Developer's Corner - Friday January 17, 2013 - Patch Notes Archive - WarpPortal Community Forums

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Developer's Corner - Friday January 17, 2013


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#1 Leonis

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Posted 17 January 2014 - 07:12 PM

Hello all you wonderful Rosarians!
 
There's been a lot of work going in to the next patch, partially because there was a lot of feedback to go over, partially because we wanted to make sure this year we continue the trend of making sure our updates have more quality to them, rather than rushing through and making changes all willy-nilly.
 
So a lot of talk over the holiday period was about the Game Arena, PvP and the balances of certain classes, as well as opinions behind some classes being considered as too powerful and needing to be taken a peg or two down.
 
Now it took me quite a bit to get through everything I could get my hands on, between feedback and collected data over the holidays to be able to not only get a feeling for what your (community) expectations are, but also what you'd like to see as a matter of change and improvement. I participated in a few of those discussions once we got back from the holidays and I think it's yielded some great insight for us as well as gave good direction for ROSE's game play.
 
As I've mentioned here and there, there are several skill mechanics we didn't get to implement with the initial release of the skill update. But the update itself has been doing well and reviewing data and balance aspects has been not only easier to review, but easier to adjust. We've still got more adjustments to go, but we're also working on rolling out with some of those missing mechanics with the next patch.
 
The patch itself is probably going to be ready closer to the end of the month, so I'm asking for a bit of patience. We'll consider doing a short Pegasus test, just to make sure nothing major breaks and get some immediate feedback, if possible, but we know the attendance is generally minimal so passing it to the live server will be quick, again, if we do it at all.
 
I just wanted to leave this sneak peak note regarding what we're working towards for you all to consider over the weekend. I've had this posted in the Senate section and it's been getting some positive reviews and feedback.
 
Understand that these are not final changes and still subject for alteration. But a guideline to what we're working towards.
 
Intended Skill Notes and Changes
 
If you do not want to see what the changes may be until they are finalized, I recommend that you do not read the contents of the spoiler!

Spoiler

 

Remember, these are not all the changes. We also have plans to balance out the Game Arena honor gains, how they are generated and how team play can influence them for your team and more as time goes on.

Have a wonderful extended weekend and enjoy the experience boost!
(Birthday of Martin Luther King, Jr.)

 

Edit: Amended some of the information regarding changes to the healing skills.


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#2 Valakas

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Posted 17 January 2014 - 07:53 PM

i like the traps! As a Trap specialist back in my Ragnarok prime days , I was drooling :P  Though I could already foresee some problems ahead . Defending team in CD might get the upperhand this time if they wish to camp on the crystal. What if Bow Scouts also has the ability / skill to remove the traps? :) lets say sending their hawk or beast to do the job. 


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#3 DestinyDeoxys

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Posted 17 January 2014 - 08:44 PM

Are you changing the skill tree of mage completely? Are you replacing some existing passive of mage to Sorcery, Wind, Water, Fire mastery? Or are you adding these passives to the mage skill tree? We are so scarce on skill point for mage already.


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#4 SlowBob

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Posted 17 January 2014 - 09:26 PM

Are you changing the skill tree of mage completely? Are you replacing some existing passive of mage to Sorcery, Wind, Water, Fire mastery? Or are you adding these passives to the mage skill tree? We are so scarce on skill point for mage already.

 

The way i got it they'll be additional skills. Mages arn't the only class with a lot more skills then skillpoints (raiders got the same "problem" for example), anyways, you shouldn't be able to skill all your skills by design.

In the end a player can choose between more skills, which will extend the maximum of options which are available.

There shouldn't be one masterplan like it was back in days, nowadays the goal is to make people use different skills. This should elevate diversity.


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#5 jerremy

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Posted 18 January 2014 - 09:35 AM

Will probably need a rather large amount of rebalancing with all these new effects, but I look forward to it. Might finally add in some more diversity.


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#6 DrunkinMonkey

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Posted 18 January 2014 - 12:08 PM

well looks like I got my new windows disk in time looks like some interesting changes are in the wind for this year

ill will b re-downloading rose today as my backup was corrupted will put some time in on Pegasus when this is ready to roll again


Edited by DrunkinMonkey, 18 January 2014 - 12:09 PM.

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#7 Fleurettez

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Posted 18 January 2014 - 12:10 PM

Integrity (Party)

  • Cooldown increased by 5.5 seconds.
  • Changing base heal amount by 60/44/28/12/-5
  • Adds 1 charge of Healing Touch per cast.
  • MP Cost increased by 1595/1773/1951/2131/2310

 

can't it be more crazy? lol 2310 Mana for only 1 party heal? (integ)

and you say for "mana management" with TONS of skill to be pumped like this..for FS/war support cleric, isn't it too much? 


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#8 5046121215133747397

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Posted 18 January 2014 - 01:08 PM


can't it be more crazy? lol 2310 Mana for only 1 party heal? (integ)
and you say for "mana management" with TONS of skill to be pumped like this..for FS/war support cleric, isn't it too much?


Agree, mp already runs out so fast, now add more mp consumption? O.o already have not enough sp to actually learn the mana flame... so... all clerics will scream "mana flames, mana flames!" In cd
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#9 Fleurettez

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Posted 18 January 2014 - 01:23 PM

epic's mp consumption: 40% so that would be 920mana for ya.

it's still TOO MUCH considering how low our max mp already is. 

it's ok when you play CD and on the defender side.

but think about clerics on attackers side. mana flame won't be that helpful.

 

and we can't afford IM mana pots continuously.


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#10 ChampPower

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Posted 18 January 2014 - 02:51 PM

I see some dead clerics. Cleric skills cost a lot of skill points, and you want to add the new heal effect reduction or additions on top of those. The additions of skills mean we have to give up some of the healing skills or defense passive, possible both. The longer cool down time and the reduction on healing of heal skill mean our healing power will greatly be reduced. reducing healing with few heal skill or weaker defense mean it will be much easier to kill a cleric.. Not stopping at that, you suggest to increase the strength and damage ability for other classes. It would be weird if the cleric will not be slaughted instantly with all the new change.
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#11 Fleurettez

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Posted 18 January 2014 - 03:34 PM

I see some dead clerics. Cleric skills cost a lot of skill points, and you want to add the new heal effect reduction or additions on top of those. The additions of skills mean we have to give up some of the healing skills or defense passive, possible both. The longer cool down time and the reduction on healing of heal skill mean our healing power will greatly be reduced. reducing healing with few heal skill or weaker defense mean it will be much easier to kill a cleric.. Not stopping at that, you suggest to increase the strength and damage ability for other classes. It would be weird if the cleric will not be slaughted instantly with all the new change.

agre....

dev team, you made "mediation","mana crux", and "mana conservation"

and you want  to place more importance on mana management...  wanting us to take this skill?

 

while on the other hand, our SP is very very limited....

FS/war support cleric mostly got only lvl 1 sleep cloud/ or lvl 5 but sacrificing mana shield. or vice versa.

we've been SACRIFICING lots of skills.

 

mostly clerics will only have9k-10k max mana (buffed). and it's really a joke if we run  out mana ady after a few heals.

please reconsider it.

 

I tried so hard to came back (quit after int>charm stuff) and just when I finally accept (read:like) the new skill tree... you changed it again, and it's being nerfed now. so disappointing


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#12 DoubleRose

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Posted 18 January 2014 - 07:28 PM

I can't wait to see how this stuff looks in game.  There are plenty of new mechanics that should add a lot of depth to pvp.  Players will need to know their surroundings and opponents better in order to utilize a lot of these things.  I expect a lot more differences between classes.  Pvp should be more fun and a lot harder to master.

 

With these changes I feel like the muse class is going to be ever more sp crunched.  There will be some serious tradeoffs in builds, almost too much.  I can't say for sure right now, but muses might be unsatisfied with how few skills they can learn.

 

Glad to see the cleric buffs/charm aren't being nerfed so pvm will be relatively unaffected, but oh dear the indirect battle cleric nerfs.  I'll assume we are getting skill resets so I will need to find a new build.

 

The 50% attack speed down trap looks devastating. 

 

I see no soldier changes.  Are you happy with them at their current power level?


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#13 ChampPower

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Posted 18 January 2014 - 09:05 PM

Good luck starting a war without ANY cleric, and I am not saying FEWER. I do not think any cleric would join the war so they can be killed instantly. Fewer heal skills, a lot weaker defense, low level of mana, and stronger other classes, these are the conditions the DEV Team want the cleric class to have.
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#14 Fleurettez

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Posted 18 January 2014 - 09:42 PM

Good luck starting a war without ANY cleric, and I am not saying FEWER. I do not think any cleric would join the war so they can be killed instantly. Fewer heal skills, a lot weaker defense, low level of mana, and stronger other classes, these are the conditions the DEV Team want the cleric class to have.

lol true. I'd NEVER join CD if this weird update (or downdate) were to be applied. never ever.

 

I'm so tired with all this skill changes things.

not to mention pvp, tanker in SOD also needs lots and lots of heal. with this.... I can't play either CD or SOD, etc. maybe just COU! lol. might as well quit again.


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#15 GilGrissom

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Posted 19 January 2014 - 12:07 AM

These upcoming changes can't be tested just in a weekend. You have to open pegasus for a long time. Each suggested change has big influence on the game play. According the numbers the damage goes up quite alot, several debuffs (to weaken people), healing and mana becomes a huge difficulty etc. Let us try it first on pegasus before implementing it on the live servers, because based on the suggested changes I don't have any feeling what the outcome will be.

 

For example the cleric (I am playing a cleric); how fast do you stack 20 wounded till 100% healing reduction and only can stack 5 healing touch to remove wounded till 15? There is no way to know the mechanics before the end of the month.

 

These are big changes you suggest. Take your time to let the community know how they work and adept them to get a proper balance.

 

 

It is a pitty to see that you come up with new content instead of balancing the current classes. Do not only read the posts in this forum, but also play the game as we are doing. We experience many difficulties and challenges which have to be solved first.


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#16 Fleurettez

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Posted 19 January 2014 - 05:41 AM

These are big changes you suggest. Take your time to let the community know how they work and adept them to get a proper balance.

 

 

It is a pitty to see that you come up with new content instead of balancing the current classes. Do not only read the posts in this forum, but also play the game as we are doing. We experience many difficulties and challenges which have to be solved first.

 

Dev team please please read what GilGrissom has said....

Everyone is furious already. 

 

and by 'play the game' is not just online to check up some things, but do play CD and GA on your own.

 

why don't u just balance out the current classes, keep making new changes every now and then is ridiculous :( :( :(

it took times and lots of effort to find new skill build and now you're going to ruin it all over again.

 


Edited by Fleurettez, 19 January 2014 - 05:42 AM.

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#17 DoubleRose

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Posted 19 January 2014 - 06:18 AM

STOP. SAYING. YOU. ARE. QUITTING. OVER. THIS.

 

Go in and test it briefly, then give feedback.  Leo is willing to change things -quite a lot- for the ones who actually go on Pegasus and test. 

 

Mental Focus was overlooked.  This skill was supposed to get the same treatment as the other buffs.

 

I think critical weakness and critical impact shouldn't be added.  Leo said raiders are fine as they are, so don't give them massive buffs.  A lot of the community just wanted them to be faster, and adrenaline rush serves that purpose.

 

I think getting up to 100% heal reduction for 30 seconds, especially if it refreshes on stack, is broken.  I think it should cap at 15 stacks and last 10 seconds, refreshing on hit.

 

Think Leo will listen to me without me even trying this stuff?  I have a strong feeling that my suggestions are correct and provide a specific alternative, but I need to see it in game first.


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#18 GilGrissom

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Posted 19 January 2014 - 06:56 AM

Ofcourse we want to test it, but not in just 2 days in a weekend. Just give us more time so we can do extensive testing and give some good feedback to the dev's. Alot are having their doubts if the combination of all the suggestions is a right thing to do. I want to suggest to open Pegasus as soon as possible so we can test it for the coming 2 weeks. In this way it is still possible to implement the suggestions at the end of the month. Thank you.


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#19 DigitalKitten

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Posted 19 January 2014 - 07:22 AM

Guys let's remember people call things OP by reading what the notes say. However what I'm trying to point out is that you guys can't say whether something is good or bad Til you actually test it out, because there's oh-so-many classes and besides, it's completely new skills.

People complain each patch before the server is even up, and if you plan on quitting - just quit lol, don't say it in 15 forum posts in a time range of 5 months, then you're still playing.

However, I'm looking foward to trying out the raider changes.
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#20 GilGrissom

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Posted 19 January 2014 - 07:57 AM

Don't expect that no one gives negative feedback. It always happens when you inform the community with information which is not tested yet by the community it self. There is always the difficulty when you telling people what you want to do or not telling anything and implement the changes. You always get negative 'feedback' (opinions)!

 

But ofcourse the suggested changes have to be tested. But in some cases it is simple math to know the outcome what the consequences will be for some classes.

 

So to get as less as possible comments on the suggested changes let us test on Pegasus and we can give critical feedback to the dev's.

 


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#21 DigitalKitten

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Posted 19 January 2014 - 08:27 AM

I didn't mean it like that, I meant more that people shout out "OP" without any reasonable explanation behind it and they say that they're quitting without trying, those kind of posts are unnecessary. But actual reasons are fun to read :P


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#22 Feuer

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Posted 19 January 2014 - 08:56 AM

Most of these affects are statuses, you dont spend sp on them, so clerics sp shouldn't be being touched for the most part. also by adding hp + mp regen skills clerics can not only hot people, but they can assist small amounts of damage to gain the stacks of mp regen. 

 

 

STOP. SAYING. YOU. ARE. QUITTING. OVER. THIS.

 

Go in and test it briefly, then give feedback.  Leo is willing to change things -quite a lot- for the ones who actually go on Pegasus and test. 

 

Mental Focus was overlooked.  This skill was supposed to get the same treatment as the other buffs.

 

I think critical weakness and critical impact shouldn't be added.  Leo said raiders are fine as they are, so don't give them massive buffs.  A lot of the community just wanted them to be faster, and adrenaline rush serves that purpose.

 

I think getting up to 100% heal reduction for 30 seconds, especially if it refreshes on stack, is broken.  I think it should cap at 15 stacks and last 10 seconds, refreshing on hit.

 

Think Leo will listen to me without me even trying this stuff?  I have a strong feeling that my suggestions are correct and provide a specific alternative, but I need to see it in game first.

 

 

This healing reduction doesnt affect food/pot healing. only spel healing. also it doesn't affect hp regen, so the HoT's are still functional and hp recovery gems will have value now.


Edited by Feuer, 19 January 2014 - 09:04 AM.

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#23 jerremy

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Posted 19 January 2014 - 09:54 AM

Understand that these are not final changes and still subject for alteration. But a guideline to what we're working towards.

Felt like I needed to put this here for all to see.


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#24 Fleurettez

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Posted 19 January 2014 - 10:27 AM

Felt like I needed to put this here for all to see.

I have read that part and fully aware of it

 

but making a downdate like this is very much unnecessary, as later on they will most likely change it again.


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#25 Fleurettez

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Posted 19 January 2014 - 10:31 AM

Don't expect that no one gives negative feedback. It always happens when you inform the community with information which is not tested yet by the community it self. There is always the difficulty when you telling people what you want to do or not telling anything and implement the changes. You always get negative 'feedback' (opinions)!

 

But ofcourse the suggested changes have to be tested. But in some cases it is simple math to know the outcome what the consequences will be for some classes.

 

So to get as less as possible comments on the suggested changes let us test on Pegasus and we can give critical feedback to the dev's.

Renovatio got it right. 

thought only reno who understand the whole situation about cleric here? lol...

 

no need to try, it's a simple math. and a very simple one at that. 

I'm talking about clerics skil though. 

 

and I'm not the one who say cleric will get lower def etc.

things that I want to highlight is the total amount of mana which clerics averagely has and the mana needed for each heal + 40%mp consumption. only this to reconsider <----

 

I dont care about healing touch etc or whatsoever I'm totally FINE with it. 

but the mana changelog, you really need to overlook it.

 

those who dont play cleric as much/ or should I say their MAIN? won't likely to understand how bad this is going to be.

 


Edited by Fleurettez, 19 January 2014 - 10:51 AM.

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