Balancing Thread Round 3 - Gear

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Hello,

In this third Balancing thread we will be focusing on gear items, meaning armors and weapons.
  • Every suggestion will be read and taken in consideration.
  • Every "nerf" or "buff" comment should be paired with a suggestion, and explanations are welcomed.
  • Anything is possible, but the more complex the solution is, the less likely it'll be selected, try to be efficient!
  • Stay on topic, please be calm and mature.
Like usual, the main post will be updated with the best suggestions, and you will get a chance to give feedback on proposed changes multiple times.
Thanks for participating!

First Balancing Draft:

Perfect Armor - Buff and changes
Each piece gets an extra 5 Defense
Perfect Armor now has 12 Tiers
This increases the maximum defense of the set by an extra 180 Defense. While the idea to customize the stats of the armor is great, it really does not follow the theme of this armor set, and would fit a morphing-type suit. While this buff is huge, the Perfect armor will still be worse the other armor sets in many situations, until new type of PvE content is added, where being tanky truly matters.

Emerald Armor - Buff
Cap goes to 350 Defense and HP, instead of 300.

Sponge Armor - Buff
The full set gains an extra 100 Defense
Which essentially means an extra 200 Defense while in/underwater. This is another set that needs context to shine. One day!

Zombie Sword and Upgrades - Buff and changes
The ability now has 4 charges, still no cooldown
After using charges, those refill every 20 seconds each (if you used your 4 charges, it takes 20 seconds to refill 1, 80 seconds to refill all 4)
The ability is buffed to heal 120 HP + 5% Max Health
The Ornate Zombie Sword ability is now 20% stronger, instead of 10%

Mosquito Bow - Buff
20 extra damage (from 231 to 251)
Ability deals +19% damage instead of +9%
While the idea to make it crit all the time was interesting, it has anti-synergy with the item. The ability only works when the bow is fully charged.

Golem Armor - Buff
From Uncommon to Rare
+50 HP total on the armor set
The discussion was about either nerfing Hardened or buffing Golem. This buff means Hardened won't be nerfed.

Tactician Sword - Nerf
-15 Weapon Damage (from 195 to 180)

Reaper Mask - Buff
+50 Intel (from 50 to 100)
+20 Defense (from 40 to 60)

Young Dragon Armor - Buff
+13 Speed per piece (from 7 to 20 each, 52 extra speed total)

Old Dragon Armor - Buff
Growth levels now grant 25 HP instead of 20
Protection levels now grant 5 Defense instead of 4
Feather Falling levels now grant 8% damage reduction instead of 7%
Sugar Rush added to the effect, giving +3 speed per level instead of +2
True Protection added to the effect, giving 8 True Defense per level instead of 5

Protector Dragon Armor - Buff
+100 Defense total on the entire suit

Rogue Sword - Changes
Ability cost reduced from 60 to 50 mana
If the effect is still active, the ability only gives 10 Speed instead of 20.

Wise Armor - Changes
+100 Intel total on the entire suit
Ability only reduces mana cost by 30% instead of 50%

Emerald Blade - Buff
Scales a little bit faster
"Little bit faster" scaling will have a pretty big impact on large amount of coins.

Diver Armor - Buff
+100 Defense total on the entire suit
+10 HP total
From Epic to Legendary
This armor will eventually see more changes the day we release The Abyss (next year).

Ender Armor - Changes
Sell price increased to 10k, from 1000
Drop chance is nerfed considerably in the Ender Chests of Zealots
Instead of only dropping from lvl 45 and 50 Endermen, now only drop from lvl 42 Endermen
[Maybe] Nerf the default armor set by 40 Defense and 40 HP, add an upgrade (8x16 Enchanted Pearls each piece) that gives the current set.
Nerfing the drop chance of the item alone might be good enough.

Growth Armor - Buff
Cap increase from 25 to 50 (so 100 extra HP total)

Raider Axe - Nerf
20 coins instead of 25
Nerfing the damage of the item is also a viable option.

Blaze Armor - Buff
Damage cap buffed from 300 to 500
Damage cap now scales from 500 to 5000, each 5000 Blaze collection increasing it by 100.
Add an upgrade to the armor set

Hurricane Bow - Fix
Extra arrows do not crit when they shouldn't
While a bug fix, it seemed important. Remember bows will have a chance to crit when the bow isn't fully drawn after the changes, so this won't be a huge nerf.

Spider Boots - Nerf
Ability changed to 60 Mana, from 50

Spider Hat - Nerf
Damage reduction nerfed to 30% instead of 50%

Shredder - Buff (kinda)
Buff the damage fishing rods deal on Sea Creatures
This would apply to all fishing rods, but the aim is to make the Shredder a viable option.

Angler Armor - Changes
Defense buffed from 80 to 100
Health nerfed from 160 to 0
Every Fishing Skill level gives an extra 10 HP

Fairy Armor - Buff
+5 Speed on every armor piece (from 5 to 10)
Set Bonus gives +1 HP for every Fairy Soul found

Speedster Armor - Buff
+10 Speed on every armor piece (from 5 to 15)
Set Bonus buffed from +14 to +20 Speed

Farmer Suit - Buff
Add the effect of the Farmer Orb on the set bonus (stacks with the Orb)

Pigman Sword - Buff
+5% crit damage (from 20 to 25)
Ability now deals 1500 Base damage (magic scaling will be fixed)
Ability does not give Resistance I anymore, but instead gives +50 Defense for 5 seconds
Fix the damage ticks from the ability making enemies invulnerable

Aspect of the Dragon - Change
Only drop the sword if players placed at least 3 eyes (drop chance unchanged)

End Sword - Nerf
Uncommon instead of Rare

End Stone Sword - Buff
+70 Weapon damage (from 50 to 120)
+30 Strength (from 50 to 80)

Explosive Bow - Fix
Explosions should deal the correct amount of damage
Potentially add upgrades to the bow in a later update

Spirit Mask - Buff
+20 Intel (from 0 to 20)
Fix the ability triggering too early
When the passive triggers, give +50 Speed and immunity from mobs during 3 seconds.

Creeper Pants - Fix
Same issue as the Spirit Mask, ability triggers too early

Obsidian Chestplate - Buff
Give immunity to wither effect

Bat Person Armor - Buff
Remove cooldown on Grappling Hook
Increase the velocity of the grappling hook substantially

Strong Armor - Change
Increase the base damage of the Aspect of the End by 100 when wearing the full set

Shaman Sword - Unrelated change
Add an upgrade to the Shaman Sword

Rabbit Hat - Buff?
Gives permanent Jump Boost 4

Armor of the Pack - Changes
Range increased to 30 blocks
Defense against animal buffed the more Armor of the Pack users are in range

Flaming Sword - Buff
+20 Strength (from 0)

Ink Wand - Revisited in a later update

Reaper Scythe - ?
Balancing will wait for Dungeon Release, we simply don't know yet if the item will be extremely strong or weak, we are not testing edge cases yet. Until then we could buff it back to 100% but keep in mind it will very likely have to be nerfed again, and players might buy it not knowing. Safe bet is to wait and see, if the item ends up being weak on Dungeon release then we will buff it.
If every single player in a dungeon is able to summon up to 5 zombies that copy their stats...I'm sure you can understand the issue.
Second draft of balancing changes:

Changes compared to the first draft:

Scorpion Bow - Buff
+30 Strength (from 10 to 40)
Fix enchant related bugs

Zombie Armor - Buff
+40 total defense (from 60 to 100)

Spider Boots - Reversed
No nerf

Fishing Rods - Buffed
Damage of all fishing rods on sea creatures tripled

Strong Armor - Buff changed
Instead of +100 Weapon Damage on AotE, only +75 Weapon Damage

Raider Axe - Nerf
From Epic to Rare

Leaping and Silk - Buff
Ability only 1s cooldown instead of 2s
Mana cost reduced from 100 to 50
+5 Weapon Damage (Silk only, from 170 to 175)
+15 Strength (Silk only, from 110 to 125)

Ender Armor - Different changes
No nerf and upgrade system
NPC price still buffed to 10k per piece
Ender Armor completely removed from Ender Chest Zealot loot table
Lvl 42 Endies now have a 1/1000 chance to drop Ender Armor (from 0)
Lvl 45 Endies now have a 1/3000 chance to drop Ender Armor (from 1/1000)
Lvl 50 Endies now have a 1/5000 chance to drop Ender Armor (from 1/1000)

Wise Armor - Buff
+150 Intel instead of +100 (meaning the set would now have 350 Intel instead of 200)
Ability still nerfed to 30% cost reduction

Zombie Sword - Buff
Recharge time buffed from 20s to 15s per charge

Armor of the Pack - Buff
Gives an extra 20 True Defense against animals

Pigman Sword - Buff
An extra 5% Crit Damage (+10% total)

Crystal Armor - Buff
+50 Intel on the entire set (from 300 to 350)

Young Dragon Armor - Buff
Speed cap when wearing the set is increased to 500% (from 400%)

Growth Armor - Buff
Cap increased by an extra 50 (from 50 to 100)

Golem Armor - Buff
Another +50 HP on the entire set
Ability gives absorption 3 instead of 2 (60 HP instead of 40)

Aspect of the Dragon - Change
Instead of requiring 3 eyes, nerf the drop rate (half)

Reaper Scythe - Fix and Buff
Allow Zombies to constantly DPS instead of going in their way.
+33 Weapon Damage (from 300 to 333)

Others:
Gravity Talisman
: Buffed from being bugged to not being bugged anymore
Stun and Dodge potion effects: Make them actually work
Night Vision Talisman and Haste Ring: Do not make the effect take a potion slot
Invisibility potions: Make them work like Intimidation talismans, except on bosses
Ember armor: Try and fix issue that creates rollbacks
Fix Power Enchantment not working at all (since when?)

_________________________________​

Recap of the entire proposed changes:

Perfect Armor - Buff and changes
Each piece gets an extra 5 Defense
Perfect Armor now has 12 Tiers
This increases the maximum defense of the set by an extra 180 Defense. While the idea to customize the stats of the armor is great, it really does not follow the theme of this armor set, and would fit a morphing-type suit. While this buff is huge, the Perfect armor will still be worse the other armor sets in many situations, until new type of PvE content is added, where being tanky truly matters.

Emerald Armor - Buff
Cap goes to 350 Defense and HP, instead of 300.

Sponge Armor - Buff
The full set gains an extra 100 Defense
Which essentially means an extra 200 Defense while in/underwater. This is another set that needs context to shine. One day!

Zombie Sword and Upgrades - Buff and changes
The ability now has 4 charges, still no cooldown
After using charges, those refill every 15 seconds each (if you used your 4 charges, it takes 10 seconds to refill 1, 60 seconds to refill all 4)
The ability is buffed to heal 120 HP + 5% Max Health
The Ornate Zombie Sword ability is now 20% stronger, instead of 10%

Mosquito Bow - Buff
20 extra damage (from 231 to 251)
Ability deals +19% damage instead of +9%
While the idea to make it crit all the time was interesting, it has anti-synergy with the item. The ability only works when the bow is fully charged.

Golem Armor - Buff
From Uncommon to Rare
+100 HP total on the armor set
Ability gives Absorption 3 instead of 2 (60 HP instead of 40)
The discussion was about either nerfing Hardened or buffing Golem. This buff means Hardened won't be nerfed.

Tactician Sword - Nerf
-10 Weapon Damage (from 210 to 200)

Reaper Mask - Buff
+50 Intel (from 50 to 100)
+20 Defense (from 40 to 60)

Young Dragon Armor - Buff
+13 Speed per piece (from 7 to 20 each, 52 extra speed total)
Speed cap when wearing the set is increased to 500% (from 400%)

Old Dragon Armor - Buff
Growth levels now grant 25 HP instead of 20
Protection levels now grant 5 Defense instead of 4
Feather Falling levels now grant 8% damage reduction instead of 7%
Sugar Rush added to the effect, giving +3 speed per level instead of +2
True Protection added to the effect, giving 8 True Defense per level instead of 5

Protector Dragon Armor - Buff
+100 Defense total on the entire suit

Rogue Sword - Changes
Ability cost reduced from 60 to 50 mana
If the effect is still active, the ability only gives 10 Speed instead of 20.

Wise Armor - Changes
+150 Intel total on the entire suit (from 200 to 350)
Ability only reduces mana cost by 30% instead of 50%

Emerald Blade - Buff
Scales a little bit faster
"Little bit faster" scaling will have a pretty big impact on large amount of coins.

Diver Armor - Buff
+100 Defense total on the entire suit
+10 HP total
From Epic to Legendary
This armor will eventually see more changes the day we release The Abyss (next year).

Ender Armor - Changes
Sell price increased to 10k, from 1000
Ender Armor completely removed from Ender Chest Zealot loot table
Lvl 42 Endies now have a 1/1000 chance to drop Ender Armor (from 0)
Lvl 45 Endies now have a 1/3000 chance to drop Ender Armor (from 1/1000)
Lvl 50 Endies now have a 1/5000 chance to drop Ender Armor (from 1/1000)

Growth Armor - Buff
Cap increase from 25 to 100 (so 300 extra HP total)

Raider Axe - Nerf
20 coins instead of 25
From Epic to Rare

Blaze Armor - Buff
Damage cap buffed from 300 to 500
Damage cap now scales from 500 to 5000, each 5000 Blaze collection increasing it by 100.
Add an upgrade to the armor set

Hurricane Bow - Fix
Extra arrows do not crit when they shouldn't
While a bug fix, it seemed important. Remember bows will have a chance to crit when the bow isn't fully drawn after the changes, so this won't be a huge nerf.

Spider Hat - Nerf
Damage reduction nerfed to 30% instead of 50%

Fishing Rods - Buff
Triple damage on Sea Creatures
Allow Telekinesis on Fishing Rods

Angler Armor - Changes
Defense buffed from 80 to 100
Health nerfed from 160 to 0
Every Fishing Skill level gives an extra 10 HP

Fairy Armor - Buff
+5 Speed on every armor piece (from 5 to 10)
Set Bonus gives +1 HP for every Fairy Soul found
When nearby a Fairy Soul you have no found yet, a sound will play

Speedster Armor - Buff
+10 Speed on every armor piece (from 5 to 15)
Set Bonus buffed from +14 to +20 Speed

Farmer Suit - Buff
Add the effect of the Farmer Orb on the set bonus (stacks with the Orb)

Pigman Sword - Buff
+10% crit damage (from 20 to 30)
Ability now deals 1500 Base damage (magic scaling will be fixed)
Ability does not give Resistance I anymore, but instead gives +50 Defense for 5 seconds
Fix the damage ticks from the ability making enemies invulnerable

Aspect of the Dragon - Change
Half the drop chance

End Sword - Nerf
Uncommon instead of Rare

End Stone Sword - Buff
+70 Weapon damage (from 50 to 120)
+30 Strength (from 50 to 80)

Explosive Bow - Fix
Explosions should deal the correct amount of damage
Potentially add upgrades to the bow in a later update

Spirit Mask - Buff
+20 Intel (from 0 to 20)
Fix the ability triggering too early
When the passive triggers, give +50 Speed and immunity from mobs during 3 seconds.

Creeper Pants - Fix
Same issue as the Spirit Mask, ability triggers too early

Obsidian Chestplate - Buff
Give immunity to wither effect

Bat Person Armor - Buff
Remove cooldown on Grappling Hook
Increase the velocity of the grappling hook substantially

Strong Armor - Change
Increase the base damage of the Aspect of the End by 75 when wearing the full set

Shaman Sword - Unrelated change
Add an upgrade to the Shaman Sword

Rabbit Hat - Buff?
Gives permanent Jump Boost 4

Armor of the Pack - Buff
Range increased to 30 blocks
+20 True Defense against animals

Flaming Sword - Buff
+20 Strength (from 0)

Ink Wand - Revisited in a later update

Reaper Scythe - Buff
Mobs hit by the Zombies should not receive any invulnerability frame
+33 Weapon Damage (from 300 to 333)

Zombie Armor - Buff
+40 total defense (from 60 to 100)

Leaping and Silk - Buff
Ability only 1s cooldown instead of 2s
Mana cost reduced from 100 to 50
+5 Weapon Damage (Silk only, from 170 to 175)
+15 Strength (Silk only, from 110 to 125)

Crystal Armor - Buff
+50 Intel on the entire set (from 300 to 350)

Others:
Gravity Talisman
: Buffed from being bugged to not being bugged anymore
Stun and Dodge potion effects: Make them actually work
Night Vision Talisman and Haste Ring: Do not make the effect take a potion slot
Invisibility potions: Make them work like Intimidation talismans, except on bosses
Ember armor: Try and fix issue that creates rollbacks
Fix Power Enchantment not working at all
Piggy Banks: Don't worry, bug is fixed but ability to access your bank will be implemented
While I'm reading, I'll start by explaining some of the logic behind SkyBlock items and balancing.

SkyBlock has a large variety of content options, and items are being rewarded many different ways.
When releasing the Fishing Update, we made the mistake of making the Diver Armor the strongest armor in the game, it turned fishing into the best strategy in the game, and then when releasing an even stronger armor set, fishing became a lot less interesting.
So what did we learn from it?

We learned that for every type of content in the game to always be relevant, it has to reward something unique, if possible with content that can't be bought.

Here is the current SkyBlock plan for items:

  • PvE Combat rewards the best Armors in the game. Here the term "Combat" refers to any Tier of public Boss, currently Magma > Dragon > ???. The next time we release a much stronger "public boss", it will have the next set of strongest armors in the game.
  • Collections reward all early to mid game content, they give a clear path of progression, and even some alternatives to a few late game items. Collections also reward most of the "upgrades", such as Enderchest, Accessory Bags, and more.
  • Skills will reward their own niche of content. For example the Mining Skill will focus on reforges, Enchanting will unlock new enchanting options etc.
  • Slayer content would reward the best Bows in the game.
  • Dungeons will reward the strongest item modifiers in the game, and compete with the best melee weapons.
Those are not set in stone, they might change or contain exceptions.

Other than that, each content will of course reward niche items for that type of content. For example each Slayer category rewards the best items in the game, for that category only.

The goal is to make sure every part of the game can coexist with the others. If Mining rewards the best reforges in the game, mining will always be relevant, same goes for every other type of content in the game.

The reason why I'm explaining this, is to make sure everyone understands that some niche items should not be the best items in the game overall. A Slayer or Fishing reward should not be the best combat gear in the game, unless they are used in specific context. A Fishing armor, could be the best armor in the game on a Fishing-related island (our current plan is to release The Abyss somewhere during the next year, very exciting project).
That being said, the last "Tier" of items was released some time ago, and exceptions can be made at this stage, if an item really is a lot harder to obtain than Superior Armor/AOTD, it deserves to be stronger. To start the transition with the next Tier that should release shortly™ after Dungeons.

In other words, you can consider each content category of the game, as "parts of Exodia". If you want to beat the game, if you want to have the strongest gear in the game, you will need to go through every Skill, every Island, beat Dungeons etc. Instead of "here are the best items, and you can buy the rest."

On top of this, some content that we consider polarising will only have rewards for that content alone. This means that PvP rewards, will always be for PvP players only. Guesting content will only reward items and perks for guesting etc.
We know that a lot of players don't want to do PvP, and they should never be forced to. In other words, if we know a lot of players strongly dislike doing an activity, it will reward much less global content.

On a similar topic, SkyBlock armor sets are designed around the idea that we will have a Suit Menu in the game, that allows players to store all their armor sets and access them at any time. We want most armor sets to always be relevant in many different situations, but if players don't have a good way to swap to any of their sets at any time, they end up in a chest.
The Suit Menu is becoming a bigger and bigger priority, so it'll be one of our next few projects.
 
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Ok so

Buff perfect armor and emerald armor

Once the end update came out, they became obsolete because Dragon armor was way easier to obtain and was still better
Emerald armor cant really be buffed at this point. It is what it is and it's a midgame armor. Perfect I agree should be buffed as it costs so much and is an endgame armor.
 
  • Change the ability of silk edge to the proposed one on the sheet, i think you know which one i mean, if not then i can explain on discbut the changes i want, 207 damage. change ability.
  • Increase emerald armor to 400 as cap. Change rarity to legendary when maxed
  • Buff Zombie sword to heal a % hp instead of purely flat hp
  • change sponge armor to have 855 total def, and the ability will have a 10% chance to absorb incoming damage and turn that into healing
  • Change recluse fang to max based on level, and lower the cap slightly
  • Increase the scorpion bow from x35 to x40 and make it only apply to spiders
  • Mosquito bow have 75% more damage to spiders
  • and increase healing wand duration from 7s to 10s
 
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Buff perfect or emerald.
for the time it takes to get both, it should be better than dragon armor.
give perfect a full set bonus. same for emerald.
smthng like more hp dmg redcution.
PERFECTION: all damage taken above 100hp would be reduced to 100 points of dmg
reduce emerald's cap limit.
BTW spirit mask fix when?
 
Hello,

In this third Balancing thread we will be focusing on gear items, meaning armors and weapons.
  • Every suggestion will be read and taken in consideration.
  • Every "nerf" or "buff" comment should be paired with a suggestion, and explanations are welcomed.
  • Anything is possible, but the more complex the solution is, the less likely it'll be selected, try to be efficient!
  • Stay on topic, please be calm and mature.
Like usual, the main post will be updated with the best suggestions, and you will get a chance to give feedback on proposed changes multiple times.
Thanks for participating!
Buff Sponge Armor.
For what it costs it gives very little stats.

EDIT:
Also nerf Tactician's Sword, a sword worth 3 million should not be almost as good as one worth 10 million. That and buff Pigman, as it's harder to get than AotD and therefore should be better.
 
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