#The problem with physical parties and why we kept taking Demersio and Radiant Soul

12 messages · Page 1 of 1 (latest)

timid mulch
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**KR conference May 2024: **https://cobodex.eu/babel/conference-2024
**List of values of what support each class provides: **https://docs.google.com/document/d/1rGlzynf72X58kbKAoGq8Ym2cR_W2Foqe7jOTGNYflzU/edit
Has it ever occurred to the balance team that too many physical parties suffer a severe lack of cooldown support? Overmind and Dius Aer are subpar to every other healer. A lot of teams do not like taking Avarice either because she's focused on to one DPS when many situations typically have similar DPS players. There is also a very general lack of cooldown support in physical parties. The only one that provides reasonable cooldown support to every party member is Comet Crusader. Opferung's is too low to be effective. The hypocrisy from the developer team when physical parties are almost forced to keep taking Demersio is far too unfair because they leave it as the best option for most physical parties, yet they threaten the implication to make it magical-only support if we keep taking Demersio.

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The problem with physical parties and why we kept taking Demersio and Radiant Soul

timid mulch
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Some suggestions but does not have to be exactly as written nor limited to it:

Catastrophe

  • "Oriax" x1.3 cda -> x1.5 cda

Metamorphy

  • [mod] Space Distortion will provide -0.7s per second similar to its original counterpart with more range

Revenant (this class needs help in a DPS standpoint)

  • "Path of the Dead" cooldown 30s -> 20s
  • Soul Orbs will only be received by Revenant (RV's orbs caused way too many classes to appear broken and some classes had slower cooldown systems because of their stronger skills which was causing abnormal damage if they were reset too conveniently by Soul Orbs. From a perspective who has played RV before, it is very clear that his orbs were designed for himself. It should stay that way without being affected by who the party host is)
  • Activating "Path of the Dead" reduces the party's cooldown by 50% for one time and provides a x1.3 cooldown acceleration buff for the entire party for 20s
  • Soul Orbs (self) -5s cooldown -> -4s cooldown

Shakti

  • Soul Orbs will be divided evenly among party members and will travel at a slower rate when a boss monster is nearby.

Avarice

  • Change "Inspire" to be x1.4 cda for the entire party and increase duration to 8s

Overmind

  • Move the x1.5 cda from "Trolley Dilemma" to "Code Yellow" and change the duration to 6s
  • Change the effect of "Trolley Dilemma" to -50% special resource consumption for 40s

Dius Aer (please save this class lmao; it's in a dire state)

  • Change the cooldown effect of "Pioneer's Dignity" from self to party
  • "Shine Chase" will apply a -25% defense debuff
  • "Atonement" freeze duration 4s -> 5s

Opferung

  • [mod] Vorgehen x1.3 cda -> x1.5 cda

Nisha Labyrinth

  • [mod] Flower Garden -10% cooldown added to your current cooldown stat (can exceed the 35% cap) while the field is still active

Noah

  • Make "Dog and Wolf" partywide again. It won't make a difference for magical parties since they already have a plethora of cooldown support options.
odd sleet
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It hilarious to think that the game has moved from CC for easy chances to get into raid now to Dem

they tend to look at individuals rather than party comps to find the problems which just make it harder to spot the real problems

cobalt dust
sleek veldt
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Dius already provide a lot of things, the biggest issue is the lack of a defense reduction debuff

sleek veldt
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A welcomed change too would be to increase OM's hyper duration to at least 90s. Currently, they have a duration of 50s with a 120s cooldown (with concentrated el's essence), which makes the effect weaker on deeper analysis since they can't be maintained all the time. Hyper 1 stage 4 would, on average, only provide a 4% physical/magical attack increase, and Hyper 2, only 1.2x cooldown acceleration (to only one person, which is quite low). Increasing Trolley Dilemma to 1.8x cda would also be very beneficial, making it much more competitive with Mass Examination.

dense bluff
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trolly should just be given 2x cda at this point

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its the fact that dem has higher cda on a regular skill than he does on a hyper??

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shouldnt that be higher?

ebon sedge
# timid mulch Some suggestions but does not have to be exactly as written nor limited to it: ...

RVs changes are neat imo. brings him into doing more consistent CDR. Though I'd like to see a bit more increasing to his dmg buff potential from Catacomb(or to at least change the stages, Say for example(I don't expect this to happen):

**(Before)**Catacomb Stage 1 (tenacity) 2 (strength) 3(bravery)
(After) Catacomb Stage 1(strength 2% per tick 10%max), 2(bravery 2% per tick 10%max), 3(All skill damage 3% Per tick 15%max)

simply put, I believe that his catacomb should cover most of the party's basis, especially when the boss you fight in raids are gonna be at stage 3 valasria for a majority of time.

I'd seek his awakened will:Mutant Reaper passive to be changed up with a simple HP threshold raising: (from 50 -> 70% HP for 10% dmg for party, and 10 -> 35 or 50% (balance varying) for 15% more dmg for party.)

This may not even be a possible thing as this could be too strong for parties(eventhough i'd be down for more POWA). and though Rv's Kit is "good?", or in-between, That awakened will reminds me of AD's Path Breaker passive, which doesn't have a massive impact till 50%(eventhough some will argue that she's more of a Dmg dealer with debuffs, but she could be a LOT more than that), These passive should have some more weight for the overall dungeon, raid, etc. but im sure that may be too strong.

Also OP should just get a 10-15% increase in Wegnahame's Special active Dmg buff. OP may have a focus on making his party's utility usage "cheaper" but Wegnahme's 5% buff seems underwhelming, and his debuffs? they look neat, but the downtime kills it.