Good day Fellow Pandemonium Players!
It has co to our attention that the balance of so of the characters need to be adjusted. In order to promote fair and precise gaplay, the developers have balanced the stats of so of the job classes.
Warrior Class
Buff:
-Increase Defense by 10%
Nerf:
-Reduced Stamina gain by 0.01 per level
The warrior job class has been lacking in the defense departnt, but their endurance is way over tuned. We decided to increase the defensive stats for the warrior job class while lessening their stamina gain per level as compensation.
Not all warrior job classes will be affected by this change as there are so who specialize in speed. This change is more for the players that chose a more defensive playstyle that seems to have noticed their lack of defense. With this buff, the developers encourage more players to go with a defensive playstyle.
Ranger Class
*Bow Users
Buff:
-Increased accuracy and damage of long-range arrows that exceed 50 ters.
-Damage will increase for every 10 ters that the arrow has traveled.
-Increase Stamina level by 0.02 per level
Nerf:
-Decreased the range of so skills that have penetration effect.
Gunslinger Users
Buff:
-Increased accuracy and damage for attacks that are about 10 ters in range of the gunslinger user.
-Added more penetration skills and area of effect skills in their arsenal
Nerf:
-Scrapped the base power of guns and opted for a damage modifier range instead of a fixed value.
The Ranger Class is given a wider variety of buffs and their damage will be modified depending on the range that they hit their opponents. So job classes are not affected by this change due to their unique nature.
Scout Class
Buffs:
-Increased agility gained per level by 1
-Increased damage by 10% against targets that are attacked from behind
Nerfs:
-Decreased defense by 5%
-Decrease Strength gain per level by 0.01
All the Scout class players have been given an insane buff but also a nerf that they will carry from now on. So scout players build their assassins to be mildly tanky but also deal a large amount of damage. This change implented is aid at scouts that built semitank despite having high burst damage.
To ordinary scout players that have seen the patch notes, they think that it will not affect them, but the pros have different opinions. To the pros, they must now focus on a build that is burst damage oriented as that is where the ta shifted.
Shaman Class:
Buffs:
-Increased the duration of the buffs given to others
-Increased the duration of the debuffs given to others
-Increased the damage of Shaman's by 15%
Nerf:
-None
The Shaman Class is different from the other job classes because not many choose this class as they think it as a waste. It has lacking supportive skills unlike a priest but also does not deal enough damage to opponent in order to beco a main damage dealer.
With the changes that are implented by the developers, they hope that more people will choose the Shaman class. With the new races that practice the ways of the shamans, the developers hoped that shamans will beco much more popular in the future.
Mage Class:
Buffs:
-Increased accuracy for so of the spells.
-Increased the cast speed of low tier spells.
-Decreased the mana cost of low tier spells if the spells are mastered.
-Increased damage dealt by 5% up to 15% dependent on the mana used for the spell.
-Increased Intelligence stat gain by 1 per level.
Nerfs:
-Decreased the stamina received every level by 0.02.
-Decreased Strength stat gain by 0.5 per level.
The mage class has been given a big bump in terms of fire power as the developers noticed the lack of damage of the mages. They still do enough damage but their damage per second is different to pure damage classes in the sa division.
The developers noticed that the mages deal the sa damage that a ranger deals in ten seconds. This must not happen as mages should be glass cannons. They must be powerful enough to deal twice the damage that a ranger can do in a span of ten seconds.
Priest Class
Buffs:
-Increased Defense by 5%.
-Increased the Intelligence gained per level by 1.
-Decreased the Overheal aggro taken when healing soone being targeted by Boss Monsters.
Nerfs:
-Reconfigured so of the spells to a new chanic where the target gets healed by half the amount while the rest will be healed in a specified duration.
The Priest class has been mostly untouched except for the fact that so healing skills will be revamped. The developers noticed that the priests were essentially machines that heal their teammates back to full health upon taking damage.
This is a great chance for them to gain less aggro but also decreasing their healing capacity by half without killing off their job class. The only difference now is that Priests will have to heal at the right call which makes pro priest class characters highly sought after.
The support ta has now change in favor of the shamans. The priests are still the best support class character but with their instant healing reduced, shamans will be asked to fill that gap using their own supporting skills.
Summoner Class:
Buffs:
-None
Nerfs:
-Revamped the Soulbound summoning system.
Adrian read the revamped chanics of the soulbound summoning system and could not believe his eyes. It seems that the revamped made the power of summoners decrease. The ta where one solely relied on their nurous soulbounds is now gone.
Revamped Soulbound System
1.
A total of three soulbounds can be out in the world at a ti.
2.
Summoning the soulbound only cost mana and no longer have cooldowns. Soulbounds still have their death restrictions.
3.
Soulbounds cannot be more than 50 ters away from their summoners unless they are in a special area.
4.
Each soulbound will have a different type of buff when summoned that empowers the summoner.
"They basically made my job class almost unplayable.
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