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  1. 2 points
    For years now there has been complaints about the prelevance and balance of both classes Gunner and Gladiator. Some in the same content (mainly group based pvp) and just overall in the case of Gunner. The complaints can be broken down in a few different categories and I will try to categorize and adress the issues in a as simple way as possible. The categories that will be adressed are: Group pvp. Solo pvp. Playability of other classes overall. Group Pvp 4.6 and specially on euroaion due to server delay and other factors favouring gunner is heavily dominanted by the meta of putting as many gladiators as possible in 1 group and add 1 gunner. The reason and problem behind this is that mainly in gladiators case the skill Slaughter adds a passive 25% pvp attack/damage buff/increase and in gunners case it's the gamebreaking values of the two skills Pressurized chamber and Stopping power. Pressurized chamber has an increased pvp attack/damage value of 500 which translates to 50% and stopping power of 150 which translates to 15%. So together they increase the damage output (very easily explained) by 65% together pushing a full geared gunner up to 106-107% pvp attack. The next issue with gunner is the magical accuracy scaling. Gunner has a +200 magical acccuracy value on pistols and an additional +300 from stopping power and +100 from pressurized chamber. In short this means that the class can ignore almost every bit of defence which reduces the damage of all other classes to the point that mechanics has to be played around with to achieve a burst whilst on gunner all that is needed is to be of the class and use x2 buffs to ignore every defence in the game. These two things contributes to that groups are in general consistent of 2-3 gladiators + 1 gunner. Although there is room for 1 more dps in the case of only 2 gladiators the go to solution is to stick a templar or aethertech in there as it amplifies either the burst or the sustain of the already burst based meta. Some people will say that it's just the patch and that everyone should just play gladiator and gunner. That's the problem however. It is excruciatingly boring to always fight or play like or against this and it has a severe consequence on the playability of other classes which will be touched upon further down. So to sum the problem up is that the two classes posses game breaking values which creates a situation of "play gunner/gladiator or don't play at all". The solution here is pretty simple which is to just go into the skills values from server side and reduce the values. Recommendations here would be for slaughter to be put at 10-15% since gladiator already have a high damage and high aoe damage on top of that with berzerking (and dp skills) and in the case of gunner to simply reduce the value of pressurized chamber to 10-20% and stopping power to 10%. The total stacking of gunner will still be between an extra 20-30% damage increase with these skills and with pressurized chamber having a 30second cd and 10second duration it is far more fitting. Solo pvp This is mostly going to be about gunner since gladiator mechanically speaking in solo pvp/1v1 is heavily dependant on cooldowns whilst gunner virtually has no cooldowns. The same things regarding the same skills applies in this section as well so I will not repeat them. But added on solo pvp the prelevance of godstone has to be taken far more into consideration. These skills amplifies the damage of godstone as the godstone damage follows the same damage formula as skills. To further push the problem of gunner is that pressurized chamber adds 1 hit per hit which means a 100% increase of godstone prelevance in that 10 second duration. Whatever or not something can or should be done about godstone is another issue but the gunner class due to game breaking features effectively makes godstone proccs part of it and should be mitigated. Solution here is as previous one to simply reduce the values of these 2 skills. There is something to be said about magical accuracy scaling and how the passive and hidden values of gunner amplifies the chance to land godstones but it fits better to be adressed in a post about godstones even if people should know that one reason why gunner proccs so many godstones is due to passive and hidden bonus magical accuracy values which boosts the % of godstone effect not being resisted on targets. Playability of other classes overall. Now that a better understanding of how gladiator brings an unbalance in group and how gunner breaks every part of the game is given the consequences should be easy to see and has already been forshadowed. But due to aformentioned things in this post there is no wonder that you barely have any assassins, rangers and bards on this server. Sorcerer and spiritmasters are few compared to gunner and gladiator but assassin, ranger and bard when compared to gunner and gladiator are nonexistant. The reason is not cause these classes are boring to play or that there are no people who don't like to play them/main them. It is simply due to the fact that unless you heavily outgear or outskill your enemy playing these classes brings heavy disadvantages. Mechanically speaking as i have illustrated in the previous 2 sections as all these classes misses these kinds of boosts but also socially speaking as playing them more or less turns you into a second grade citizen that will struggle finding groups for virtually any kind of pvp content. Further consequences for this results in that fewer players actually plays your server or keeps on playing your server if they are faced with struggling on almost 50% of the classes if they do not want to play gladiator or gunner. Solution here is also pretty simple and follows the solution of previously mentioned parts of this post. In short if the damage and game breakign features of gunner and gladiator are handled or at least gets weakened it becomes way more friendlier both game mecahic wise but also socially wise to play anything else than gunner and gladiator. Which in turn yields activity and numbers. Additional thoughts on solution Reducing the values/percentile of slaughter, stopping power and pressurized chamber will also only affect the games pvp content and not pve as it is only the pvp values of the skills which needs to be balanced/changed. Meaning that for players that are already playing or wants to play gladiator and gunner the leveling and pve progress will not be affected at all by such an adjustment. TL:DR Nerf the damage output of 2 classes to balance the game and make it/the server friendlier for anything else than gunner and gladiator players.
  2. 1 point
    If someone will truly spam emotions like you are said, blocking the in-game chat, please report those people to us with the screenshots. About the dance emotes - I know that they could be loud, but they are working properly, as should. But I will ask administration if we can do something. (I don't promise anything, Retail client is really hard to change. Like REALLY.)
  3. 1 point
    Я сам вышел на связь с человеком, он сказал что оплатит, всё гуд