Re-balancing of guards - Printable Version +- CDGS (https://forums.cdgs.net) +-- Forum: MCP (Convicted) (https://forums.cdgs.net/forumdisplay.php?fid=71) +--- Forum: Suggestions (https://forums.cdgs.net/forumdisplay.php?fid=85) +--- Thread: Re-balancing of guards (/showthread.php?tid=17382) |
Re-balancing of guards - eL33TCREW - Oct 12th, 2018 This will outline a possible re-work to guards Overall guard changes: Add thorns back to guard armor to balance the better drops so it costs more armor durability no matter how well you do against the guard Heavily re-work drops, I suggest just simply changing the chance values on the drops to 100% or something very high so they drop certain common things often to make it at least somewhat worth it to kill guards. Standard Guard: Make Standard Guard vary based on guard rank (similar to how guards were pre-rework) This will make Standard guard the "jack of all trades" guard class because I want to make the guard classes have more exaggerated traits so all the classes fit a certain play-style Riot Guard: This is clearly the strongest class Has a lot of health (which is good) this should be the tank class I suggest a nerf in damage or possibly adding cooldown to the anti knockback shield, something to limit their ability to inflict the massive amount of damage they can. Marksman Guard: I like where this class is, but I think a nerf to the marksman bow is needed but possibly a strength increase to keep the same damage overall. I say this because I have seen guards drop these bows which are very over-powered *cough* coreygill1. But otherwise this class is very good. Wolf Class: Never really see it used, seemed fairly balanced when I came in contact with it but I noticed they take damage very quickly because they died to me very fast. Thank you for reading and consideration. Re: Re-balancing of guards - LaughNgamez - Oct 12th, 2018 soonTM ? |