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VOYS AND THE NEED OF CORALS

clief000

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One of the screaming flaws of Tales of Pirates in my view was the diference that the classes builded up related to character lvl and the balance between them.
Although the balance in this game being fair as it is, the use of energized corals anoy me in more ways then one.
Voyagers are overpowered only on the early states of the game, where the leveling process can be rather dificult for young players. Explorers/voyager class surpass this dificult stage, but this do not mean that the class is perpetualy overpower through the game as you level up.
Other private servers worked this need of corals to improve gaming experience through changing how Voyagers used their skills.
Some lowered the dmg of Bolt and Conch ray to match the non need of coral use, some just simply made corals necessary to use voy skills, but they do not need to be refreshed or energized again.
The use of corals put voyagers in a different spot in comparison to other classes that are free from consumable itens to survive, to play the game, in other words.

Ban coral energy need. Just equip them and play as you will.

(sorry, bad english. I hope i made myself understood, more or less.)
CORALS YES, ENERGY NO.
 
I generally agree with this, but I would take it a bit further. The QOL (quality of life) in gameplay needs to be tuned, then class re-balancing. I've only played 4 chars and I would propose a few tweaks:

First, the QOL Changes: The way the chat works is abysmal and needs to be reworked. This hopefully enables custom key configuration.
All land skill animations/cast times should be reduced by 20%.
Much better skill descriptions .
Better item descriptions. (How much better is a cake vs a bread? why should a beginner have to figure it out on their own? It should be in the description)
Updated game fonts via expanded options menu.

I understand that some of these are available via tweaks, but I think making the changes standard help out the beginners

Crus - Nerf illusion slash or CAP its damage. If this skill isn't capped or nerfed there's no point in introducing more endgame content. I dont think they are OP, but they are very dominant in pvp/pvm and don't have any reasonable weaknesses.
Add 1 AOE skill with weaker damage (that also scales with base attack like 20%). Remove berserk or swap it with blood frenzy (compensate in sp for new skill)
Replace Deftness with SS windwalk. For pvp reasons (or make it a party buff)

Champ - Increase damage of Howl by like 25%, Combine howl and tiger roar (they really should be the same skill). Increase damage of Mighty Strike.
Add a party buff to increase max HP by a flat amount.
(I really think this character should be split in two: Swordman -> 1 Offensive Tank (Say Juggernaut) and 1 Defensive Tank (Champion), but that is a longer discussion)

SS - auto range needs to match bow range. Most, if not all skills should scale with base ATT. Hitting a 200 at lv 80 is just bad. This also compensates for the speed nerf of guns. They need should hit hard. Headshot damage should capped to 10k (it already scales with max hp so it wont affect pvp that much, just bosses.) Or, remove the flat damage and make it 2x damage +10% max hp, or reduce its current cooldown by 10 seconds.
Cripple OR Enfeeble should have the added effect of reducing attack speed by 20% also.
Remove wind walk and add party buff for 20% hit rate or something like that.
Rousing should have the added effect of removing ANY attack speed nerf for its duration.
(Really should be 2 classes: Hunter -> SS OR Bowman/Archer. but again longer discussion)

Voy - As OP said, This coral business is quite garbage. and I agree with him. I will add however, that the explorer voy is just not great it give too much versatility to land voy. I would remove one or two sea voy passives and make land skills. 1 AOE skill and 1 passive (makes spells crit)

Just some ideas....
 
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