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Progression of Intensity of Magic by Levels (Buff / Debuff Builds)



AuthorProgression of Intensity of Magic by Levels (Buff / Debuff Builds)
This might be a re balancing issue and hence I use the OGF forum.

In this game, the Quantifiable damage done by the spells is directly related to the amount of Spell Power that you have + The Level of Talent for the respective Magic School. The Spell Duration too is directly affected by the Spell Power.

That being said, if a level 10 achieves 20 SP (say) with Expert Talent, he will be able to deal the same amount of damage as a level 20 with 20 SP and Expert Talent. The only aspect in the game that can bring about a difference in damage are the Artifacts Equipped and the piercing gained by them. Point being, that 'YES' spell damage progression does take place with levels.

Now let's talk about Buff / De-buff builds. Irrespective of your level, given you have sufficient SP and KN, you will be able to pull off a 100% Bless / 100% Curse, i.e. the efficiency is solely dependent on the Talent Level. The novelty of leveling up is that you gradually secure a higher intensity of the said spell with your growing levels. To the contrary, (Red Knight for instance) one can get a Expert Holy Magic right at Level 6 which gives you Absolute Mastery of Holy Magic upto Level 3 Magic School at par with that of a Level 20 with the same Talent Set. There is absolutely Zero scope for improvement.

As per me, this discourages Buff / Debuff builds at higher levels. If I go in a Mixed Battle, a Level 20 Debuffing me poses the SAME threat as a Level 6 Debuffing me. The incentive to choosing Buff build is lost, or the sense of supremacy derived by the level is lost which is Not the case for Spells based on SP or Damage output by Attack. Wouldn't it be better if your Level played a greater impact over the course of the game? I hope I managed to lay a basic structure of the point I'm trying to make and I wish to open this mechanic of the game up for discussion with other curious players in the forum who agree / disagree with this and might have an even better point to make.

Every other aspect of this game showcases a better balance except for this one. This is my opinion alone and I do not intend to demean the intellectual capacity of the makers of this game or the supporters of the current Buff / Debuff mechanics.
As a necro, I think I understand somewhat about what you're talking about. A classic necro can play as a might build or a debuff build.

So for my example, I will talk about delay spell (darkness magic), at a lower level, yes they can choose to get mastery of the skill but that would leave much in their talent wheel for other (important) talents. At complete master it's a -40% of initiative, but a higher level debuff player will be able to debuff the enemy for longer, which makes them more deadly.

For example, someone with 10 sp and mastery of darkness will be able to reduce your ini for 10 turns, whereas someone with 5sp will only manage 5 turns. It's also important to note that a level 20 will more or less always have a higher SP than a level 6.

Depending how long a battle goes, I can imagine a debuff necro being very annoying because they can delay/curse/weakness for a long period of the game.

There is absolutely Zero scope for improvement.

The room for improvement in these builds is the spell duration
but a higher level debuff player will be able to debuff the enemy for longer

Given that a typical battle lasts for roughly 6 to 10 turns (15+ if Defense Tribal / Shadow Barb / Classic Wiz) and the outcome of a battle depends upon the first 3 - 4 moves of our creatures, having more than that much of SP for debuffing is pointless. Hence a typical debuffer keeps 5 / 6 SP usually.

What I point out is much better reflected with the example of Disruption Ray. A Level 6 Disrupting -6 Defense every turn against a Level 20 is highly imba as per me. This is very evidently seen in all Mixed Battles where higher leveled players suffer just because the opponent team has a lower level debuffer who can apply Debuffs at the SAME efficiency as that of a Level N player.
Oh I see what you mean now.

Perhaps the devs intended that players wouldn't be a debuff/buff build, but instead use it as supporting magic?
for Meshy:

Then a debuff / buff build is only meant for low levels then, since I don't think a level 18+ can be a 'Support' since he has to be the major damage dealer / taker.
I really like the way you lay out the situation AKA. And I played Buff / Debuff builds a lot (probably more than any other build).

I agree that these builds don't snowball at all. Compared to a lot of other games it is very odd indeed.
But the thing is that a high level will complete his build with other talents and arts, so that he will buff / debuff *and* be a killing machine. The level 6 DDem (for example) will slow you down, the level 20 DDem will slow you down *and* rape you with the 4 Morale. The 2 parts of the build can complete each other for a better efficiency.

I think that if you like Buffing / Debuffing as a support char in general, you can still enjoy that style here. It's more a case of small frustration to see that a level 6 can debuff effectively as well.
I think thats why devs came with holy knight and dark demon idea as your spelles gets stronger with higher level/fsl

but there is much more balancing issues imo.eg,50% delay is stronger than 50% rapid.dis ray has no duration while stoneskin has,etc. dark magic always wins
I've suggested earlier twice for a increasement of area of effect for holy/darkness master talents based on CL.

As it's now, a high level darkness/holy (15+) would only be viable if he's the lowest level of the team, or if it's a 3x3 battle and everyone is at same level.
If the buffer/debuffer person of the is also the highest level, it will greatly reduce the odds of victory.

That's extremely obvious actually.
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