In Dire need of a touch up
As we are now 1year and 3/4s from the launch the players in EO have constantly been growing stronger. The average hp of high lv players has doubled and it has even gone to an average of 30k hp for tanks. Whats more, the average high lv attacker now deals roughly 2x the damage they used to (roughly 20k now) However, as we players have grown stronger n stronger some skills have been left behind simply because they cant keep up with the new stronger player's stats. The passive skills hardly need any touch ups at all but many actives and some passive skills could use some fine tuning. Out of all of these I would have to say that the skills "rage", "enlarge", "holy smite", and "holy light" are in the most dire need of a tune up. Rage and enlarge are actually half decent if allowed to continue the full 5-7 turns that they last, however because the boosts they give are linked to the "up" status they rarely EVER last longer than a single turn. (Did you know that in groups of five any positive buff linked to a status effect is unlikely to last more than a single turn due to the prevalence of silent rain, battle aura, and low lv mana tides?) Because they rarely last longer than a single turn the buffs never are able to give any kind of useful effect. EVEN if you assume that the caster is the fastest character character in battle (which is very unlikely) and casts lv20 "rage" (the stronger of the two) on a team ENTIRELY made up of melee attackers and every single one of them attacks, the combind effect to the team is a measly 6930 damage (roughly 1/3 of what a good hitter should be able to do). Im srry to say it but thats frankly pathetic. However the idea behind these skills is good and useful but so long as they are attached to a stafus effect it would be useless to even have them ingame. Whats more the once wonderful and useful "holy smite" and "holy light" spells have become rather weak. Because the power of the spells dont increase with our growth (like silent rain and other % based spells do) they have deteriorated to the point that they can only be used to heal low lvs, and the few characters ingame with 3k-4k ish hp (who tend to die in one hit anyways). I picked those two because they once were strong and added that wonderful level of variety to the game that it now lacks as players have left behind many old skills because they need to be revamped. This game has slowly staled as the once impressive list of skills has decreased to a select few that are actualy considered usable. Im srry for the long rant but i felt this finaly needed to be said as the game has grown more quiet and empty. Here are a few key things to remember if you do revamp these skills: dont make lv 21 versions, just upgrade the current ones slightly in most cases (in some spots its as simple as removving a status effect as i said). Also look for attack skills that add extra damage but not %based ones (some attacks give +200 damge to the move, which was good a long time ago, but now its just plain sad) also in this catagory are attack that burn or cause poison. Tanks can have up to 40k+ hp....in some (non % based skills) these burns n poisons can be described by them as a "tickle" -.-
Thx for listening i hope you impliment some of this, im just trying to help you guys better adjust your game by giving you a player's perspective.
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Kitara Airbinder The game will be more interesting if Hp player could be bigger, it't bad if most battle are just one turn. is weak could not last has entirely
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dj Hi all, thank you so much for your consistent support and feedback. We will forward it to the relevant department to look into it. We always welcome feedback from our players for consistent improvement. Please let us know if you have more to share with us. Thanks again for your efforts with us. :)
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leo My friend healer got 50k hp lol, I think the healer and tanker in this game is balance there's a pro and cons between each class.
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RyuFang Yeah my biggest problem with healers is its now all s rain n tank....bores me to tears
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