Figured I might as well post this here since the subform is dead anyway. Introduction: Valkyrie has been in a pretty bad spot for a while now. Some issues are just a result of the class being older and falling behind the times like many others, and some are due to the recent changes that removed or nerfed many core aspects of the class without compensating the class in any way to make up for it. The primary focus of this thread isn't just making valk strong, but making her fun and more unique as a class. Most of the suggestions I have are for "useless" or bad skills because I think that overall valk is fine conceptually and just needs a few skills to fill in the gaps. That said, I'm not against a more incremental or "needs" focused approach. I think both ways of advocating for buffs have their merits and I wanted to focus on skills that have been left to rot because I don't see the point in having a skill tree if you don't use 90% of the skills on it. -EDIT- Due to succession, and the fact that I haven't updated this in a while. I decided to update this thread. With that said, this will be specifically regarding awakening valkyrie and pre awakening skills. Part 1: Preawakening Remaster: - Intention - Global Changes - Suggestions Part 2: Awakening Changes: - Intention - Suggestions Part 3: Closing Remarks Part 1: Preawakening Remaster Intention: It has been years since Black Desert Online was first released, and the game has changed dramatically because of that. It is a fact that the preawakening of classes recently released are better than older classes. They have better AoE, better damage scaling, better utility, and don't suffer from the myriad of dated effects, such as slow motion action, that you find on older classes. My goal here is not to create an entirely new class, but to modernize to refine the qualities of Valkyrie's existing preawakening skills into something that is more focused and effective in the current meta. Looking at the current skills I believe Preawakening focuses on precise and damaging attacks, counters against attackers, and actively tanking with shield, while also being capable of large AoEs with the drawback of them being relatively slow. This is evident by how in preawakening Valkyrie has 3 "counter" skills, very small but fast CCs, and most of the AoE attacks are slow in nature. This is going the be the frame of reference for all the changes I plan to suggest. Global Changes 1. Affected skills: Shield Throw Just Counter Counter Sharp Light Flying Kick Proposal: Remove resetting cooldowns. Reason: Resetting cooldowns are a left over from the oldest times of BDO, the fact that this "feature" does not appear on any of the newer classes is reason enough to remove this mechanic that only serves to limit older classes in an unfair and unjustified way. 2. Affected skills: Ultimate: Severing Light Ultimate: Flurry of Kicks Ultimate: Divine Power Proposal: Share Ultimate skill modifiers with original skill modifiers (ex: Ultimate severing light does severing light damage x4) Reason: This already exists on Shield Throw and Celestial spear, it should apply to all ultimate skills so that they scale properly with absolutes. Suggestions: Shield Chase Proposal: - Change protection for Forward Guard to I-frame - Reduce the cooldown for level II and III by 2 seconds each (from 10s and 17s to 8s and 15s) - Make all levels travel the same distance as level III Reason: Valkyrie is the only class in the game without a movement ability that has I frame. Shield chase would be a good candidate to make an I frame because it is usable in both pre-awak and awakening. Lowering the cooldown of the later levels by 2 seconds I think is fair given that it is the only protected movement valkyrie has outside of Death Line Chase every 3 seconds. Severing Light Proposal: - Add Forward Guard - Increase attack range slightly (blades of light shooting forward) and widening attack range slightly - Increase animation speed - Increase the heal effect to 90 per hit - Add a 7s cooldown that removes both effects Reason: This buff aims to make it a viable way to regain a bit of HP when actively engaged without resorting to party heals with long cooldowns. And makes it a slightly better skill for filler damage in PvE with the increased range Sword of Judgement Proposal: Increase animation speed by 20% Reason: This skill was a combo staple before the awakening days, although the damage has been increased the relatively slow speed and small AoE means that there isn't much reason to use it. Increasing the animation speed would make it more usable as a quick combo filler, especially given how many cancels there are for the activating the last hit. Guard Proposal: - Match Scaling to Awakening Shield Reason: Due to how reliant Valkyrie is on her block, swapping to pre-awakening, even for the necessary tasks of repositioning, can instantly destroy her block due to how weak it is. Shield strike Proposal: - Increase the animation speed by 15% - Remove or massively reduce the collision slow - Add -12% evasion debuff - Movement distance of second and third hit increased - Replace the "Shield Counter" cancels with the third hit of "Shield Strike" Reason: This skill has very little purpose. It deals little damage, is slow, has no buff/debuffs, and is not protected. The skill could have some use in grouping mobs. The speed up makes it a bit better. Shield Counter Proposal: - Add super armor - Allow the skill to cancel the blocking hitstun animation - Increase attack radius range by 30% - Add -20 AP debuff - Match damage to shield strike. Reason: This skill has little range and cannot be used to "counter" attacks quickly enough due to the blocking hitstun animation. It also is unprotected and if a skill has CC usually ends up making the valkyrie get CCed even though she is holding up her shield. These changes will make the skill actually usable as a "counter" option. Matching the damage to shield strike just makes sense since Shield Push does the same. Shield Push Proposal: - Add Forward Guard - Allow the skill to be charged, the current animation is a full charge, a quick release would be near instant. - Increase AoE depending on charge time; a quick release being the current AoE, a full charge being an AoE similar in size to divine slam. - Increase strength of Forward Guard dramatically (~5x) - Increase damage based on # of hits sustained while charging. No hits = shield strike damage x3, 5 hits = shield strike damage x5, 10 hits = x7, 20 hits (max) = x10. - Cooldown of 10s added Reason: This skill needs some major reworks in order to have any semblance of viability. It is slow, unprotected, has a terrible CC a small AoE, and terrible damage. This proposal makes the skill a more dynamic counter to the reality of having to tank tons of damage while trying to maneuver with preawakening. Just Counter Proposal: - Remove the first attack - Increase the amount of flow hits to 3 - Change the flow to activate on the last hit. Allow the last hit and flow to be used instantly while blocking attacks. - Significantly reduce the time between the (new) first and second hit, increase the speed of the 3 hits multi hit attack (to compensate for the new extra hit) - Increase the attack range all hits by 20% - Apply forward guard and stiffness to all hits when used off cool down - Allow Righteous Charge extra hit attack to be triggered instantly after a stab Reason: There are many issues with this skill. It loses FG after the first hit, it lacks enough range to actually counter attack most other melee skills, it is very slow for what should be a simple counter, and finally it just feels pointless to use the 2nd and 3rd hits when the first does the most damage. This change makes it better at being a forward poke AND at actually countering attacks since the last hit triggering would allow a quick jump to the enemy's position and then following up immediately with the 2 flow hits. Allowing Righteous Charge's extra hit to activate after the flow would be an epic way to use the really good damage on that skill and would look AMAZING too. Skyward Strike Proposal: - Add Air Smash - Increase the AoE slightly. Reason: This skill has very little use for anything, just having another float serves no purpose. Giving this skill an Air Smash would make it a valuable tool for comboing, the AoE increase is needed because it currently does not properly hit sometimes even when used near a target and floating targets are usually moved in a way that moves them outside of the skill range. Sharp Light Proposal: - Remove stamina cost Reason: There is no reason why a stationary skill should cost stamina. Counter Proposal: - Forward Guard added on first hit, super armor added on second hit - Second hit movement distance increased (same range as "Shield Counter") - Second hit collision removed - Second hit animation speed increased - Second hit activated instantly if attacked during first hit animation - CC on second hit changed to stiffness Reason: This skill is supposed to be a "counter" but is not suited to that purpose. This change makes it live up to the name it was given by giving Valkyrie a counter attack option that can be used as a counter to a forward guard attack Flying kick Proposal: - Change flow from a second kick to an SP explosion - Make the flow trigger whenever using flying kick Reason: Triggering the flow is a bit iffy and sometimes results in just using flying kick (base skill) twice.This change makes the flow much easier to use and benefit from. Divine Power Proposal: - Increase animation speed by 50-70% - Increase attack speed debuff to 30% Reason: This skill is as slow as Terra Sancta, has less range than Glaring Slash, and does much less damage than both. This proposal focuses on increasing the utility and combo aspect of the skill. The increased speed makes the downsmash more useful as a combo extender and makes the damage viable for a single/few targets while a stronger debuff increases it's utility as a weakening debuff. Righteous Charge Proposal: - Reduce Stamina cost to 250 - Add super armor - Remove Knockback in PvP - Add small PvE suction to first hit and explosion hit Reason: The stamina cost is way too high for this skill. Even Hastiludium only costs 200 stamina, 250 is much more fair. Also, super armor is added and knockback removed to make it more preferable as a protected gap closer. A small suction is added to help get the extra damage to hit more targets. Glaring slash Proposal: Increase the animation speed by 10% remove/massively reduce the collision slow. Reason: This is an alright PvE skill, especially given the spin/suction. But just a bit too slow to really encourage its use or spending skill points. This change makes the skill more desirable and useful. Elion's Blessing Proposal: - Change the effect to increase DP by 200~300 and give CC immunity (full CC immunity, like the resistance buff given by guard, NOT the 100% increase that is capped out at 60%) except for grab - Make the skill constantly buff allies near the valk (like the strong defense passive suggestion) for 1s every second. - Visable Aura added so allies and enemies can more easily identify when the skill is activated. - Upon being grabbed the skill is canceled. Reason: This change makes Valkyrie’s version of PA more unique and fair. Like this is becomes much more useful for protecting allies from CC, however the trade off is that damage won’t be reduced by nearly as much and the entire skill can even be nullified by a disrupted like striker or zerker zeroing in on and grabbing the valk. Judgement of Light and the 100% (Black Spirit Rage version) Proposal: - Make damage uniform throughout the AoE - Increase AoE size by 20% - Change the skill into a ranged CC/Attack - Decrease casting time to around DoD level - Allow casting animation to be canceled by using celestial spear then pressing LMB Reason: Currently the damage of this skill seems to decrease heavily near the edges of the AoE, which is extremely small. It also is entirely too slow to use as a melee skill, especially given how weak Valkyrie's preawakening guard is. Changing it to a ranged skill would make the AoE size much more reasonable because it would be centered around the target (although it should still be increased a little for PvE) Finally, the forward guard already is removed during the actual attack, so it already functions similar to Archer's Luthraghon's Call or Berserker's Flame Burster (both of which are awakening attacks) in that it is not protected while attacking. Righteous Charge Proposal: - Change first and second hit to be non-collision. - Allow first and second hit to be triggered without hitting targets - Change to Forward Guard to Super Armor - Remove start up animation - Increase travel speed and distance by 15% - Reduce cooldown to 25s Reason: Allowing the dashes to be triggered independently could make this skill a viable candidate for emergency, with non collision, super armor, and an increase of speed and distance to help facilitate that. Celestial Cry Proposal: - Increase skill radius to match Breath of Elion - Replace DP buff, Accuracy, and Movespeed buff with reduce special attack and crit damage by 20% Reason: This skill is a completely unprotected and was created before absolutes, giving it lower effective values. On top of that the radius for the skill is almost non-existent, it is basically a self heal which is silly considering that it is the combination of two GROUP oriented skills. The range is increased for this skill to function as a decent group skill, the buff is changed to help increase the tankiness of other characters in a way other than a DP increase since shielding next to an ally with "Strong Defense" would already be a DP increase. It also makes Valkyrie more unique! Divine Descent Proposal: Rework the skill entirely. Its new effect will be removing all debuffs from allies and granting immunity to them for 5~10 seconds and reducing enemy resistances by 50% for 5~10 seconds. The cooldown is reduced to 40s~1m. Reason: This skill is considered worthless. The not only are the effects themselves pitiful, but the 2 minute cooldown is downright outrageous. This proposal aims at making the skill a potentially powerful one if it is used in the right situation, with both offensive and defensive elements. The cooldown reduced to one that is reasonable considering the effects. Part 2: Awakening Rebalancing Intention: Just as I feel that Valkyrie’s pre-awakening needed modernization to be more useful for her kit, a few design choices (like the buff on wave of light, and useless skill upgrades) make no sense and I would want that refocused into something with purpose. Looking at the design of skills, I believe awakening was supposed to be the tankier and more AoE heavy side of Valkyrie, made to rush in with the vanguard of their army and stand firm on the frontlines in support of allies and protect them under the cover of her massive shield. The drawbacks being that she would have less damage and agility compared to her preawakening as well as slower skills due to the more defensive nature of the kit. These changes are suggested with that image in mind and also include a few more radical changes that are intended to make protecting allies a more engaging and constant responsibility instead of being the use of a few high cooldown skills. Suggestions: Verdict: Lancia Iustitiae Proposal: - Remove last hit animation, add half the damage of the last hit to first hit (9 hits of 1000%) - Dramatically increase the animation speed (animation 0.7~1 second long) - Remove super armor, apply floating in PvP Reason: This skill is entirely too slow. Even in PvE it is so slow that using the new Revelation flow after enslar is better for damage. In PvP it is suicide to use this skill because of the speed, and it doesn't even deal much damage. These changes not only make the skill more worth using from a time/damage ratio, but also from a CC perspective. Wave of Light Proposal: - Remove forward guard - Remove charging mechanic Reason: This skill was good before it was buffed, and the forward guard is only necessary for the charging. Given all the other changes I think a nerf here is justified. Promptness Proposal: - Remove stiffness and float from promptness in PvP - Apply super armor when used off cooldown - Reduce Cooldown to 3s Reason: As a transition skill this ability needs to have some sort of protection. Stiffness and Float removed in return for super armor is a fair trade that many valks have expressed interest in. Sacrum Ferit Proposal: - Remove stiffness in PvP from first 2 hits - Add 1 damage hit to the first attack - Add Forward Guard to first 2 hits - Increase Crit bonus to 40% - Apply Crit bonus whenever skill is used Reason: This skill has counter attack damage, but cannot be used to counter other skills because it has no protection. This allows the skill to be used in the way it was originally intended, keep some CC potential (at least on the last hit), and still honor the "No CC and protection on awakening skills" rule. Increasing the crit bonus and allowing it to be automatic is to help cope with the fact that valkyrie was built to rely on the buff from Celestial spear (which was originally SA) and needs a protected way to increase her crit in combat, the trade off being that the buff would only be half as effective as spear buff. Blitz Stab Proposal: - Create a separate version of the skill that is activated when using Blitz stab after "Purificatione", "Wave of Light", and when using "Death Line Chase" backwards. - Damage % increased to match "Ultimate: Blitz Stab" (Hits remains at 6) - Forward movement removed. - Knockback changed to stiffness - Attack range increased by 50% - Cooldown separate from "Ultimate: Blitz Stab" Reason: Currently the ultimate version of this skill serves no purpose and is a waste of a skill tree slot. This change aims to create 2 versions of this skill, with this version being a relatively safer CC/damage poke that can be used from defensive positions. Ultimate: Blitz Stab Proposal: - Knockback removed in PvP, Super armor added - Movement distance doubled - Activates faster when used after forward "Death Line Chase" Reason: This version of blitz stab is now changed to an assaulting skill. The movement distance is increased for that reason and it is given a cancel from Death Line Chase to more easily use it when dashing. Sanctitas de Enslar Proposal: - Remove marking hit, add damage to landing hit - Apply invincibility to initial animation - Allow Valkyrie to move toward to reticle when used without a target. Reason: One of the biggest problems with using this skill is the fact that you need to have a target to use it. It is supposed to be a skill to help reach the enemy but the relatively slow activation frequently allows targets to move out of range and completely wastes the skill. In addition, it is extremely hard to reposition as a Valkyrie due to collision effects limiting movement and getting left behind when ever your group moves. Being unable to move to a more viable position when in a fight is a very huge issue. This change will give Valkyrie a repositioning skill that she can use mid-battle that she so desperately needs without making her as agile as squishier assassin classes that deserve high agility. The I frame is added at the beginning to make the skill more effective to that end. Proposal: - Add a passive effect to Strong Defense: while in forward guard, grant a passive buff to allies (excluding self) that reduces damage. - Damage reduction effect increased proportional to the Valkrie's DP (EX: 0-100DP gives +10 DP buff, 100-200 gives 30DP buff, 200-300 gives 70DP buff, 300-400 gives 140 DP buff, 400+ gives 250 DP buff) - Buff lasts 1 second and is refreshed every second - It applies to up to 5 allies - Radius of matches Elion’s blessing. - "Counter" ability removed Reason: Ever since awakening (and maybe even before) Valkyries have been more at home flanking and and backline peeling. Not only because their high damage Terra nuke was more effectively used that way, but also because because they couldn’t really support allies outside of high cooldown skills. This passive ability gives Valkyrie a reason to be in the frontlines and makes actively shielding a choice that helps more than just herself. The counter ability on strong defense should be removed because it is more harmful than helpful. Not only does the lack of protection make it bad for countering attacks, but the conflict from the RMB button being the same key for Terra Sancta, Sacrum Ferit, and Verdict: Lancia Lustitae makes using any of those skills in a group setting require hotkeying. Flow: Breath of Elion Proposal: -New effect added: by holding down E the effect for the skill the single heal is replaced by a buff that heals 4% every 1 second for 15 seconds. -cooldown for the heal flow is 1 minute 30 seconds. Reason: While the current flow’s effect of being able to use "Elion's Breath" while in awakening is useful, it feels like it should have been a property of the skill to begin with. This change makes the use of a skill slot taken by this flow useful because it gives Valkyrie an option between a larger but slower heal to help allies recover after a fight or between engagements or the quicker instant heal to save them mid combat. Part 3: Closing Remarks First of all, I’d like to say that this is a collection of both personal ideas and suggestions I've heard from others that work toward my image of Valkyrie. While I base that image off of Valkyrie’s existing kit as well as how I think the developers intended for her to work, I realize that I don’t speak for everyone. Some believe that Valkyrie is a Flanker or Assassin due to her high burst and suggest changes to cater towards those concepts. Some would rather focus more on offense and completely leave behind the defensive and supportive aspects of the class. While I disagree with those sentiments I have no more say than anyone else in determining where Valkyrie heads from her current state. It is up for the devs to decide. In the end these are all just suggestions, if you agree with them please show your support with a comment about your favorite suggestion. If you disagree, leave a comment laying out why and maybe even provide an alternative Finally, to the mains of other classes, I realize that there are a lot of changes here that, barring changes for other classes, would put Valkyrie far above most other classes. THIS IS NOT TO MAKE VALKYRIE “OP”. I believe ALL classes could receive changes that further refine their playstyle and makes all their tools more viable. While I often post in favor of old classes, even newer classes are plagued with “useless” abilities that I think should be changed. If you disagree with changes because you don’t want Valkyrie to be “too good” in the current meta, I urge you to try instead to suggest changes to improve your class with changes that give them a more rounded kit so that we can create a new meta where everyone has a varied kit full of useful skills. And with that, this post is done. Thanks for reading and please leave a comment about what you think!