/2013 - 06:46
#7
Kathrine-Dragon's picture
Kathrine-Dragon

I considered the concept of Levi damage for brandishes before but really? The difference is damage type (brandish is better) and charges (brandish is better). The reasoning I see behind making them split damage is because all swords have some iron in them (or steel) which is a normal type. WRH is weird. I agree with Zeddy's second point. As I see it, FoV swings are less useful than Suda so the charge should be more powerful. DA and GF should be weaker compared to Suda.

Shadow to take out gremlins so its not so specific.

Tue, 10/29/2013 - 18:57
#8
Coelydragon's picture
Coelydragon

@Kathrine-Dragon
No, actually, Levi damage brandishes might work considering that most people wouldn't even notice. It would make Levi less used but viable. OOO seems to want Levi to be less used because its a freebie. Take into fact that the brandish only does knockback in one direction and the status is thus balanced somewhat. If there were to be status tagged to the normal swings too, then Nightblade would be the only sword with Levi damage and as Zeddy said, the rest would be CIV damage worthy.

That was rather difficult to understand, but the concept is correct. Heavy Decon has bonus VS construct. Who's around constructs? Gremlins. And it so happens that gremlins are weak to shadow while constructs are neutral so the only thing that changes is that it's made more useful in RJP and against nearby collaterally damaged gremlins. Just as a side thought, what if it gave a 50/50 chance of doing elemental or shadow damage?

@Traevelliath
I see the Flourish as fast, with a high risk high reward charge and a straightforward (no pun intended) normal attack. For sure, the order of swings doesn't exactly make sense. That definitely changes a lot since LD is largely based on swinging wide to hit people flying around. In PvE, it would make sense to just stab a wolver three times in a row; its nickname toothpick should be accurate in that it's a piercing sword. Cutter-line might need Flourish or near-Flourish damage to be viable.

I like your Iron Slug idea. It's like the Callahan is a Flourish and the Iron Slug is a Suda (Sorry, I'm mainly swords). However, knockback is rarely useful and where enemies are deadliest is where there isn't much space for knockback to be effective. For one, Iron Slug definitely needs the stun that Callahan stole from it (strong stun). Tag on some knockdown and it'd be awesome.

For chaos, yeah, the extra negative status works. What about the -1 HP I listed? The ASI was to give it a more chaos feel as damage doesn't "feel" chaotic enough for me.

Wed, 10/30/2013 - 02:46
#9
Zeddy's picture
Zeddy

On DVS and poison

I want to agree on this, but there's a slight problem: Wild Hunting Blade. DVS is already faster than WHB and has strong poison. Only thing WHB has, apart from its rather negligable high bonus vs beasts, is the interruption on the charge attack. If DVS gets its poison made stronger, what would you suggest to add to WHB to make it 'catch up' to its cousin?

I'm in favour of giving status alchemer damage to the ghost wolves, personally.

"Switch Flourish and Sudaruska damage values"

I still want an explanation for this. Suda does 15% more damage than Flourish per hit. Why do you wanna switch them?

On Blitz

An increase in Blitz charge time wouldn't do much. You can still charge it in advance to ambush Trojans, instanly killing them the moment they spawn in a full party on elite mode.

It needs a straight-up damage reduction. At the moment it does 25% more raw damage than plague.

My suggestion is to make a new set of damage values at 15% above Plague. Give this amount of damage to Blitz and Obsidian Carbine.

On Magnus

Yeah, range needs help. Interruption could use a buff as well. I don't want to judge too much about the current status of guns since it'll all change in a month. How drastically, we do not know.

Personally, I think the damage of these guns could be increased a lot at the moment without overpowering them.

On Iron Slug

What? No. Why? Construct bonus and knockback instead, like Punch Gun.

On Catalyzer

Naw. Just make the detonation radius larger to make chaining charges easier. Also make the charges able to attach to shielded enemies.

On Shards

Yes. Remove invincitinks from everything, in fact. They're a horrible mechanic.

On Heavy Decon

Shadow damage is not a bad idea, but then I can't use it in GitM. :<

Still, I'm for it.

On... anti-compound bombs?

There is an anti-compound bomb. It's called "every single bomb that exists".

On Chaos

Health -1 compared to its current situation or -1 compared to proto armour?

On Skelly, Jelly and Magic

This is kind of brilliant, actually. What kind of sprite bonuses? Cooldown reductions seem the obvious choice.

Wed, 10/30/2013 - 06:44
#10
Kathrine-Dragon's picture
Kathrine-Dragon
@Zeddy

DVS/WHB
Can I get a data comparison of status alchemer vs WHB? Personally I'd say that the last charge wolver hunts down the nearest enemy before biting. WHB is mainly for effect anyways.

Flourish/Suda
Like Traevelliath said, Suda is death by dropping a mountain on them. Therefore it needs raw power straight up to be useful. Flourish, on the other hand, is more for speed and thus needs less raw power to deal a viable amount of dps (I think I looked at the wrong data table). Mechanics too need to be fixed to I suggest three straight pokes of various lunge distances.

Blitz
No. The average Joe player needs the high damage of blitz. I've seen several parties fail with full blitz, using charge only with an occasional sword swing. However in return for the damage, the player must be made more vulnerable.

Iron Slug
Construct? What construct is worth the range? Turrets, maybe. But you might as well Polaris. I want it to have its own viable niche. All other constructs can just be killed by brandish. Brandish is power. Slow one shot round is not power.

Wed, 10/30/2013 - 15:11
#11
Zeddy's picture
Zeddy
@Coelydragon

WHB
The ghost blades for both 5* cutters currently do the damage of Argent Peacemaker.

AP, D24: 178 raw damage
Magma, D24: 231 raw damage

Hm. A bit excessive when I look at it again. Maybe shard bomb core damage?

Deadly shard, D24: 193 raw damage

Flourish/Suda

Yes, I agree. So why the Suda nerf and the Flourish buff?

Suda, D24: 372 raw damage
Flourish, D24: 324 raw damage

Why do you wanna swap these?

Blitz

If newbies die with Blitz then all the damage in the world isn't going to help them. Making it harder to use is definitely not going to help them. The damage needs to be axed because the range, interruption and sheer power of this thing makes it relatively easy to use safely everywhere for anyone who has an idea what they're doing. Making it slower to charge is not going to change that. You can dodge almost anything while charging a Blitz, it's only when firing it you're vulnerable.

Slug

Give me a single reason to bring Iron Slug to anywhere with fiends over Callahan.

An Iron Slug with construct bonus and knockback would be perfect against Mecha Knights in a way Polaris wouldn't be. You could also bring it to gremlin/construct areas and have a gun useful against both families, not unlike your shadow Decon.

Wed, 10/30/2013 - 16:08
#12
Modicu's picture
Modicu
I will admit, the Iron Slug

I will admit, the Iron Slug is in need of a buff, preferably with what Zeddy was going on about. It shares the same damage as a Callahan does (excluding damage inflicted to enemies weak to piercing damage), except it lacks the stunning power of the latter. In most cases, a Callahan can easily outperform an Iron Slug, minus those who are resistant to piercing damage. I'm all for the Iron Slug getting a stronger knockback and a damage bonus against constructs. The description of the handgun itself made it appear as if the base of the gun was designed for "deconstructing", in a way, sort of like a hand-held Heavy Deconstructor, minus the construct bonus, of course. I'm honestly holding onto my Mega Magnus right now, as it's difficult trying to choose one over the other. With the new gunner update coming up, it'd probably be best for me to idle with the weapon, in the meantime.

As for the WHB, I've been wondering what it would be like if instead of dealing pure normal damage (the higher swings of a WHB deal the same damage as Valiance's plasma rounds, I think, excluding WHB's beast bonus), it dealt pure piercing damage. This would help to maximize the versatility of WHB, and I can say that it can keep the damage bonus against beasts, but perhaps tweak with it a bit? Maybe let the 4* Hunting Blade deal piercing damage, and have a low damage bonus against beasts, then the 5* WHB can have a medium damage bonus against beasts, along with stronger piercing damage. This will allow the two blades to live up to their name, and in ways, easily "hunt" the beasts that roam the Clockworks. In some ways, would a DVS be preferable in the meantime? If you poison a beast using either of the two poison-Striker swords, so to say, wouldn't it have a similar damage output that the Hunting Blades would have against them?

I was also thinking about the VS/DVS being shadow-aligned, although these would make the Virulent Catalyzer & the Biohazard redundant. I think by then, the two swords would have a higher DPS than the handguns, except for perhaps, the explosive AoE attacks of the Catalyzers being their upperhand. The names of those blades made me think of them being shadow-aligned: Vile; unpleasant, wicked, evil. Dread; fear, darkness, horrifying.

Wed, 10/30/2013 - 16:59
#13
Rezzler's picture
Rezzler
Everything sounds good to me,

Everything sounds good to me, except....

Why switch suda and flourish damage values? Suda is brute force and is stupidly slow, whereas flourish is fast, which equates to lighter hits.

Thu, 10/31/2013 - 06:47
#14
Kathrine-Dragon's picture
Kathrine-Dragon

@everyone
Yeah, sorry. I read the chart backwards. Suda and flourish shouldn't be switched.

@zeddy
Finishing up where I was, catalyzer needs the homing because its harder to use. Maybe you don't need it but I definitely would.

Chaos should have -1 compared to proto.

Skelly, magic, and bubble could have damage to deviate from the harness niche or a sprite specific thing. Like Drakon gets damage, Maskeraith gets an increase in duration, etc.

Your shard bomb cutter damage sounds good.

If blitz is too difficult then they shouldn't use it or keep practicing. Simple. It's something of a more advanced weapon. Long reload time would work actually because its a greater punishment for using so much damage.

If Callahan were pure piercing only and slug had stun, knockdown, and knockback I'd use slug against any kat, Greaver, and maybe devilite. It sets up a swordie with a vulnerable target.

I'll get to the rest of you guys when I have more time.

Thu, 10/31/2013 - 10:59
#15
Jeeshman
Iron Slug

Keep interruption.

Add increased range, knockback, and damage bonus High vs. Gremlins (for Menders).

Or if possible, give it an interesting mechanic:
Damage bonus Very High for enemies healing others.

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