REQUIEM
From a player that has been playing requiem since 2008, you may know me as NATO, BioElesis, Carlitos, Aoki.
Unnecessary Items
Item Level Jump
This item distort the balance and kills the adventure spirit
Item HP +20/40%
Should never exist, this breaks the balance in many ways
Item Stat +10/20%
Should never exist, this breaks the balance in many ways
Item PB instant Recovery
Never implement an item like this again.. pls.
Fixes needed
Physical skills C/D
None should have more than 10sec C/D
Dash
Fix the bug that made the character fly all around
AoE skills
Max time should be 10sec with possibility for Evasion
Element/ Absorbing Energy
When used with 1h sword, this skill ignores Defense
Element/Flaming Sword Cntr
When used with 1h sword, this skill ignores Defense
Element/Spreading Chill
When used with 1h sword, this skill ignores Defense
Skills Nerf needed
Commander
Adamant Mind
shouldn't be more than 20-30sec
Druid
Inferno
Remove Anti Stun
Druid
Inferno/Storm Slash
Remove Stun
Druid
Inferno/Heavy Blow
Remove Stun
Druid
Approach
Remove Skill
Element
Phobia Skills
Max debuff shouldn’t be more than 30%
Element
Invisible Arrow
Stun effect should be 1sec and not 3sec
Element
Approach
C/D should be 20 to 30sec – No DNA
Radiant
Divine Cleansing
Remove the skill or make it 5sec duration
Radiant
Hush
Remove skill or Remove DNA for instant cast
Radiant
Mana Shield
Remove skill or make it last 10 to 15sec
Radiant
Defense Buff
Remove all Defense buff or reduce them -60%
Class Re-Valance
For this topic I’ll be including some of my observations.
Stats
The stat are what make each class different apart from skills, but with the current system the mages took the upper hand by just focusing on 2 stats;
CON = HP
INT = Magic Damage and Skill Critical Adicional Damage.
Observation:
When a physical class focus on the same stats.. lets say STR and CON, the final outcome isn’t even half close to what the mages can reach.
You can do this test yourself.
There are 2 issues that nerf physical class when we compare those Stats build.
1- For some reason, Mages always get 100% Critical chance without any extra enchant.
2- Even if INT and STR both give damage + Critial Aditional Damag, Physical shield does not reduce the Magic Critial Aditional Damag.. But Magic shield does reduce the Physical Critial Aditional Damage.
See the difference?
Example: PCAD/Physical Critial Aditional Damag.. SCAD/Magic Critial Aditional Damag
Mage damage 100 + 100 SCAD = 200 Total damage
Physical damage 100+100 PCAD = 200 Total damage
That should be the right Total of each hit right??
But in real game its not.. you see, ingame the shields have a stat called “Block Defense”
What Block Defense does is: Reduce the PCAD
Lets say, Shield has 50 Block Defense, if we apply the previous damage calculation to this shield the final result is:
Physical damage 100+100 PCAD = 200 Total damage
-50 from Block Defense = 150 Total damage
-Block Defense only reduce the PCAD and not the SCAD
So, even if the physical class has a shield with 1000 Block Defense, mage will still hit = 200
100 from normal damage + 100 from SCAD
To solve this issue, I say that the only class with Block Defense should be the Protector.
Block Defense should be an exclusive treat for Protector, This will ensure that the only class with Tank Capabilities will be the Protector.
Also, Block Defense for Prot, shoud affect both Physical and Magic Damage as well.
Class Re-Valance
Stat
DEX. Any class that’s his main stat is DEX, is super underpower as DEX does not provide damage or Aditional Damage as STR or INT.
DEX Main usage was suppose to be for Evasion, but since day 1 this didn’t work.
Your Accuracy and Evasion rate does not mach each other, or dont work at all.
Just 1 level difference is enough to make the opponent miss 1 out of 3 hits
10 level difference makes you miss 50%
over 10 level difference makes you miss 80/100% regardless of your Accuracy.
So please fix this, as there are 2 classes that focus on DEX as Main stat.
Defense
Each class should have its own CAP Defense.
Mages and physical should never have the same Defense.
First of all, there should be a clear Cap Defense for each class, with Protector being at the Top.
Defense Table
Protector
3000
Commander
2000
Warlord
1500
Berserker
1300
Assasin/Shadow Runner
1400
Druid Doom form
2,000 – 2,500
All Mages
1000
Physical Damage
When talking about physical damage, we all agree that if the chosen class has the lowest HP/DEF it deserve the top damage, and thinking about this principle here are my observations:
1rst – Physical damage should be 1.5 stronger than magic with the same stat
So if:
1000 INT = 200 Magic Damage and 200 SCAD
1000 STR should be = 300 Physical Damage and 300 PCAD
Damage Table
Berserker
3000 – Normal Auto Attack – High HP
Assasin
2800 – Faster Auto Attack – Normal HP + Poison
Shadow Runner
2500 - Faster Auto Attack – Normal HP + Poison
Warlord
2000 – Several Area Skills – High HP
Commander
2000 - Several Area Skills – Normal HP
Protector
1800 - Several Area Skills – High HP
Physical/Magic Critial Adicional Damage should only be provided by set/armor bonus.
Magic Damage
For Mages the table is simple as melee…
Higher the Damage – Lower the Heal or not healing at all
Not all mages need healing skills, Only Radiant should have healing skills, mystic totem should have Fixed Healing with no extra heals.
All other none Support classes should not have Heal, Dash, Stun, Bind, Etc.
Example: Tempest
x3 AoE Skills 20sec each, Sleep, Teleport every 3sec, 2 Healing skills
Mystic
x2 AoE Skills 20sec each, 20m stun, 3 healing skills including a Totem that last for around 25sec healing over 1k per sec, not to mention the instant AoE cast with DNA.
Note: When you make an AoE instant Cast, you totally kill the oportunity for melee classes to counter attack.
AoE instant cast should never be implemented.
Poison
Back in Season 1, Bloody Mare, Shadow Runner was a good character to play with, but this came to an end the moment you implemented “Poison Cure” into Mystic Healing Totem, This move totally killed the class, leaving SR with just 1 useful skill “Silence”
Solution - Healing totem shouldn’t be able to cure Poison from pvp skills.
Poison effect should be Powered up, and should be feared by everyone regardless the class.
Make Poison Build possible for Assasin and Shadow Runner.
Critical Chance %
Many players took advantage of this valuable stat, making possible to reach 100% crit chance with every class, this value also killed the valance of the game, doing it impossible to play unless you also have 100% crit chance.
Solution – Max Critical Chance% available should be around 60-70%, Being the Assasin the one with the Highest chance to reach max with his own skills/buff “Skill Fortitude”
Stun Lock
Stun lock shouldn’t be possible, after each stun, there should be at least 2sec immunity, This will avoid the disaster you made when you gave Druid 5 Stuns...
I’m not against the Druid class.. but wow man, 5 stuns to a magic class? +AoE Stun 6sec? +4sec Dash? +Perma Anti stun? +20sec AoE?… This must be avoided at all cost.
Graphic
This game may have the top visual graphic back in 2007, but now in 2021 you need to invest in visual effects, music Etc.
Maybe upgrade to Unreal Engine 2-4, as those are cheaper and still work great.
Just as Reference, you may take a look at the mobile game Black Desert,
Low resource and great performance.