Dear PA, now that you are in charge, I have the hope that my words would be listen !
The Tamer succession is a class fun to play, I like to have a pet, even If it's not helping too much. It's a class quit dynamic and cute to look.
I would like to continue my journey with this class (maybe in cause of all gear bound to character bought wirth real money : glasses, set, underwear, permanent trainer's flute, inventory space, weight etc...) and gear bought with in-game money : 273AP kutum. But tamer is not so efficient in PVE, I mean i'm much more efficient with my Shai 261 AP. And it's worst in PvP.
It's a bit sad to have such a lak of balance in a PVP game.
please escuse my average english ^_^'
I agree with most of this. Tamer is still top tier 1v1 though she really needs help in PvE and group fights.
Her biggest issues are: Falling animation when being hit in the middle of Cloud Stomp/Cloud Ride, Tree climb having a "hit box" that will animation lock you if someone dashes by randomly. It even happens with enemy horses that are in "parking" status, Striker clones, Nova guards, monsters, siege structures, etc., anything with a "hurt box" and it is pretty hard and frustrating to avoid in group fights (1v1 is not a problem). Lastly she lacks protected damage.
Our more recent "new awakened" skill, Celestial Slam, is pretty useless, in that it isn't what we needed. Its damage is good but it's unprotected. We already have good unpotected damage skills in Flash/Pole Thrust/Stance Shift, Bolt Wave/Jolt Wave, Echo Pierce, Intimidation, and Beast Rampage. The dev notes said that Tamer needed more catches outside of grapple, so they gave us Celestial Slam, an unprotected stiff... We already have echo... As far as us needing more catches, it's not true, This was already solved with core skills: Take stiffness on Moonlight Strike or SA (Super Armor) on Legendary Beast Dance which gives 4 different possible CC catches...
I don't think the developers really know whats going on with this class. They probably just lack feedback, let me help, here is mine.
Here's my feedback as a 5 year Tamer main:
a) Fix Cloud Stomp/Ride so that we don't go into a falling/landing/recovery animation from being hit mid skill, mid air. I don't care if this means iframe or not. Keep it SA if you think iframe is too powerful (although you gave Guardian a more maneuverable version of our old iframe Cloud Stomp/Ride with Infernal Nemesis that is WAY more forgiving on height when canceling it's LMB drop). If you don't want to give it iframe, move our hurt box into the air with the tamer. It doesn't make sense that she can be hit by ground skills or grappled while in the air. Lahns don't take damage from ground skills or get grappled out of the air from the ground while using aerial skills, Tamer shouldn't either. Now shooting arrows, fireballs or other missiles directed in the air? Fine that makes sense, Rangers/Archers can target lock etc. Lahns get hit by that and they are in SA while flying they take damage, that's fair. Also make our LMB drop, when canceling Cloud Ride, a bit more forgiving on hieght like Lahn drop and Guardian drop.
b) Remove the hitbox, "damage" and backflip animation on Tree Climb. Nobody uses this for damage. It is only useful for protection. It would be really cool to re-name it to "Heilang's Shelter". We should not be animation locked in an unsafe 2 second back flip because a musa dashed by or wizard tp'd in front of us mid skill or there's horse parked near by or mobs. This would be comparable to many other iframes that other classes have: Sorceress' Nightmare, Lahn's Primrose Sprint, Ninja Block Jump (held), Kuno Block Jump (Held), Multiple Guardian iframes that linger, Sage Chain Rift. Imagine if these other classes had this same mechanic where they touched something when trying to iframe and instantly stunned themselves (basically). Doesn't make sense right?
c) Remove the stiffness from Celestial Slam and give it SA (Super Armor). We don't need more CC/catches. On All Around Spinner and Resonance, Increase the PvP damage slightly and PvE a lot. The class lacks protected damage and PvE is close to bottom between all the classes. This would fix that and this would also help succession.
These three simple steps above would go a long way towards fixing this class and making it more fun to play.
A lot of people I know over the years have re-rolled off Tamer due to it being a niche class that only really shines in 1v1 and takes much much more effort to be successful in group fights, siege and PvE. It's not that you strictly can't do well on Tamer in these areas, it's that it takes a lot more effort full of frustration dealing with the above bugs/poor design. Tamer is currently pretty unpopular -- go see for yourself inspecting how many are in RBF at any time or look at the top siege guilds and see how many Tamers they have. Most top siege guilds are avoiding recruiting Tamers unless very well geared and skilled (of course, ) on the class. Whereas they will take mediocre Wizards as long as they're geared, the kit is so good in group fights and large scale fights, the value isn't comparable. Many players are Tagging Succ Strikers for PvE as it's a really effortless, easy 1234 skill rotation, for the most loot of any class, while Tamers (and some other classes too) have to try really hard to make far less loot. These things make the class less fun and makes BDO less appealing overall.
Thanks and I hope you look into this! <3
I agree with most of this. Tamer is still top tier 1v1 though she really needs help in PvE and group fights.
Her biggest issues are: Falling animation when being hit in the middle of Cloud Stomp/Cloud Ride, Tree climb having a "hit box" that will animation lock you if someone dashes by randomly. It even happens with enemy horses that are in "parking" status, Striker clones, Nova guards, monsters, siege structures, etc., anything with a "hurt box" and it is pretty hard and frustrating to avoid in group fights (1v1 is not a problem). Lastly she lacks protected damage.
Our more recent "new awakened" skill, Celestial Slam, is pretty useless, in that it isn't what we needed. Its damage is good but it's unprotected. We already have good unpotected damage skills in Flash/Pole Thrust/Stance Shift, Bolt Wave/Jolt Wave, Echo Pierce, Intimidation, and Beast Rampage. The dev notes said that Tamer needed more catches outside of grapple, so they gave us Celestial Slam, an unprotected stiff... We already have echo... As far as us needing more catches, it's not true, This was already solved with core skills: Take stiffness on Moonlight Strike or SA (Super Armor) on Legendary Beast Dance which gives 4 different possible CC catches...
I don't think the developers really know whats going on with this class. They probably just lack feedback, let me help, here is mine.
Here's my feedback as a 5 year Tamer main:
a) Fix Cloud Stomp/Ride so that we don't go into a falling/landing/recovery animation from being hit mid skill, mid air. I don't care if this means iframe or not. Keep it SA if you think iframe is too powerful (although you gave Guardian a more maneuverable version of our old iframe Cloud Stomp/Ride with Infernal Nemesis that is WAY more forgiving on height when canceling it's LMB drop). If you don't want to give it iframe, move our hurt box into the air with the tamer. It doesn't make sense that she can be hit by ground skills or grappled while in the air. Lahns don't take damage from ground skills or get grappled out of the air from the ground while using aerial skills, Tamer shouldn't either. Now shooting arrows, fireballs or other missiles directed in the air? Fine that makes sense, Rangers/Archers can target lock etc. Lahns get hit by that and they are in SA while flying they take damage, that's fair. Also make our LMB drop, when canceling Cloud Ride, a bit more forgiving on hieght like Lahn drop and Guardian drop.
b) Remove the hitbox, "damage" and backflip animation on Tree Climb. Nobody uses this for damage. It is only useful for protection. It would be really cool to re-name it to "Heilang's Shelter". We should not be animation locked in an unsafe 2 second back flip because a musa dashed by or wizard tp'd in front of us mid skill or there's horse parked near by or mobs. This would be comparable to many other iframes that other classes have: Sorceress' Nightmare, Lahn's Primrose Sprint, Ninja Block Jump (held), Kuno Block Jump (Held), Multiple Guardian iframes that linger, Sage Chain Rift. Imagine if these other classes had this same mechanic where they touched something when trying to iframe and instantly stunned themselves (basically). Doesn't make sense right?
c) Remove the stiffness from Celestial Slam and give it SA (Super Armor). We don't need more CC/catches. On All Around Spinner and Resonance, Increase the PvP damage slightly and PvE a lot. The class lacks protected damage and PvE is close to bottom between all the classes. This would fix that and this would also help succession.
These three simple steps above would go a long way towards fixing this class and making it more fun to play.
A lot of people I know over the years have re-rolled off Tamer due to it being a niche class that only really shines in 1v1 and takes much much more effort to be successful in group fights, siege and PvE. It's not that you strictly can't do well on Tamer in these areas, it's that it takes a lot more effort full of frustration dealing with the above bugs/poor design. Tamer is currently pretty unpopular -- go see for yourself inspecting how many are in RBF at any time or look at the top siege guilds and see how many Tamers they have. Most top siege guilds are avoiding recruiting Tamers unless very well geared and skilled (of course, ) on the class. Whereas they will take mediocre Wizards as long as they're geared, the kit is so good in group fights and large scale fights, the value isn't comparable. Many players are Tagging Succ Strikers for PvE as it's a really effortless, easy 1234 skill rotation, for the most loot of any class, while Tamers (and some other classes too) have to try really hard to make far less loot. These things make the class less fun and makes BDO less appealing overall.
Thanks and I hope you look into this! <3
Very good input. Agree 100%. The things you shared are probably the most obvious and urgent issues that need to be adressed.
AOE correction for the skills is a must for Tamer atm, So many skills have small AOE it's just ridiculous.
Lowering the dependence of WW spam can be done by lowering the CD:
- Legendary Beast's Power CD 1,5s to 1s /1,5s is 2s effectively/
- Leaves Dropping CD 3s to 2s
- Flow: Gust CD 5s to 4s
- Scratch CD 6s to 5s
All above are for movement combo and these changes will offer new/improved combos which are good and most important will lower the WW spam increase protection.
If we talk for protection making DP buff from block activating fast is a good thing since now not many use it is too slow or when you get hit it doesn't activate ... On "paper" Tamer have it but in reality ...
Moving the evasion buff from Flow: Cloud Ride to Cloud Stomping will make it possible to have evasion buff more often since Flow: Cloud Ride is 13s CD and Cloud Stomping is 9s /the buff itself is 10s/. Falling animation of Flow: Cloud Ride is so bad I think that they can't fix that so is better to rework the skill with some kind of dash animation not that "flying" animation.
PVE damage to all not "1k" skills, now we get PVE from those skills that got changed like Beast rampage, Allround spinner, Legendary beast dance and mostly is Beast rampage spam off CD ... Tamer is combo class and is boring to have 1 main skill for damage. PVE love to Echo Pierce, Ultimate: Echo Pierce, and the other that left under 1k PVE damage. AOE correction is needed so badly PLEASE !!!
The new skill Celestial Slam why stiffness on a first hit down smash on 2nd that is so weird, no protection, not cancelable, low accuracy modifier 3%, just 50% crit ... On the other hand, Sorceress gets almost the same multipliers, protected/SA/, cancelable, 15% accuracy modifier, 100% crit ... sound/look fair isn't it?
edit: I personally will remove the iframe from the Tree Climb in exchange of iframe back to Cloud Stomping with lower the CD to 6s /that is just for awakening Tamer, I think its a good trade and better for awake Tamer/
I really like all the changes Feelstamerman proposed. I want to add one to that. I think that swaping to shortsword should have some protection. I'm getting tired of hitting space so much for swapping protected (trample > LPB) with ping issues and fps drops and slow stacking in bigger fights its next to impossible to make it work consistantly. I can't afford more keyboards. Thanks for your time
I would really like to see the following
-tree climb collision removed and attack changed to be an option after landing
-prime whiplash, lightning of earth, trample, and upward claw sped up
-prime throat burn given better use options (some kind of flow or cancel or something)
-Prime all around spinner improved
-heilang attacks sped up
My perception as a tamer player from being terrible to average bad.
Tamer have the reputation to be good at 1v1. This is false. It just have more variation to go around the opponent to be at playing field. She's average & only certain individual makes it look strong. There's a reason why many tamer players are either good or just simply terrible. Those certain individual just have no life with PVP. It can be the same for all the other classes with more experience. Sorry, but it's the sad truth, don't take it as an offense. Most of the time you will see those players grabs you with POG like timing. Other classes with grab skill can do the same.
You're less likely see a tamer landing CC from a back attack. Although it's possible, but I believe it's due some may have a terrible ping. I tried many time & people are too far away to makes it possible.
You will rarely see a tamer chase you down, because her offensive movement & attack range is sub part. Tamer actually fail at it in comparison to other classes. It's more or less the same as the reason why you don't see tamer landing a back attack.
Tamer is terrible in group fight. Cause it can't trade super armor & receive too much damage from casters. Also, casters are very present in group fight. In my opinon, tamer need to buffed against magic dmg. She's average everywhere else. One fix would be nice, it would be added super armor on the attack animation from awakening going to pre-awakening.
I don't see this talked about much. Raising the limit of max targets hit, to the max we can actualy pull as a tamer would help too. Dealing damage to only 10 targets when we clearly pull more is absurd. In my opinion doggie should have a slow too since we are one of the few classes without an effective slow.
Give us everything mentioned in this post, buff tamer to the max. Would be nice to be a meta class for once since launch.
I really like all the changes Feelstamerman proposed. I want to add one to that. I think that swaping to shortsword should have some protection. I'm getting tired of hitting space so much for swapping protected (trample > LPB) with ping issues and fps drops and slow stacking in bigger fights its next to impossible to make it work consistantly. I can't afford more keyboards. Thanks for your time
Yeah they need that skill. It's not friendly at all. C swap cancel is not a natural movement. it's kind of stupid to use that move to be in parity or make the class somehow sustainable for PVP/PVE use. You end up with massively better against other Tamer users, cause of some wierd tricks with the class they don't know.
Swapping to pre-awakening needs super armor or a protection.
I don't see this talked about much. Raising the limit of max targets hit, to the max we can actualy pull as a tamer would help too. Dealing damage to only 10 targets when we clearly pull more is absurd. In my opinion doggie should have a slow too since we are one of the few classes without an effective slow.
Give us everything mentioned in this post, buff tamer to the max. Would be nice to be a meta class for once since launch.
This is very accurate. Very frustrating to pull more than 10 targets but only hit 10 of them. I just get hit by the extras until clear the first group and pull up to 10 more.
Also feels frustrating to have the smallest AOE potential on hitting all the targets.