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Galaxia Patch Notes! Coming 9/23/13!


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#1 ShazamO

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Posted 20 September 2013 - 01:06 PM

The Complete Galaxia update is planned for next Monday(9/23/13) but since you guys and gals had to wait so long... here are the official patch notes.

 

Increased Level Cap

  • The new Level Cap has been raised to 85!

New Dungeons along with Additional Mode

  • New Legendary mode has been added for Players who are 80+

     ·         Taurus (Monday)

o   Entrance Item: Golden Wool Coat

o   Entrance Quest: Key of Moonlight (Monday)

o   Monster: Europe/Minotauros

o   Reward: Key of Moonlight

·         Cancer (Tuesday)

o   Entrance Item: Leading Compass

o   Entrance Quest: Key of Flame Star (Tuesday)

o   Monster: Keyrab

o   Reward: Key of Flame Star

·         Virgo (Wednesday )

o   Entrance Item: Key of Blue Star

o   Entrance Quest: Key of Blue Star (Wednesday)

o   Monster: Hades

o   Reward: Key of Blue Star

·         Scorpio (Thursday)

o   Entrance Item: Feather of Pegasus

o   Entrance Quest: Key of Green Star (Thursday)

o   Monster: Kingspion

o   Reward: Key of Green Star

·         Hydra (Friday)

o   Entrance Item: Goddess’ Harp

o   Entrance Quest: Key of Gold Star

o   Monster: Hydra/Hydra(Right)/Hydra(Left)

o   Reward: Key of Golden Star

·         Ophiuchus (Saturday & Sunday)

o   Entrance Item: Constellation Ring

o   Entrance Quest: Find Possessed Pheos

o   Monster: Pheos/Pheos changed/Serpents

o   Reward: Constellation Ring

 

New Monsters and Bosses to Defeat

  • Monday - Minotaur

Spoiler

  • Tuesday - Mr. Pinchy(Kyrab)

Spoiler

  • Wednesday - Hades

Spoiler

  • Thursday - Mr. Pokey(Kingspion)

Spoiler

  • Friday - Hydras

Spoiler

  • Saturday/Sunday - That Guy (Pios)

Spoiler

 

New Achievements have been Added

  • Galaxy Rookie – Defeat the Serpent Boss for the first time! = Int/Str + 15
  • Galaxy Veteran – Defeat the Serpent Boss 10 times = Int/Str + 20 Movement Speed +5%
  • Galaxy Expert – Defeat the Serpent Boss 20 times = Str/Int/Agi/Health + 25 Movement Speed/Attack Rate/Casting Speed + 10%

The Galaxy Thief Drops

  • Myriad of Treasure Boxes
  • Potions
  • 20% chance of Star Sign Golden Dust

Treasure Box has a Chance of Dropping

  • Star Metal Piece
  • Taurus Star Stone
  • Cancer Star Stone
  • Virgo Star Stone
  • Scorpio Star Stone
  • Hydra Star Stone
  • EXP Potion Box
  • Weapon Enchant Dust
  • Armor Enchant Dust
  • Soul
  • Star Sign Key
  • Protector Key
  • Taurus Fragment
  • Cancer Fragment
  • Virgo Fragment
  • Scorpio Fragment
  • Ophiuchus Fragment
  • Star Sign Gold Key

Virgo F6 Mode

  • 4 Modes to Conquer! Normal, Rare, Hero, Legendary!
  • Grab the latest Necklaces with this mode

New Items to Acquire and Combine

  • You can grab Lv. 8 Cards from Legendary Dungeons or acquire them from Crete
  • A myriad amount of Item Combinations will be available to you
  • A new armor set has been added for each of the classes with a Normal Set, Rare Set, and Hero Set
  • New Zodiac weapons have been added for each class. For the first time ever, there will be a Normal, Rare, and Hero version of each weapon
  • New rings and necklaces will be given to you in the F6 and in Item exchange.
  • Item Combination can create High Lv. 8 Cards along with Stella Rings and Necklaces.

Necklaces and Rings can now have Sockets

 

Accessories can be Enchanted from Galaxia(It seems)

 

Accessories can be Exchanged at Crete!

 

Some Changes have been done for Max Stats

  • Destroyer -

Max Evade - 50%

Max Block - 0%

Max Critical Success Rate - 35%

Max Critical Damage - 400%

  • Dragoon - 

Max Evade - 50%

Max Block - 40%

Max Critical Success Rate - 20%

Max Critical Damage - 300%

  • Invoker - 

Max Evade - 50%

Max Block - 0%

Max Critical Success Rate - 20%

Max Critical Damage - 300%

  • Earth Master - 

Max Evade - 60%

Max Block - 0%

Max Critical Success Rate - 20%

Max Critical Damage - 300%

  • Jumeaux - 

Max Evade - 50%

Max Block - 0%

Max Critical Success Rate - 20%

Max Critical Damage - 400%

  • Ninja - 

Max Evade - 60%

Max Block - 20%

Max Critical Success Rate - 35%

Max Critical Damage - 300%

  • Overlord - 

Max Evade - 50%

Max Block - 40%

Max Critical Success Rate - 20%

Max Critical Damage - 300%

  • Savage - 

Max Evade - 60%

Max Block - 20%

Max Critical Success Rate - 35%

Max Critical Damage - 300%

  • Sentinel - 

Max Evade - 60%

Max Block - 0%

Max Critical Success Rate - 35%

Max Critical Damage - 300%

  • Sorcerer - 

Max Evade - 50%

Max Block - 0%

Max Critical Success Rate - 20%

Max Critical Damage - 300%

 

Some Skills have been Updated

Warrior

 

Sword_Dance.png Sword Dance - Instead of Instant Damage.. it's now Long Range Damage.

 

Spin_it_Bear%21.png Spin it Bear! - Now has a .8 Cast Time at Max Level.

 

Spear_Jab.png Spear Jab - Now shares a Cool down time with Cross Cut.

 

Cross_Cut.png Cross Cut - Now has a Cool down time of 5.0 Seconds instead of 6.0 Seconds at Max Level. Shares a Cool down time with Spear Jab.

 

Recovery_Blessing.png Recovery Blessing - HP MAX can be increased up to 25% at Max Level(Added).

 

Defensive_Blessing.pngDefensive Blessing - Total DEF/MDEF can be increased up to 40% at Max Level. 

 

Defensive_Aura.png Offensive Blessing - Total ATK/MATK can be increased up to 15% at Max Level.

 

Sacred_Protection.pngSacred Protection - Range has been doubled.

 

Stumblebum.png Stumblebum - Reduces Evasion up to 73% at Max Level.

 

Archer

 

Silence_Trap.png Silence Trap - Now it can silence up too 100% for 10 Seconds at Max Level.

 

Two_Action_Shot.pngTwo Action Shot - Pierces up to 11 Targets at Max Level.

 

Fire_Grenade.pngFire Grenades - Instant Cast and after Level 3 can be used mid-air..

 

Caused_Bomber.pngCaused Bomber - After Level 3, it can be used mid-air.

 

Flashbang.pngFlash Bang - Now the Area of effect has been increased and after Level 4 can be used mid-air.

 

Mage

 

Muddy_Mud.png Muddy Mud - The Evade Rate has been reduced.  Up to 50% at Max Level.

 

Thunder_Break.png Thunder Break - Cloud is now transparent.

 

Thief

 

Hypnotizer.pngHypnotizer - Now has a reduced Debuff time, at Max Level.. up to 10 Seconds.

 

Regarding Rates

            ·         Physical attack rate (Old) = Char’s physical attack rate  X ( 1 + extra physical attack rate(%) ) + item’s extra attack rate(definite) + buff/option extra attack rate(definite)

·         Physical attack rate (New) = (Char’s physical attack rate + item’s extra attack rate (definite) + buff/option extra attack rate (definite) ) X ( 1 + extra physical attack rate(%))

·         In total, % rate adding effect like Skill Buff or Set Option are giving way more attack rate than it should be which is giving big advantage to Warrior/Magician classes who originally has big stat numbers for their items.

 


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#2 StormHaven

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Posted 20 September 2013 - 01:20 PM

No healing or elements balance the 2 most requested changes since Galaxia pt.1 zzzzzzz

 

edit: I don't see any mention of bug fixes like:

 

Traps say they're supposed to be unblockable. They aren't.

 

Shootdown still glitches and can cause your opponent  to become invincible, and can miss arrows if you aren't using Halloween/Ice IM bows.

 

Hunter Skill Bleed says it's supposed to slow it, but it doesn't.

 

Claw Fishing and Wire action will sometimes not pull opponents even if it lands on them. They can also sling shot the opponents away from you.

 

Aim buffing skills  don't work.

 

Skills that were changed in pt.2 still don't reflect their changes in the skill descriptions.

 

Some status effects like barbarian freeze,blizzard,penguin, freeze trap are treated as different types of freezing and only freeze trap is affected by Ice Continent Gear. (Things like Alex gloves,Kyros Boots,Agnes,Avalanche,Muffler should lower barbs % freeze chance but don't)

 

Aim soul craft effect on rings doesn't work.

 

Fighter's crashing people and themselves out of PvP

 

Dragonkin 0 cd on skill

 

Black claw nest:
double/triple shield and eye spawns,
heart room glitching and not pushing people out of the room,
awaken bar disappearing,
bug trap crashes and run time errors.

 

Galaxia drops and bosses becoming immune to most skills.

 

etc,etc some of these have been reported multiple times since 2011.

 

 

edit 2: they think Mages/Warriors became overpowered because of their attack buffs then proceed to nerf attack buffs for all classes doesn't that basically just do nothing? Also mages/warriors get their insane damage from elements, anyone can see when you've got a stat that ignores defense and can be used by basic attacks/multiple hit skills it's going to get broken fast, except the developers it seems.I really want to see the reasoning behind the developers why they think Elements and healing are ok in there current state.


Edited by StormHaven, 21 September 2013 - 05:18 AM.

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#3 CharlesBabbage

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Posted 20 September 2013 - 02:36 PM

If the Zodiac bosses are still invulnerable except for a particular skill per class after this patch, then it'll be a worthless patch.


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#4 Rabbicarpo2011

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Posted 20 September 2013 - 04:37 PM

no responce if stat change is both pvp or pve? 


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#5 mag727

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Posted 21 September 2013 - 05:30 AM

remove elements and people will just become unbeatable tanks.  gatling,shootdown,x spam etc. will become useless because honestly, 300/400 cd cap isn't going to cut it.

 

people who spent tons of IM will come out on top.  do u honestly think that anyone would stand a chance with no elements or high element resist pally given their pdef rates with buffs? 

 

any edge you have against any classes is due to elements at this point.  yes warriors get insane pattk because of buffs(especially overlords), yes mages (priests/invokers) do get 'fake' mattk increase from their buffs (stat just shows but no actual damage increase). 

 

i see you complain about element damage, however people who spent thousands of hours farming 6* cards from element dungeons rightfully deserve the opportunity to dish that damage out.  

 

i will agree some classes are able to manipulate element dps better than others (archers,priests,ninjas,etc.)  and in that case maybe the damage from that skill should be split into one element damage.  however, do u think that's feasible, or would you become cannon fodder either way?

 

 

and overpowered doesn't apply to just warriors or mages, not by a long shot.  archers can stack insane amounts of movespeed 400-600+ and do hit and runs with skills(shootdown abuse) and run around with bsq flags.  this leaves ground locked opponents screwed in any sense due to no catching aerial skills(priests and sorcs more than others).  the only possible way you could lose is not even dependent on gear, but rather your skill vs your opponents.  try removing that movespeed and see how long you last vs. other classes.  

 

 

 

 


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#6 noxis

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Posted 21 September 2013 - 05:38 AM

 

any edge you have against any classes is due to elements at this point.  

 

+1 absolute truth.  remove elements/increase resistance and  the small bridge vs im buyers and casual players will become vast.  then people will rage about Pay to Win.  


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#7 Rimmy

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Posted 21 September 2013 - 06:03 AM

remove elements and people will just become unbeatable tanks.  gatling,shootdown,x spam etc. will become useless because honestly, 300/400 cd cap isn't going to cut it.

 

people who spent tons of IM will come out on top.  do u honestly think that anyone would stand a chance with no elements or high element resist pally given their pdef rates with buffs? 

 

any edge you have against any classes is due to elements at this point.  yes warriors get insane pattk because of buffs(especially overlords), yes mages (priests/invokers) do get 'fake' mattk increase from their buffs (stat just shows but no actual damage increase). 

 

i see you complain about element damage, however people who spent thousands of hours farming 6* cards from element dungeons rightfully deserve the opportunity to dish that damage out.  

 

i will agree some classes are able to manipulate element dps better than others (archers,priests,ninjas,etc.)  and in that case maybe the damage from that skill should be split into one element damage.  however, do u think that's feasible, or would you become cannon fodder either way?

 

 

and overpowered doesn't apply to just warriors or mages, not by a long shot.  archers can stack insane amounts of movespeed 400-600+ and do hit and runs with skills(shootdown abuse) and run around with bsq flags.  this leaves ground locked opponents screwed in any sense due to no catching aerial skills(priests and sorcs more than others).  the only possible way you could lose is not even dependent on gear, but rather your skill vs your opponents.  try removing that movespeed and see how long you last vs. other classes.  

 

So people that spent "thousands of hours" farming element attack cards are entitled to a benefit, but the people that spent thousands of dollars on IM to upgrade their equipment, farm F6 rings, etc. to increase their damage, DEF/MDEF, etc. should be content playing second fiddle to people who don't have to drop a dime to be able to kill them in a few seconds? Sorry, but that sounds like hypocrisy to me, and completely ignorant of the fact that IM spenders are the only reason this game is still around.


Edited by Rimmy, 21 September 2013 - 06:07 AM.

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#8 Coolsam

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Posted 21 September 2013 - 07:40 AM

So people that spent "thousands of hours" farming element attack cards are entitled to a benefit, but the people that spent thousands of dollars on IM to upgrade their equipment, farm F6 rings, etc. to increase their damage, DEF/MDEF, etc. should be content playing second fiddle to people who don't have to drop a dime to be able to kill them in a few seconds? Sorry, but that sounds like hypocrisy to me, and completely ignorant of the fact that IM spenders are the only reason this game is still around.

 

He has a point. Originally we had to break the bank to compete with evade stackers and then break it again to alternate our build for the lowered need of aim rate. Elements are basically free-mode. Buy a level 40 element weapon, find some element accessories to match, socket your weapon/gloves/shoes and abuse the fact resistance isn't working properly.

 

Now then the fact that a player can compete with a cash-less setup vs endgame stacked players is a double edged sword. Good in a sense of "Nice to see this player finally hold their own." Bad in a sense, "Well this is just unfair. I'm at 40k Defense buffed and he rips through my hp faster than my 100k fully buffed attack would do to the same value of defense. Was my +20 pointless?"


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#9 mag727

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Posted 21 September 2013 - 07:42 AM

So people that spent "thousands of hours" farming element attack cards are entitled to a benefit, but the people that spent thousands of dollars on IM to upgrade their equipment, farm F6 rings, etc. to increase their damage, DEF/MDEF, etc. should be content playing second fiddle to people who don't have to drop a dime to be able to kill them in a few seconds? Sorry, but that sounds like hypocrisy to me, and completely ignorant of the fact that IM spenders are the only reason this game is still around.

so you're for pay to win then? *shrug*

 

but would you really be the one winning? 


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#10 Rabbicarpo2011

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Posted 21 September 2013 - 07:56 AM

so you're for pay to win then? *shrug*

 

but would you really be the one winning? 

Basicaly people have payed money, it would be unfair to take it all away. It's already happend to those who stacked on evade with ninjas. And that was really unfair. 


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#11 ohsnap

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Posted 21 September 2013 - 08:59 AM

enchanting on accessories? please elaborate


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#12 Apocryphos

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Posted 21 September 2013 - 10:31 AM

Soulcrafts are awesome and all but w/o +20 gears you'd die in in wyvern blade or 1 gust slash or even 1 shootdown *source me*

What I don't get is the ridiculous damage reduction you get from defense, a +20 weapon is NOTHING compared to a full +20 armor set hands down.

My 2cents in this conversation,+20 gears still reduce ALL THE WEAPON DAMAGE. Element is something that this game has to counter defenses. w/o it everyone would be doing 2-3 digit damage on pally's. Everyone payed money for +20's. but there's a fine line when someone isn't capable of dieing after a barrage of attacks by multiple people w/ +20 weapons. Those who stacked evade ninja's had it coming. There is absolutely no reason why a ninja needs that much evade[ with the exclusion of magnet]. Just goes to say how many ninjas there were that were evade reliant.*source me as post galaxia ninja* I went on par with this server's so called best ninjas' [that currently play] even w/o my 6* element card.

That sword dance update mmmm, no more game breaking catches against warriors <3. All that's left that needs to be addressed is invokers insane dps, w/ hit scanning &magnet catches and Drakons.

what happened to super armor being super armor i thought only statuses broke super armor apparently knockback breaks super armor. can we get this fixed?

 


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#13 StormHaven

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Posted 21 September 2013 - 11:07 AM

It's a problem on top of a problem as Seo pointed out and as most of us know a +20 weapon even with solar rings is going to do next to nothing vs most classes with full +20 gear. They lowered HP overall which hurt some classes a lot more than others. Then elements was added which put lowered geared ppl up the point where they can compete against +20 geared people, but pushed some class to the point they became insanely strong and it brought others up from being push out of being viable in PvP. So now we have a problem were enchanting armor is less important than the soul crafting when it comes to survival (See multiple people with low enchanted armor standing up to +20/legends). So yea.. Really it comes down to attack vs def is broken and elements vs def is broken and resistence doesn't work correctly.


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#14 Sanctuss

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Posted 21 September 2013 - 01:07 PM

Meanwhile at Gravity Games

 


Edited by Sanctuss, 21 September 2013 - 01:08 PM.

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#15 Rimmy

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Posted 21 September 2013 - 01:13 PM

so you're for pay to win then? *shrug*

 

but would you really be the one winning? 

 

No, not necessarily. I just wanted to point out that you're using a double standard. Not implying that this refers to you, but I know there are "casual" players who view IM spenders with scorn simply b/c they're "paying to win," when the truth is that if they weren't spending money on the game it would simply shut down. And to be honest, there is a fair amount of farming involved in some IM-centric enhancements, too, such as farming F6 rings, a fair amount of farming involved to get armor/weapon dusts and souls and gold to enchant/SC equipment, etc., so the attached myth that IM spenders don't work to earn their rewards (both within the game and without) is actually quite unfair.

 

I'm not saying that players should be able to win purely by spending IM, simply that the balance between the merits of spending IM and the merits of stacking elements aren't balanced very well right now, especially when you consider that spending IM requires spending actual money instead of just spending time farming in-game (which you would have to do anyways even if you did spend IM).

 

Look, the truth is, elements wouldn't be such a huge problem if they would rebalance the way it works for some classes (invokers and both archer classes, in particular, as you mentioned). If they were to address that issue, alone, it would be a huge step in the right direction. Making resistance a little more useful would help, too.


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#16 mag727

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Posted 21 September 2013 - 08:37 PM

Massive dps is a double edged sword. It seems you have to pay attention to who you kill, or else they come back with huge hp pools.

In addition, you have those in bsq who jump in to perform kamikaze attacks just to die for those buffs.

You can't say something is broken unless u knew how it was suppose to work in the first place.

To be frank, I'm not pro elementand nor am i against it. However, it does balance out gameplay and give those who don't spent tons of money on the game a fighting chance (pvp) against those that do.

Yes, IM spenders should have some
Advantages over nonspenders, but the gap should never be as large as it was. The population would shrink even more.

Nerf certain classes or not, the ones who are truly good at what they do (pvp) will always outshine any nerf.
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#17 Apocryphos

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Posted 21 September 2013 - 10:22 PM

In complete honesty archer xspam is far more balanced than invoker xspam. a 1 cant strafe while attacking. b. the majority of the community moves forward when they spam x on an archer *source me* c. archers cant heal. b. we dont have chain combo with knockback to destroy super armor.d. we have no hitscan catches to that doesnt proc a lag walk. in all honesty i believe that these new zodiapieces will help balance element in 81+ bsq.


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#18 Coolsam

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Posted 21 September 2013 - 10:30 PM

Massive dps is a double edged sword. It seems you have to pay attention to who you kill, or else they come back with huge hp pools.

In addition, you have those in bsq who jump in to perform kamikaze attacks just to die for those buffs.

You can't say something is broken unless u knew how it was suppose to work in the first place.

To be frank, I'm not pro elementand nor am i against it. However, it does balance out gameplay and give those who don't spent tons of money on the game a fighting chance (pvp) against those that do.

Yes, IM spenders should have some
Advantages over nonspenders, but the gap should never be as large as it was. The population would shrink even more.

Nerf certain classes or not, the ones who are truly good at what they do (pvp) will always outshine any nerf.

 

So we have to give a fully buffed hp Invoker an on purpose kill then proceed to kill him so his death buff counter is down by 1? And People also kamikaze for cooldown resets (Dark Knight summoners)

 

Death Buffs in Battlesquare were intended to give the frequent dying player an edge. Of course massive health gains in a stalling-oriented game mode are like peanut butter and jelly. People are bound to look a gift horse in the mouth if they get 10+ flags with full health after 6+ deaths.

 

That's the thing, elements are that non-cash edge that helps greatly. It just helps alittle too well. I'm not for or against it. I actually hate having to swap out accessories for the element damage boosters. And seeing a 2.4k element attack invoker w/ 252%+ Attack speed combine ungodly and near unmatched dps, with immense survivability well if a single class can outdamage your entire team and is actually among the godly cash spammers you say elements give an advantage in PvPing against then it seems to be abused by all ends of the player-base here. You see for non cash players, it's pretty good to have some aid vs that 55k+ defense paladin you know is gonna barricade run when he gets lock-downed or that paranoid invoker that heals at every papercut and has 700+ hlt w/ max hp gears and has the most godly blink reaction time ever.

 

But, its the crummy Attack vs Defense formulas, sloppy resistance formulas, and the impact of healing in PvP modes that's being addressed. I'm pretty sure the New Hero Galaxia gear is gonna make 40k unbuffed defense possible for all classes (+20 full Elga is about 25-40k depending on the class). But those numbers vs Attack that can reach beyond it and we see immense damage drop. I mean God of Wrath+Bloody Roar+Wild Rage+Grizzly Power w/ a +20 Fire Elga's attack reaches 100k+ for me. And w/o that element damage it wouldn't impact extremely well if an opponent has immense defenses (And factor in damage reduction). Elements are that anti-defense/Damage-drop crutch that people.....hang on to alittle too much.

 

Basically in a nutshell, if some things were addressed better and looked into more by developers, (Attack vs Defense, heals in Battlesquare mode, Battlesquare rework, additional and frequently suggested class balances) PvP would be more pleasant. Of course PvP Now is leaning towards balance somewhat and this updates not gonna scream "WE FINALLY FIXED PVP! PLAY DRAGON SAGA!" but it certainly will get some hopes up. Alot of these skill changes were "suggested" before the Ragnarok/Legendary updates so yes it's a year late but better than never.


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#19 mag727

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Posted 22 September 2013 - 01:56 AM

I'm going to assume I know the invokers you mentioned. One of which has an awkward yet effective build while the other seems to be hp stacked tank.

I believe the first one invoker isn't even fully utilizing his classes potential, hp is too low,(this could be intentional) while the latter is built more for support than dps due to the large hp pool.

This just goes to show the many different routes you can take with your classes. And output is highly dependent on the players level of skill. To be honest, I have no idea how an invoker with such low mspd is able to catch a 400-600+ mspd archer other than being able to predict (feel) where that archer will land in time to catch with barbarian, which in itself is an amazing feat which actually wowd me when he was able to perform it more than once.

And to be honest in terms of the x spam vs shootdown effectiveness, it completely depends on your playstyle. An invoker could say that shootdown is overpowered since archers can stack movespeed and perform hit and runs on low mspd classes without ever giving them a chance to attack, in addition they can also claim that x spam is ground locked, reliant on pc specs and internet speed and lagg, while also being easily interruptable.

In that sense they both have their pros and cons, but I am reluctant to come to a conclusive resolution regarding those skills (including daggers) just because of a few players that are able to put it to good use.

Yes, invokers have the potential for godly dps in pvp, but its a ground locked skill at the end of the day. Use your head and jump, launch, knockdown, etc. The counters are endless. Like I said, with archers being able to stack that insane movespeed with shootdown + aas and launches and smart pvping, they should not lose in a 1v1 pvp match against any other class but themselves.

Of course that applies to sentinels mostly.

Many of you are crying over dps of certain classes. Just be glad you're not a sorcerer. Ever since elements took over sorcerers have been screwed so hard, its laughable. To begin with they couldn't win any 1v1 against other classes but themselves before element, now they lose that much faster. In pvp their damage is barely felt but is 'somewhat' (I use the term loosely) improved by their ability to flinch lock and freeze lock multiple standing opponents. But their damage needs to be slightly improved, but not to the point where its full multiple elemental damage per emblem cast, it would be a lot worse than x spam at that point.

And besides all that I have barely heard any outcries from sorc players (including myself). Be happy with what you have, and if you Can't beat them, join them and beat them at their own game. Whoever 'them' may be to you.
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#20 Lujia

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Posted 22 September 2013 - 08:50 PM

no update on savages super armor? my god why. :Emo_22:


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#21 Apocryphos

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Posted 22 September 2013 - 10:31 PM

Again whats the use of fire grenades when they are minuscule compared to n2 Ammunition unless it proc's a percentage mp loss upon impact.

Destroyer

Spoiler

Ninja Instead of making them evade reliant.

Spoiler

 

 

 


Edited by Apocryphos, 22 September 2013 - 10:36 PM.

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#22 Lujia

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Posted 22 September 2013 - 10:50 PM

Funny how archer class got the shootdown skill that can shoot 5 bullets per shot diagonally ( a total of 15 bullets of max lv)

Aerial flurry should be upgraded +1 to Seo.

As of now aerial flury can shoot 5 arrows at max lv..(it shoots only 1 arrow pershot unlike shootdown it fires 5 arrows pershot)
Shootdown is still better.
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#23 Starkespada1

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Posted 23 September 2013 - 03:02 AM

Many of you are crying over dps of certain classes. Just be glad you're not a sorcerer. Ever since elements took over sorcerers have been screwed so hard, its laughable. To begin with they couldn't win any 1v1 against other classes but themselves before element, now they lose that much faster. In pvp their damage is barely felt but is 'somewhat' (I use the term loosely) improved by their ability to flinch lock and freeze lock multiple standing opponents. But their damage needs to be slightly improved, but not to the point where its full multiple elemental damage per emblem cast, it would be a lot worse than x spam at that point.

And besides all that I have barely heard any outcries from sorc players (including myself). Be happy with what you have, and if you Can't beat them, join them and beat them at their own game. Whoever 'them' may be to you.

 Amen to that


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#24 StormHaven

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Posted 23 September 2013 - 03:44 AM

So just saw they increased evade cap from 9.8k to 16k... good luck to all non Agi based builds lol...Sigh since there's no bug fixes no aim increasing skills work and some aim soul crafting effects don't work.


Edited by StormHaven, 23 September 2013 - 03:51 AM.

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#25 Lujia

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Posted 23 September 2013 - 06:08 AM

Waiting for the maint to end. :Emo_13:

@Evade - 16k max? hmm how many aim needed to hit (non-miss) any idea?


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