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what does balanced vocations means to you?

What do you think about balanced vocations?

  • It depends on the spells.

    Votes: 0 0.0%

  • Total voters
    13

Animera

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Hey,
I am still alive as you see, and working hard on Animera.
But as far i know everyone got their own sight about what really is balanced.
So i am asking you guys what is really balanced? Since everyone thinks different about it.


1. Every vocation is able to deal same amount of damage in the same easy way
2. Or do you think that sorc got the power druid got their healing knight their blocking. etc. Like everyone got their own ability?
3. Or does the spell matters?
4. Area vs power? [Ue(huge and weak) / Exori(strong and small)]

Remember that even they are able to hit the same amount that knights got a drawback because much players and beasts got a high armor don't forget the physical resitance(let alone demons) while elemental defences are only blocked by eq that only mages can wear.. Also for paladins that they can miss sometimes however they are able to deal damage from a distance.

Tell me how you think about it?
 
Balanced vocations for me means that each vocation has their pros and cons, and it requires a team to do anything strong, like you can't 1 hit someone whos 5 levels under you.

Sorcerers - a lot of offensive, can burst a huge amount of damage however quite fragile, get focused and say goodbye in 10 seconds.
Druids - a decent amount of damage output, a lot of defensive maneuvers, hard to kill unless 3+ people focusing him, can constantly heal partners.
Paladins - quite a nice amount of damage output, a few defensive maneuvers, and quite decent healing, 3~5+ people to take him down.
Knight - Lowest amount of damage however can constantly do spells without getting himself too exhausted, heals alot and is usually the one in the front, takes a lot of power to bring this guy down..

If you can put a check mark to each of these statements, congratulations you've got yourself a balanced OT. (at least in my opinion)
 
Yes you're right, this makes a fair reason to combine up powers to do something..
But what about if people want hunt alone?

Let's say we got a lvl 200ek and a level 200ed hunting demons
Ed could just ue a group in combination with magic shield(mine server is customized 8.54)
A EK will take a very long time dealing damage solo on it, thats not the only thing.

Ue is strong and big and the mana cost isn't that much after a while...
Also on very high rated expo servers mages are almost the blockers since with their magic shield they
Got a higher health to survive on..

Mine server exp rate is x65
What do you think whats needed so they use more strike spells then UE?
I thought about highering the mana cost or lowing loot chance but then people will cry since they think its a unserious server.

Paladin got in mine server a lower defence then in any other default server but it is a beast in damaging single targets from a distance the sniperrr his only defence are equipment, spells and distance. They got a holy wave to hit multiple targets but it won't hit that hard.

Knights are able to hit hard melee+spells but their spells are in a short radius and not much enough for huge damage on groups like mages and they also get all the melee damage and the fact they need to bring mana potions and uhp wich is kinda annoying when 1 of the 2 runs out and you want to rush out..

Druids are masters in healing, they got same healing spells like sorcerers but from druids are stronger, cheaper in mana cost and it got different names, they got also a spell that heals in a big radius(healing wind) and a small defence buffer... And a spell that always heal to 100 percent health but their attacking spells are same like sorcerers except the elements and that the mana cost more..


Don't forget war
Knights would be almost useless since their damage would be lower, then other vocs it needs to be chased and it are real humans playing it so blocking them won't really work aslong they got their distance attacks.. In mine ot they can bleed someone but only druids and knights are able to heal it but further they don't got much much power except annihlation+blood rage+melee wich isn't really recommended since the drawbacks and the huge manacost while mages just have to sd

So tell me when are vocs balanced in hunting/pvp?
 
U failed since u told its 8.54 and ur exp rate is 65 XD. Who cares about orshabaal server. But about vocations it should be like Prest said.
 
Believe me it aint that easy as you think, since my server requires much teamwork and it was based on 8.54(in that time i started .54 was lates( and i am still working on it updating and customizing it..
 
But u should know that nowadays ppl mainly want to play on servers 8.4+ with real map (sometimes evo maps) where all teams are entering to have nice wars for like 1-2 weeks and that's all. Then they enter on new one server. Believe me its hard to get respect from nowaday's ppl from 8.4+ servers, but u probably know it. For example i dont respect any of 8.4+ servers and i dont ever try servers 8.4+ with custom map. But 7.4-7.72 of course i do. Ot servers 8.4+ = realmaps and evo maps ---> custom maps with custom pvp system and custom spells. But anyway i wish u good luck.
 
Yes i get that but i just try to create a fair fun server with much teamwork needed and a lot of fun quests (no tp"s and barely chests) i try to make the best of it im almost working 2 years on this server
 
all races should have there vulnerability, all races should be able to kill all races and die by all races.
You got to look at each races strength's and weakness's and evenly balance those out, no races should be able to 1 hit... ever.
1v1 any race should be unable to kill the person if there equally leveled, the person who win's should be the one whos more prepared.

It's hard to explain balance..
I guess a easy way to make it balanced is make it so all races do weak dmg output to the point no one can win in a 1v1 unless there 4x there level.
Then make it item dependent, so diff item sets will make you stronger vs 1 of the races rather then just being all powerful this makes it so if theres allot of 1 race example..
everyones a druid.... well knights just use a 30% ice resistant item pwn them easy... but then knights fight them uh oh -15% physical... so on.
 
In RPG:
Knights = 3/4 Healing , 4/4 Max Health, Good Shielding, 1/4 dmg
Paladins = 3/4 Healing, 2/4 Max Health/mana, Normal Shielding, 3/4 dmg
Sorcerers = 2/4 Healing, 4/4 Max Mana, 1/4 Max Health, Very Bad Shielding, 4/4 Dmg
Druids = 4/4 Healing, 4/4 Max Mana, 1/4 Max Health, Bad Shielding, 2-3/4 dmg

Something like this.
 
On my server it's pretty hard already to kill someone 1vs1.
I am now describing my vocations on my server tell me how fair it sounds..
But i don't get your part of items

Knight - strong and able to block strong creatures if he is well skilled, but his drawbacks are his spells are at a short range/radius and his attacks are going down by armor and not only resistance... So it never got a fixed amount of good damage. Knights are moneymakers but as the knight wants to powergame hard it ain't that cheap since he should waste mana pots on large scale annihilation+blood rage ain't cheap especially for knights. But they got also the fastest hands(Attack speed) after that the paladin does. They can also let their targets bleeding wich only knights and druids can cure it.

Paladin - deals much damage with same element as knight but from a distance so it avoids most times the close combats from monsters. Combined with more magic support tjen knights and holy damage attacks but their weapons also get reduced by armor and it got also chance to miss their attacks also with their lower defence they should decide between power and defence and it's also annoying when they are out of ammuntion, and if they go for full power they can receive a lot of damage from close combat if trapped since healing power of mages are stronger. But they could be handy for PVP since they can make someone drizzled and they are the only one who can heal from a holy condition.
Even though they are bad in dealing a group damage at the same time it's still a awesome shooter wich can't be replaced.(Since he deals good physical and holy damage from distance usefull for creatures that are only weak for that things).

Sorcerer - sorcerer a lot of power same as the others but the sorcerers attacks goes trough armors so it looks like the magicians are strongers, but their weapons got also a manacost each shot with a fixed amount of damage. They got more attack spells then a druid but it's the only sorcerer who is able to heal curse for himself, it's also possible to heal curses on friends in a short radius. So creatures who deals high curse damage this could be very usefull! But it got also drawbacks: it's the baddest vocation in defence and their healing is more expensive then the healing spells of druids. And their mainly focussed on fire and energy damage wich means they can't hunt everything but they can deal big damage in a big scale for creatures who can't handle those elements.

Druid - similiar to the sorcerer almost the same spells, except the elements but sorcerer got more attacking spells and the manacost of it is lower then the spells of druids, also they are slightly weaker. But druids got a higher defence then sorcerer and cheaper/stronger healing spells and are able to heal their whole screen with the spell 'healing wind' also they aren't replaceable in hunts neither in pvp since they got a strong paralyze power and are also able to deal big damage in big radius and it's mainly focussed on earth and ice wich could be handy especially the ice. Earth won't be used much but could be handy at some creatures like making warlocks visible or something. Also they got like the sorcerer weapons wich doesn't hit like paladins or knights but they does atleast fixed damage and also never miss in cost of a manacost.
 
Ohh, About speed, i forgot (mostly used in lower exp rate servers)

Knights = 1/4 Speed
Paladins = 4/4 Speed
Sorcerers = 2/4 Speed
Druids = 3/4 Speed

(My Opinion) :)
 
Did you read mine previous post already?(Just a question)

And what kind of speed do you mean? Walk speed / attack speed?
I kinda agree on that it sounds kinda logical but it would be kinda unfair ex. level 10 pala vs level 10 knight? I am pretty sure knight got no chances to hit him. So i think i keep it balanced and let paladins and druids use the strong haste spell..
 
Ye, i read it.

And i mean walk speed,

Atk speed should me kinda: Knight = 4/4, Paladin = 3/4 , Sorcerer/Druid = 1/4.

Ye at level 10 you are right :/, but then its up for the knight to just survive and get to pz :p
 
Yeah that would be kinda unfair xD because paladins can also block their way easy, about the attack speed i got that either..
 
Yeah that would be kinda unfair xD because paladins can also block their way easy, about the attack speed i got that either..

Yeye, Balancing vocations are the hardest thing to do, Cipsoft is still doing it and it can NEVER be 100% balanced :p
 
Agree on that, however the post you readed how balanced do you it is?

It sounds kinda fair to me with still a drawback on hunting alone that mages can easy pg alone ,
I already made every UE 1300 mana cost since ue is ue doesn't matter wich element and 3 secs exhaust but they are still using it, i think i should lower the lootrate or higher the cost. Tell me what should balance that part out.
 
balanced vocation mean fear play
sorcerer got the deadly spells but easy to die
and knight have the ability to survive but his spells isnt deadly enough or deadly some time
druids can support but has the power to kill to not same as the sorcerer for sure
and paladin are the balanced vocation between the power of magic and the mighty of knights
sorry about my bad english
 
Fine to see everyone agrees on that,
But to all peoples with a theory about balancing
What do you understand balanced in solo hunting or wars?
 
Depending what your server is made for, RPG server for Exploring , questing and such should be more balanced in solo hunting mode, and like an Evo server for pking should be balanced in War mode :p
 
My server is based on teamwork on everything from pvp to quets and hunts still its possible to hunt solo but solo pking goes hard but, to me it's kinda balanced however training m lvl goes way easier then skilling for knight/pala wich makes them very easy to higher up their power like:
Using spells that cost 500 mana is maybe almost similiar to 10 hits with weapon, while the others cant do 10 hits at same time or something..
 
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