#No-hassle balancing suggestion (you'll see how necessary it is)

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wide coyote
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In World of Warcraft, the stats of one-handed weapons are half those of two-handed weapons to balance dual wield.

You might wonder what the advantage of using dual wield is.

The advantage is for classes that proc with auto attack (rogue, warrior fury, etc.), because the attack speed of one-handed weapons is higher.

In Ragnarok, dual wield is balanced by reducing the damage of the secondary weapon. I believe this approach, while easier to configure, is imperfect because it gives too much advantage in stat accumulation.

This is a good way to START balancing, since warrior and rogue are far ahead right now.

But there's still the problem of cards. Just to give an example, a rogue can use 8 bonus cards against elements. If both weapons are +5, that's an 80% bonus.

This is very balanced, and I haven't come up with an idea for how to solve this problem.

Suggestions?

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@twilit owl

twilit owl
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A simple solution:

  • Make 2H weapon double effects of every card on the weapon
  • Make shields go up to 3 cards (or make shield cards 3x stronger than regular ones)

That way:

  • 2H weapon can have 4 true card slots, but up to 8 cards power
  • Weapon + shield can have up to 7 true card slots + shield effect
  • Dual wield can have up to 8 true card slots + each weapon effect

It's pretty balanced with each having 7 to 8 cards power. And having 2 weapons or weapon + shield offering more flexibility (thanks to a second item effet and more true card slots).

Also, but that's another point altogether, cards a way too strong at the moment 2% elemental damage per refine, with 8 cards on +9 items is +144% damage!

It would probably better to reduce by 50% all cards effectiveness, with tiers depending on how specific they are, for example:
+2% all damage
+3% matk
+5% damage for specific skill
+1% per refine against specific element (e.g. Flora card)

wide coyote
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In my opinion, the best option is for the second weapon to have no cards equipped, and for the first weapon's card to apply to the second weapon's damage without doubling.

So, in a rough example: both daggers have 100 attack. Equipping a 10% bonus card on the first, both would have 110. That would be a total of 220. On the other hand, a two-handed weapon in the same category would already have 200 attack. With the card, 220.

As for increasing shield slots, it's not a good idea. It would make tankers overpowered. If you play a class that uses weapon + shield, you should understand that you're sacrificing damage for defense or support. That's just the way it is.

wide coyote
# twilit owl A simple solution: - Make 2H weapon double effects of every card on the weapon -...

As for balancing cards effect (i.e. 2% per refine), we have to check the game design. I think the game is designed so people try to reach to the point of instant kill. Game play would be luring the mobs and spamming AoE. Ragnarok Is like that. What could be done is some elite mobs, dungeons and stuff, mobs that can't be killed in such way, needing a full party of tanker + sup + 1 to 3 DPS, and also the bosses with their specific mechanics. Idk if there are mobs that can be hunted only with a party, because I'm not at the endgame, but I think that's it.

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I'm talking about the game design because it's all about dopamine. The player becomes more engaged if they can deal massive damage to multiple creatures and kill them quickly. Combine this with the visual and sound effects, and you have the perfect recipe for electronic addiction.

twilit owl
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"as it requires farming twice as many cards"
-> besides MVP cards, that's pretty much a moot point. At 1% drop rate, farming cards is pretty fast overall. But if it's really a problem, add 3 more slots to 2H items when they are used as 2H.
-> Another solution is to add another item for the off-hand of 2H weapons (for example "grip" for blade, "quiver" for bow, "pellet pouch" for slingshot, etc.). This item could have 3-4 cards like an off-hand weapon but instead provide passive bonus to the 2H one.

"As for increasing shield slots, it's not a good idea. It would make tankers overpowered"
-> How so? Like, instead of having a single "Toadstool Card" do 25% or "30% water resist", make it only offer "10% water resist". People would need to farm 3 shield cards for the same effect instead of one.
-> Also, you just said that having to farm less card is an unfair advantage. But then you want tanks to only farm one card for their shield, while rogues and warriors have to farm 3 or for 4 cards for their off hand. If so... it's more fair to have every class farm 3-4 cards for their off hand (be it shield, 2H, or dual wield)

"you should understand that you're sacrificing damage for defense or support"
-> Shield cards are only defense related (elemental resistance, etc.). So of course they only add defense and make sacrifice damage already.