Post by Son_Of_Satan on Jun 1, 2014 0:26:14 GMT -8
So I was thinking. I know even in normal CO this wasn't the case, but in this VERY FB/SS/MP orientated server, the advantage of a Fire Tao doesn't really count. Other melee character gins Damage from two sources, their gears and the Strength attribute. Us Tao's only get it from gears, and Tornado is SO weakened down here, that we have to hit many times with it, to kill. If we use Mana Pulse, than what's the point of being Tao in PvP? We must fight the same way, and we get 1 hit KO's because of our defense. I don't mind the 1 hit KO, Tao's SHOULD have weak defense, otherwhise they would be too strong. BUT I would like the Magic Attack thing balanced. What if Spirit also gave a bit of M-Atk? In every other RPG or MMORPG, magic points give Mana AND Magic Damage, why not here? Then maybe we would see more PvP-ing Fire Tao's, and not only melee characters. Or you could fix Tornado to be a bit stronger, in old CO besides of fixed meteor, Tornado gave the Tao the highest damage. I DON'T want the Fire Tao to become IMBATABLE, it doesn't have to be a HUGE change, I just want a fighting chance for us. We can only magic attack effectively if we have +12 BackSword and Bracelet, and full socket, and if we don't, we dont have a MAGIC chance against even a decent warrior, or troian. Again, i know the Mana Pulse gives great damage pvp for a tao, but that makes us the same attack type as a melee, no advantage at all for not having any defense. The balance should be like that...
Post by DevilsChurro on Jun 2, 2014 13:25:19 GMT -8
Huntress, what's the point of being a fire tao if you're going to end up using a SSesque skill in combat? Fire's don't have the defense to withstand an ss/fb from a equally equiped tro/war, usually in this situation a fire gets one hit. The usual strategy of a fire tao is to dodge the best he can and then nado the enemy so the person doesn't regen their stamina. So yeah, nado dmg needs to be worked on.
The problem isn't that magic damage is weak. Nado doesn't do major damage because there isn't very much skill involved in using it. The real problem is that Magic (Taos) doesn't have any sort of advantage over any particular class. Most rpg/class based games utilize a "rock paper scissors" type of relationship for class balance. In conquer, however, the only class that really has a disadvantage against magic damage is the warrior, but only when wielding a 2 hand weapon and not a shield. There are very few warriors, and it seems that the few players that favor the warrior (also a very under powered class) also tend to favor shields.
In my opinion, taos should have an advantage over archers. Taos have the least physical defense, making them the most susceptible to melee classes. Archers can fly, making them immune to physical (melee) damage. In a "rock paper scissors" type of relationship, magic damage should have the advantage over the flying archer. This, however, is not the case as archers have nearly just as much magic defense as taos do. (it's exactly the same if the archer wears earrings) (Don't even want to get into the fact that defense seems to play far too little a part in conquer.)
With all that being said, here's the bottom line: Taos don't need their damage buffed, archers need their magic defense nerfed to give taos a proper purpose.
I agree with that completely... For pvp Archers counter should be Taoist for sure... Soooo.... what can be done to make Taoist better against flying archers? Double magic damage dealt to archers while they are flying maybe?
Double magic damage dealt to archers while they are flying maybe?
I was thinking more along the lines of lowering their magic defense overall, but that could work too. I might suggest doing both, decreasing archers' m-def will make the taos feel more powerful overall and doubling the damage while flying would put more emphasis on the tao's purpose of countering fly.