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  1. #1

    Default Balance adjustments, i

    http://bumped.org/psublog/sept-27th-...lance-changes/ (To read all about it and judge)


    Comment thoughts below

  2. #2

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    If old melee became more agile it's certainly good, but man, so much power creeping over the years and mobs never been too tough to begin with. Buff them too.

  3. #3
    Garbage-chan Kondibon's Avatar
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    Just gonna call it now. People are going to expect this to be a big change, then be disappointed when it's not.

    Or maybe I'll be wrong and I'll actually want to play Gu again.

  4. #4
    Filler-man!! _(:3」 final_attack's Avatar
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    Well, wanna see how much it improved (at least just Gu for me) ......

    Will see if it's good enough after trying (skill tree on Hu as sub, Gu, and the Tmg-ring)

    R.I.P. my meseta re-affixing (buying the ring again) Jumping Dodge again on Izane >_>
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  5. #5
    "Of their own accord" Enforcer MKV's Avatar
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    Quote Originally Posted by Kondibon View Post
    Just gonna call it now. People are going to expect this to be a big change, then be disappointed when it's not.

    Or maybe I'll be wrong and I'll actually want to play Gu again.
    Its hard to say without percentages. I like a lot of it in concept, but not knowing by how much kinda kills it a bit until we can get in game.
    Enforcer MkX [TE/RA]: Critically injured
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  6. #6

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    Still RIP Techer (I think).

    Still, The Gu Deadly Approach seems is not buffed (not in the balance list), so i guess time to move to Grim Barrage now?
    yeah, my engrish is bad

  7. #7
    Garbage-chan Kondibon's Avatar
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    Quote Originally Posted by Enforcer MKV View Post
    Its hard to say without percentages. I like a lot of it in concept, but not knowing by how much kinda kills it a bit until we can get in game.
    Numbers don't matter as much to me outside of normal attacks and pp recovery. My main problem with other classes vs hero has always been that hero is more fluid and always has something it can be doing. I don't think the changes they've shown are going to be enough to really make other classes actually feel as smooth to play.

    I do like that they're finally doing something about evening out the damage between skill multipliers and PAs though.

    EDIT: oh, and lol at no changes to step and roll i-frames still gotta waste those points if you actually want to dodge anything.

  8. #8
    "Of their own accord" Enforcer MKV's Avatar
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    Quote Originally Posted by Kondibon View Post
    Numbers don't matter as much to me outside of normal attacks and pp recovery. My main problem with other classes vs hero has always been that hero is more fluid and always has something it can be doing. I don't think the changes they've shown are going to be enough to really make other classes actually feel as smooth to play.

    I do like that they're finally doing something about evening out the damage between skill multipliers and PAs though.

    EDIT: oh, and lol at no changes to step and roll i-frames still gotta waste those points if you actually want to dodge anything.
    Seeing something more mechanical and less tweaking numbers would be neat, sure. Though I doubt we'll see that. Of course, I never thought I'd see a changelog that long for classes and I believe they said this is only the first round, so who knows.
    Enforcer MkX [TE/RA]: Critically injured
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  9. #9

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    I think the whole mobility factor is part of what will distinguish Advanced Classes from the older classes as part of their whole 'replace existing classes' campaign, so it's unlikely that they'll do an overhaul on the mechanics to get something like a Sword wielding Hu to play as smoothly as a Hero.

    Quote Originally Posted by Kondibon View Post
    EDIT: oh, and lol at no changes to step and roll i-frames still gotta waste those points if you actually want to dodge anything.
    But this I definitely agree with. Pretty shitty that they can't just equalize the i-frames for dodges. It's a small change that would mean a lot.

  10. #10
    Filler-man!! _(:3」 final_attack's Avatar
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    RareMastery : +10% DamageBonus

    Gu's :
    TmgSUp-Ring : +10%R-Dmg, +10%S-Dmg ..... (-20% R-Dmg)
    ZRA : 10% ..... (-5% x2 = -10%)

    About -20% damage reduction in total from skills + ring ......

    ================================================== =========

    PA :
    SatAim = 742 -> 942 (about +30%)
    ElderRebellion = 1852 -> 2408 (about +30%)
    HeelStab = 1479 -> 1775 (about +20%)
    ShiftPeriod = 1268 -> 1839 (about +45%)
    GrimBarrage = 912 -> 1186 (about +30%)
    MessiahTime = 2037 -> 2954 (about +45%)

    Not sure for crafted one, is it direct+ to power notation?
    I forgot to write mine before patch :/

    Current BulletSquall0 = 2564 (with +130% craft) ..... swiki listed 1442 before patch (maybe +65%-ish damage bonus?).
    current IF0 = 3478 (with +211% craft) ...... swiki listed 2359 before patch (maybe +35%-ish damage bonus?).

    =================================

    Btw ...... FuryStance normally show 105% as damage taken, right? It's now shown 100% (no additional bonus damage taken? o-o )

    =================================

    AttackAdvanceRing = 20% -> 8%
    Br's AttackAdvance = 150% -> 135%
    Hu's ChargeParry = 0.3s - 0.7s -> 0.7s - 1.5s
    Last edited by final_attack; Sep 27, 2017 at 03:26 AM.
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