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(Suggested) Balance Changes to the Support tree

Dwemer_Sphere

Active Member
Slicer
Ok since i got back well for two days I have been extensively working on trying to find ideas to make the Freylia's Arrow Ability worth its salts versus Silence i looked at every detail Range vs Range, Abilites, And situations that each can be used. I have been writing them down on each match i have played and been testing and started to test now the Freylia's Arrows effects and its been two games and its already I can see what would make but not Break and end up having the same issue as to the Silence vs Freylia's Arrows debate. I have talked it over to Defgnew and Erodster (those who was in Ts) and i believe i have found out the points of what Can be done to Balance them both out

Here are the list of details on each ability as of now before changes

Freylia's Arrow
-Range- as far as you can accuratly shoot it, Skill shot based must still aim it partialy to get full effect, can even be used for LONG range support which is Fantastic

- Abilities- A Burst heal, regen I to all allies in an AOE radius around epicenter of Point where arrow landed, And a Weakness 1 To all enemies in an AOE radius around epicenter of Piont where arrow landed.

-Pro's- Can be used long range with practice and aim to support LONG range combats to Allow Ally(S) to be healed as you do other things / make it there to them.
--Burst heal allows for an upfront heal to Like a Splash Healing pot Direct hit to the allies in the area
--Regen I Allows for persitant heal afterwards of the Burst Heal to aid in the fight in the area it land does not PREVENT damage only can hold it at bay before giving in and falling off. Damage vs heals on Withers and flames Damage wins as it hits and hits while regen i will hit wait and hit at a 0.01 ratio of time less then a second between the damage taken meaning your still taking damage and will kill you but it can try to hold it at bay.
-- Weakness I this makes the damage done by enemy players less (DOES NOT EFFECT FLAME OR WITHER DAMAGE) This allow for more resistance towards the damage done by enemies giving aid to the regen I vs Magic, Sword, and Bow damage This is nearly trivial in a sense vs the ammount of damage % increases given to players in offense tree (WHICH IS PERFECTLY FINE ITS NEEDED TO MAKE IT OFFENSIVE XD)

-Con's- After use of the ability and no pots at your disposal you CANNOT heal teamates for another 45seconds Which forces you into the Damage role where you must do as much damage as you can with ether, Sword, Bow, or Harming pots as you can to give aid to allies or rely on the uses of other abilities which could aswell be down. making this healer an ineffective healer. In short you become a healer with no Heals.

Silence

-Range- AOE range same as rest of the AOE ranges I pressume with you as epicenter( Allowing it to be aid in its defining property as an offensive ability)
-Abilites- An AOE silence that prevents the uses of POTS & ABILITIES (Can be considered as a Damage negator) for 3 seconds. AND has a Passive called Potent Holy Aura which every 45 seconds you and all allies around you In an AOE Range same as the rest Gain 1 Healing AND 1 Harming pot (This passive is what is partly the problem as it causes This offensive ability to now be part of the Healing tree, by doing this in the most minimum cases a 2v2 that means if your around allies they gain 1 healing pot and 1 damage pot along with you meaning at its maximun effectiveness means that you just supplied 2 heals to the team equal to the AOE BURST heal of Freylia's Arrow. This is the main problem where now this offensive support can now effectively heal and regen heals of every memeber of the team doing Damage and Healing every 45 seconds keeping them a constant supply of both magical damage and healing.

-Pro's-
--Passive allows for a constant supply of healing the entire game every 45 seconds even without the use of the ability to all members in range of it Including you.
--Silence negates all damage by abilities and pots for 3 seconds ALONG with preventing enemy healing for 3 seconds.

-Con's-
--Range versus the able range of Freylia's Arrow is outmatched forthright in this class. You must be on the front which in most cases you will be anyways for Damage and supporting,


My suggestion is actually quite simple the main problem with Silence is Protent Holy Aura Its ability to be BOTH an Offensive and a Defensive ability is making it really powerful because it also Negates damage for 3 seconds but should have the capability to regen damage. So my suggestion would be to make Silence an offensive abiltity by removing its ability to passivly regen 1 healing pot and taking that passive regen of 1 healing pot to Freylia's Arrow which heals one problem of a Freylia's Arrow healer is that it can still be a healer and its fully indepth into the healing class. I ask people please look at this and see that this would not only be easier to code but also be what both need.

If this is done I shall be comparing the results nad testing the two again to make sure one does not to quickly overpower the other or if its fine. I have some concears very minor ones mostly based on the range issues facing it but I believe along with Erodster and defgnew say it would be a change for the better.
 
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Defgnww

Active Member
Slicer
Crypt has talked about maybe removing FA as a whole; however, if he doesn't, I feel as if this will be a good, if not the best solution to the current issue.
 

Dwemer_Sphere

Active Member
Slicer
Please dont remove FA is utility is great i love it but it does need balance along with Silence so instead of making a whole new one and I think it be epic if this simple thing would be made.
also can you tell him its done please.
 

Streetz

Member
I can agree with all of this, FA could use the changes instead of outright making a new skill. It's not that it's bad, it just doesn't quite stand up to the power creep of other abilities.
 

Kobeyador

Member
Slicer
Honestly, giving both types of pots to the team may not be the best use for the aura. 5th tier abilities may be better if they give the team one of the pots and possibly a buff of that trees nature. However, I believe the potion trees may be better to focus on giving the caster the means to heal the team or damage the enemies.
 

Kobeyador

Member
Slicer
The way that potion trees are set up now is that if you run out of potions you have to either die or wait for several cool downs of rallying cry and potent word aura to fully resupply yourself with potions. That is a lot of time for an individual to spend to get back to full strength.Especially, those who have invested 5 or more talent points in those trees. Yes rallying cry and potent word aura supplies your team with potions, but it is the players that have talent points in the potion trees who would be the best people to receive extra potions IMO.
 
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