Sorcerer VCR Report Thread - Sorcerer - WarpPortal Community Forums

Jump to content


Photo

Sorcerer VCR Report Thread


  • Please log in to reply
12 replies to this topic

#1 Tonitrua

Tonitrua

    Awarded #1 Troll

  • RO2 Community Representative
  • 882 posts
  • Playing:Ragnarok Online 2

Posted 15 July 2014 - 02:21 PM

Welcome everyone to the Sorcerer VCR Report Thread!

 

We will be posting our periodic reports on the Sorcerer class here so everyone else can have a chance to review our feedback, please take the time to read these over so you can help us improve our future reports and reflect any issues you think are important to the Sorcerer class.

 

:p_smile:


  • 0

#2 Tonitrua

Tonitrua

    Awarded #1 Troll

  • RO2 Community Representative
  • 882 posts
  • Playing:Ragnarok Online 2

Posted 15 July 2014 - 02:25 PM

Volunteer Class Representative Report


VCR Name(s)

Tonitrua

Date

July 14, 2014

Class

Sorcerer

           

Class Issue Summary:

While the Sorcerer class does not have many pressing balance issues, and is a very strong class overall, there are many lingering bugs and problems as a consequence of the balance and stat changes that have taken place since Advent of Valkyrie as well as a few minor skill bugs that can just make PVP or leveling a bit more annoying. Several of our skills and skill combos are either obsolete or poorly thought out.  Some of the skill interactions are not useful, and several skills aren’t worth putting any points into even if it’s a skill you care about - which should never be the case.  Our increased number of skill points with the current skill tree allows for a full support build and full dps build at the same time, there is no room for build diversity or specialization even if you tried, because you’ll have enough points to max out both paths anyway. Build diversity has always been one of the most exciting and interesting aspects of the Sorcerer class, but DPS and support sorcerers are now all hybrid sorcerers by default.  Additionally, a lot of our equipment stats no longer make sense, our gear’s secondary stats are largely unhelpful and weak in comparison to other classes, and our top-tier gear in some cases is weaker than gear usable by level 50 characters.

Popular Suggestions:

The general consensus of the Sorcerer players seems to be pushing for better skill tree customization, the ability to specialize in support or DPS, and to correct some of the mismatched skill combos that currently make many of our skills useless.  Many of our equipment stats, particularly for RedSeed runes have been significantly nerfed in the past few months

Priority Fixes:

Our current skill effects are either severely lacking or outdated in the way their effects currently work. I’ll list a number of them here individually along with their current problem:

  1. Lightning Bolt currently has a damage over time (DoT) effect that should apply, and stack up to 3 times when attacking an enemy. This is currently problematic for several reasons; the DoT damage is insignificant compared to the damage of our skills, the DoT activation rate is so low that it’s impractical and unreliable, and because of the low activation rate it’s very hard to apply even 2 stacks of this debuff onto an enemy. Unless you are using nothing else except lightning bolt, you’re never even going to activate this debuff.  Lightning bolt on its own is too weak of a skill to be a primary DPS attack and is meant to be used in tandem with other skills through freeze effects, or with Jupitel Thunder mastery, so the chance to activate reduces even further.

  2. Jupitel Thunder Mastery is among our skills that are best left un-mastered, level 1 and 2 give a very useful bonus when activated that allows for an instant cast JT, however level 3 gives only a minor increase to that activation chance, and levels 4, 5, and 6 add an entirely different combination with Lighting Bolt (LB). The LB combination is entirely impractical for DPS because you need to sacrifice the double damage buff from wind emblem/cold bolt in order to use it, and with the Lightning Bolt DoT being as weak as it is, there is no other incentive to ever use this combination. This results in a skill that is better when not maxed out beyond level 2 or 3 because additional points put into it would be wasteful, that shouldn’t happen.

  3. Jupitel Thunder Mastery [Part 2]  A secondary issue with JT Mastery is a problem with the way the instant cast buff triggers, currently there is a chance to activate instant JT when using cold bolt, however the instant cast buff itself is not consumed when casting JT, but it’s consumed any time JT is used. This is problematic because the buff itself only activated after cold bolt has impacted an enemy. This causes an unusual failure mode whereby: 1) the player casts cold bolt, which is en-route to the target, 2) the player begins to cast JT, 3) cold bolt now impacts, and activates the instant cast buff, 4) the player now finishes casting JT and immediately consumes the instant cast buffs, having never actually instant casted a JT.

  4. Meditation is the support Sorcerer’s most powerful passive buff. It allows our critical heals to be incredibly powerful and effective even when our Earth Emblem isn’t active, however it’s plagued by similar issues as JT Mastery. Level 1 gives a huge boost to our healing power, but level 2 and above are only incremental buffs thereafter.  There’s little reason to master this skill when it adds almost no extra healing power beyond level 1.

  5. Song of Earth (SoE) sounds like a fantastic buff on paper, but for some reason it was never adjusted to match our post-AoV stat levels.  The SoE buff used to be very helpful during PVP and raids because it would apply an extra healing buff for a few seconds while you used other skills. The amount it healed used to actually be an appreciable fraction of the initial heal that triggered it, right now the heal amount is so low that it might as well not be there (A 50-60k Rejuvinate’s SoE ticks for 700/second for 3 ticks on my sorcerer: a total extra heal of ~2100), especially when compared to something like the priest’s Highness Heal HoT buff that’s applied when they use aspersio which can tick for several thousand hp.  One solution to this might be to apply Meditation’s buff effect to increase SoE’s heal amount.

  6. Summon Aqua, not much needs to be said about it, the damage is irrelevantly low and the cooldown is fairly high. This serves almost no purpose in PVP especially when compared to the only similar skill out there: Summon Falcon.

  7. Land of Recovery no longer crits like it used to, this is a small change and not entirely priority, but it has taken a substantial chunk out of our healing ability for a heal skill that is by it’s very nature quite limited, we need to stay fairly stationary to use it effectively which can be a challenge in PVP.

  8. Soul Cleanse has never been a particularly mainstream skill, many Sorcerers don’t even recognize it by name.  At the moment the only purpose it really serves is to unfreeze us when fighting against other Sorcerers.  The skill also claims to remove all debuffs, but in reality only removes two or three of them. It would be nice to either have it remove additional debuffs and DoTs, or to rework the skill to give some kind of temporary immunity buff and prevent us from being stunned for a short duration, as Sorcerers currently have no defensive buffs to activate during a battle when they are about to be combo’d like many other classes do.

  9. (All ranged spells) Currently out spells can be negated entirely by stunning us while the spell is flying in mid air, this results in a skill cooldown still taking place - though not showing up on our hotkey bars - and zero damage to the opponent. A skilled adversary can consistently stun every single varetyr spear or frost diver-JT combo and remove our killing-blow ability almost entirely.

  10. Equipment Secondary Stats: this is another major issue that sprung up during our last stat rebalance, many of our equipment’s secondary stats have been removed and only tertiary stats like parry or critical remain. This leads to a situation where only our gloves and boots add any vigor stat, meaning most of our gear cannot make use of RedSeed Rune [Flame], the primary rune for DPS classes. Instead we have to resort to RedSeed Rune [Blood] to give an unsubstantial amount of parry to our gear, while our pants entirely lack any stat that can be modified by RedSeeds.  Our weapon’s only modifiable stat is Hit, while most other classes can make nearly full use of a RedSeed [Flame] on their weapons, it becomes almost futile to even aspire to a high RedSeed rune for our staves. Instead it ends up being more useful to put your highest RedSeed into shoes and gloves, which itself causes a problem because of the next item on the list.

  11. Equipment Primary Stats:  Right now, Osiris and Himmelmez gear have pathetically weak stat bonuses on boots and gloves, leading to a situation where it is more beneficial to abandon our green, red, and blue seeds, as well as the substantial Himmelmez set bonus in favor of level 50 colosseum equipment which adds much better stats and can be slotted with CLS runes.

General Feedback:

The Sorcerer class has never been the strongest, and far from being the weakest, but there are many minor issues that have always made the experience of playing Sorcerer more frustrating than it should be.  If these small changes could be made, and our skill trees allowed for more diversity, the entire class would be much more enjoyable to play and it would better fit the unique role it was meant to. Sorcerers have the best of both worlds, support and DPS skills, but right now that is obscured by imbalance, skill problems, and a poorly designed skill tree.

Change Feedback:

Most of my priority changes are based upon problems arising from recent changes, as well as problems caused by skills not being updated to match the current state of the game. Many of these changes have been detrimental to our class or make very little sense in conjunction with other changes that our class has undergone. In addition, we’ve yet to actually see what our class’s promised skill rebalancing patch will affect, and so it’s hard to say whether or not any of those changes will be amplified or fixed by the coming patch.


Edited by Tonitrua, 15 July 2014 - 02:40 PM.

  • 2

#3 Sarasah

Sarasah

    Amateur Blogger

  • Members
  • 310 posts
  • LocationWashington
  • Playing:Ragnarok Online 2
  • Server:Odin

Posted 15 July 2014 - 02:29 PM

SCh14IA.png

poring.gif

VCR Name: Sarasah

Date: July 14 2014

Class: Sorcerer

 

 

Class Issue Summary:

 

 

Sorcerer's haven't seen much change since the announcement of skill balance. Popular suggestions/fixes amongst the sorcerer community are seen below.

It's obvious that the stat's are not going to change overall, however some sorcerer's have stretched the idea of making AGI more useful again, and wanting the idea of being versatile again in having a choice of multiple play styles.

A lot of players have abandoned the Sorcerer class to go play other classes as they feel Sorcerer's are not going to get any new balance or adjustments.

As you progress through master level, and you become master level 30 as well as the rest of the player base, in comparison to the other classes we are extremely weak in regards to defense and hit; see below for explanations overall.

Sorcerer skill descriptions aren't accurate and need to be adjusted/reevaluated to fit with what they actually do.

 

 

Popular Suggestions:

 

 

1. Defense

               Many sorcerer's commented about the overall defense we have. Granted we have a 20% increase defense buff, but I must stress that we are still considered "squishy", especially in pvp. The only way we currently have a fix for this is through gear refinement, and +20 all your gear to increase your defense. We SHOULD not be forced to go that route. Sorcerer's are not asking to be tanks, we are just simply seeking a little more survivability in pvp, especially to those that find it difficult to support refinement.

2. Redseed in Master Level Sorcerer Pants

               Give them secondary stats or remove the redseed slot. Pant's literally have no redseed stats.

3. Remove Summon Aqua (See priority fixes below)

 

 

Priority Fixes:

 

 

1. Lightning Bolt

Description states:

"Shoots lightning arrow to the enemy and inflicts Blitz damage equaling % of your magic attack. This skill inflicts 2x damage on the enemy in freeze state and may cause shock effect on the target with 20% success rate.    Shock effect inflicts damage equaling 10% of your magic attack every 2 seconds for 10 seconds, and the effect can be compounded by up to 3 times."

               A. Damage Over Time (DoT):  The mechanic of this DoT is appalling. It triggers rarely to the point it's difficult to stack. Description of the DoT states 10% of your magic attack every 2 seconds for 10 seconds, however percent is actually equal to 1% of your magic attack, this needs to be addressed correctly.

               B. Too many skill points required to get the right usage out of Lightning Bolt. If the DoT doesn't come into effect as often as it should, this skill should not be a level 10 point skill.

 

2. Summon Aqua (Popular Fix)

Description States:

"Summon's Water Elemental to assist in combat for 30 seconds. Summoned Elemental is not attacked by the enemy, and shoots 'water spear' every 2 seconds and inflicts damage equaling 260% of the summonor's magic attack (level 1/5)"

               A. Popular word amongst sorcerer's is useless. Sorcerer's would appreciate better damage increase, and if that cannot be done, then the skill should be removed. If removing the skill isn't an option, relocate on the skill tree.   Majority rule would just like to see the skill removed.

               B. Cool Down is too high for a skill that has poor damage.

 

3. Land Of Recovery

Description States:

"Restores the HP of all Party and Attack Squad members within 10m in the amount equaling 110% of your magic attack every 2 seconds for 10 seconds"   

               A. LoR should have Critical Healing, however it does not.

               B. Area of Effect (AoE): When hit with an AoE attack on the War of Emperium map, the LoR is killed off instantly. If this is intended, then the survivability of LoR should be increased so the skill doesn't get instantly canceled so easily.

 

                                                       

4. Frost Diver

"Discharges powerful frost energy to the enemy and causes freeze state for 6 seconds. Enemy in freeze state cannot move and receives 2x damage when attack with Blitz series magic skills."

               A. When this skill is used, it has a diminishing effect; first cast is 6 seconds frozen, second immediate cast after cool down is only 3 seconds frozen, and third immediate cast after cool down and so forth for 20 seconds WILL NOT hit target.

               B. Remove the diminishing effect. IF this cannot be done, update the description so it's not misleading, and then re- evaluate the stun's from the other classes to have fair treatment on their stun skills as well and give them diminishing effects too. Sorcerer is the only class that has a fair stun effect.

               C. When used in Colosseum, your opponent will sometimes disappear and you can't attack them anymore other than if you had previously dotted the opponent before they disappeared.

5. Soul Cleanse

"Removes all debuff effect on 1 comrades in the target area."

               A. Make this skill useable when running. Character's get bugged in running animation frequently when snared/trapped, which makes this skill used left often.

               B. Sorcerer's suggested to remove the AoE cast on soul cleanse, so when the skill is used, it's an instant cast. Other sorcerer's have also pointed out that this skill is used in raid/dungeon support, which we don't have much use for.

 

 

General Feedback:

 

 

1. Ymir
      • Should also increase SP when the skill is used, as it fully recovers HP as well.

2. Skill Casting
      • When a skill is casted, example being fireball, you cast your fireball skill, you watch it fly out to your enemy, during that time before it hits your enemy, if you get stunned or knocked down, the fireball will cancel. So instead of having a 2 second cast it looks like we have a 4+ second cast depending how far away your enemy is. Skill's like this should not be canceled when we get stunned or knocked down.

3. Jupiter Thunder Mastery
"If Cold Bolt is used, the next JT may be casted instantly with % success rate. After level 4, the next JT may be casted instantly with certain rate of probability when lightning bolt is used."
     • After level 3, the percent stops going up, and add's combo with lightning bolt instead, which is useless. So getting above 2 or 3 at most is a waste of points. The description is obscure too, it doesn't make a massive deal of sense unless you read it really closely because the secondary effect doesn't fit with anything. Why would you even want to use LB instead of CB and give up the 2x damage? This is from a purely DPS standpoint of course, because LB still has some uses for kiting and pvp purposes.

 

 

Change Feedback:

 

 

Sorcerer's haven't had much of a major change. Over the last few months we went from AGI to INT, and now sorcerer's want the ability to play both styles (full AGI, full INT or AGI/INT). Other sorcerer's are finding that going VIT build will increase their survivability against other classes, however in doing so to make this change, they must increase their defense for it to be balance (ex: refining their gear to +20 for the extra defense).

Sp Consumption:
Surprisingly no one made a complaint or comment about SP consumption, which was by far a popular demand on the previous reports. It's good to see that it has a more appropriate consumption rate.

 

Poring_War_Versus.png
 


Edited by Sarasah, 15 July 2014 - 02:59 PM.

  • 2

#4 SETSUNAf6w

SETSUNAf6w

    Amateur Blogger

  • Members
  • 462 posts
  • LocationMontreal, Canada
  • Playing:Ragnarok Online 2
  • Server:Odin ch.4

Posted 15 July 2014 - 02:34 PM

Here is my autistic report

 

Feel free to agree or disagree with it! :)

 

kYUgXq4.gif

 

Volunteer Class Representative Report

IGN: Myrika
Date: 2014-07-13
Class: Sorcerer


Class Issues:

Agility (stat balance): AGI is and should be our primary stat. The current stat bonus for agility is insignificant so most Sorcerers roll on INT/VIT instead. Our damage and healing used to be highly dependent on critical damage. Changing the primary stat puts us in the negative side of the balancing issues the AoV update brought to most classes.

Land of Recovery (skill balance): AoE heals are very important for Sorcerers especially in raids since it's one of their roles! For some reason crits do no work on it now. Consider bringing the crits on LoR back we depend on them!

Deluge (skill balance): The HP buff should match the changes AoV did to everyone's health pool.

Skill Countdown Display (general bug): Skills with high cooldowns will often not display the countdown in the skill icon, especially after dying for example in Colosseum. The skill will then display a "Cannot perform this action" message instead of performing the skill.

Lightning Bolt (skill balance): The DoT stack mechanic introduced is AoV is decent but once the stack goes up the DoT damage should be a little more significant. 10 points is also overkill for such a small skill. Jupitel Thunder Mastery points 4 to 6 is also completely useless as long as Lightning Bolt keeps it's insignificant damage output and weak DoT.

Frost Driver (skill bug): When freezing a running enemy he keeps running away when frozen.

Soul Cleanse (skill bug): Cannot be used when stuck in running animation.

Meditation (skill balance): An issue for both Sorcerers and Priests is that the buff from Meditatio(n) is ludicrous. It creates favorable balance issues on Rejuvenation (Sorcs) and Highness Heal (Priests). The description on it doesn't match it's actual effect at all.

Fire Ball (skill balance): The DoT damage on this skill is favorably unbalanced. This skill is mostly used on Wizards so issues in the fire branch should be discussed with them first. This wouldn’t be a problem if Lightning Bolt was actually useful.


Priority Fixes:

  1. Agility (stat balance): Increase the bonus critical rate per AGI points.
     
  2. Land of Recovery (skill balance): Simply bring crits back to this skill. Meditation should also work for this.
     
  3. Deluge (skill balance): A straightforward fix would be to double the HP buff. The healing itself is fine as-is.
     
  4. Skill Countdown Display (general bug): Make sure the cooldown timers are always displayed on skill icons. 1 year old bug that affects every classes!
     
  5. Lightning Bolt (skill balance): Split to 5pts or 6pts instead of this 10pts non-sense and bring up the DoT. Just an example:

    1pts: 165% matk dmg & 10% DoT success rate.
    2pts: 200% matk dmg & 20% DoT success rate.
    3pts: 235% matk dmg & 30% DoT success rate.
    4pts: 270% matk dmg & 40% DoT success rate.
    5pts: 305% matk dmg & 50% DoT success rate.

    DoT damage should also increase more per stack. It's either this or DoTs from other classes also gets reduced.

     
  6. Frost Driver (skill bug): Fix the position bug on frozen opponents.
     
  7. Soul Cleanse (skill bug): Make it so this skill is usable in running animation.
     
  8. Meditation (skill balance): A better way to balance meditatio(n) for both Sorcerers and Priests would be to turn this buff into an optional specialization with properly scaled skill points. Here's an example:

    1pts: crit dmg *1.2
    2pts: crit dmg *1.4
    3pts: crit dmg *1.6
    4pts: crit dmg *1.8
    5pts: crit dmg *2.0

    The skill description should also be updated as it always were complete non-sense ever since LoTS first launched.

     
  9. Fire Ball (skill balance): If anything our thunder DoTs should be balanced to the point where Fire Ball won't be considered anymore.

Community Suggestions:

I've read posts in the Sorcerer sub-forum, and here's the few recurring suggestions I've noticed:

  • A selected few enjoys rolling on INT or VIT because it's better for us now. But our primary stat is AGI.
  • Most wants the skills in the thunder branch to be more viable than the fire branch. Making Thunder Bolt or Cold Bolt a little more interesting has been proposed. [#entry1706838]
  • The fact that our main burst damage has migrated to Jupitel Thunder instead of Varetyr Spear is still contested. Half of us like the new mechanics of Blitz buff with Jupitel Thunder. The other half would prefer Varetyr Spear back to it's original glory.
  • Everyone wants critical heals on Land of Recovery! [#entry1702775] [#entry1703343] [#entry1706838]

As for fixed previous complaints:

  • Summon Aqua works just fine, it's damage output is just less significant than before. [#entry1744080]
  • The SP issue also seems to be gone now.

This probably doesn't cover it all but it's what I've found. I've ignored dramatic skill and skill tree change propositions as these were always unique and conflicting.

 

Edits:

 

(I will not alter the report in any ways but will mention if something gets fixed in it).

2014-07-16 Soul Cleanse bug on running animations is marked as fixed from these patch notes.

2014-07-17 Soul Cleanse bug not actually fixed after the update.

2014-10-01 Removed broken HTML and PDF links.

 

Please post more feedback on the forums we need it!


Edited by SETSUNAf6w, 01 October 2014 - 04:53 PM.

  • 1

#5 SETSUNAf6w

SETSUNAf6w

    Amateur Blogger

  • Members
  • 462 posts
  • LocationMontreal, Canada
  • Playing:Ragnarok Online 2
  • Server:Odin ch.4

Posted 16 July 2014 - 11:44 AM

Seeing the "likes" popping up I just wanted to add that this isn't a popularity contest. We are working together not against each other.

 

If you disagree with something please say so. This way we can know what is wrong and what is right!


  • 1

#6 Tonitrua

Tonitrua

    Awarded #1 Troll

  • RO2 Community Representative
  • 882 posts
  • Playing:Ragnarok Online 2

Posted 16 July 2014 - 02:42 PM

Seeing the "likes" popping up I just wanted to add that this isn't a popularity contest. We are working together not against each other.

 

If you disagree with something please say so. This way we can know what is wrong and what is right!

 

Likewise, if you agree with something, please say so as well so we know which changes to push harder for and which ones aren't as important to the community. :)


  • 0

#7 Cleftobismal

Cleftobismal

    I made it Off Topic

  • Members
  • 55 posts

Posted 16 July 2014 - 04:05 PM

 

Class Issue Summary:

While the Sorcerer class does not have many pressing balance issues, and is a very strong class overall, there are many lingering bugs and problems as a consequence of the balance and stat changes that have taken place since Advent of Valkyrie as well as a few minor skill bugs that can just make PVP or leveling a bit more annoying. 

Land of Recovery no longer crits like it used to, this is a small change and not entirely priority, but it has taken a substantial chunk out of our healing ability for a heal skill that is by it’s very nature quite limited, we need to stay fairly stationary to use it effectively which can be a challenge in PVP.

 

Equipment Secondary Stats: this is another major issue that sprung up during our last stat rebalance, many of our equipment’s secondary stats have been removed and only tertiary stats like parry or critical remain. This leads to a situation where only our gloves and boots add any vigor stat, meaning most of our gear cannot make use of RedSeed Rune [Flame], the primary rune for DPS classes. Instead we have to resort to RedSeed Rune [Blood] to give an unsubstantial amount of parry to our gear, while our pants entirely lack any stat that can be modified by RedSeeds.  Our weapon’s only modifiable stat is Hit, while most other classes can make nearly full use of a RedSeed [Flame] on their weapons, it becomes almost futile to even aspire to a high RedSeed rune for our staves. Instead it ends up being more useful to put your highest RedSeed into shoes and gloves, which itself causes a problem because of the next item on the list.

Equipment Primary Stats:  Right now, Osiris and Himmelmez gear have pathetically weak stat bonuses on boots and gloves, leading to a situation where it is more beneficial to abandon our green, red, and blue seeds, as well as the substantial Himmelmez set bonus in favor of level 50 colosseum equipment which adds much better stats and can be slotted with CLS runes.

 

 

 

 

 

 

 

1. Defense

               Many sorcerer's commented about the overall defense we have. Granted we have a 20% increase defense buff, but I must stress that we are still considered "squishy", especially in pvp. The only way we currently have a fix for this is through gear refinement, and +20 all your gear to increase your defense. We SHOULD not be forced to go that route. Sorcerer's are not asking to be tanks, we are just simply seeking a little more survivability in pvp, especially to those that find it difficult to support 

 

3. Remove Summon Aqua (See priority fixes below)

 

 

 

2. Summon Aqua (Popular Fix)

Description States:

"Summon's Water Elemental to assist in combat for 30 seconds. Summoned Elemental is not attacked by the enemy, and shoots 'water spear' every 2 seconds and inflicts damage equaling 260% of the summonor's magic attack (level 1/5)"

               A. Popular word amongst sorcerer's is useless. Sorcerer's would appreciate better damage increase, and if that cannot be done, then the skill should be removed. If removing the skill isn't an option, relocate on the skill tree.   Majority rule would just like to see the skill removed.

               B. Cool Down is too high for a skill that has poor damage.

 

3. Land Of Recovery

Description States:

"Restores the HP of all Party and Attack Squad members within 10m in the amount equaling 110% of your magic attack every 2 seconds for 10 seconds"   

               A. LoR should have Critical Healing, however it does not.

               B. Area of Effect (AoE): When hit with an AoE attack on the War of Emperium map, the LoR is killed off instantly. If this is intended, then the survivability of LoR should be increased so the skill doesn't get instantly canceled so easily.

 

                                                       

4. Frost Diver

"Discharges powerful frost energy to the enemy and causes freeze state for 6 seconds. Enemy in freeze state cannot move and receives 2x damage when attack with Blitz series magic skills."

               A. When this skill is used, it has a diminishing effect; first cast is 6 seconds frozen, second immediate cast after cool down is only 3 seconds frozen, and third immediate cast after cool down and so forth for 20 seconds WILL NOT hit target.

               B. Remove the diminishing effect. IF this cannot be done, update the description so it's not misleading, and then re- evaluate the stun's from the other classes to have fair treatment on their stun skills as well and give them diminishing effects too. Sorcerer is the only class that has a fair stun effect.

               C. When used in Colosseum, your opponent will sometimes disappear and you can't attack them anymore other than if you had previously dotted the opponent before they disappeared.

 

 

 

1. Ymir
      • Should also increase SP when the skill is used, as it fully recovers HP as well.


 

 

 

 

 

Land of Recovery (skill balance): AoE heals are very important for Sorcerers especially in raids since it's one of their roles! For some reason crits do no work on it now. Consider bringing the crits on LoR back we depend on them!


Fire Ball (skill balance): The DoT damage on this skill is favorably unbalanced. This skill is mostly used on Wizards so issues in the fire branch should be discussed with them first. This wouldn’t be a problem if Lightning Bolt was actually useful.

 

  1. Land of Recovery (skill balance): Simply bring crits back to this skill. Meditation should also work for this.
  2. Fire Ball (skill balance): If anything our thunder DoTs should be balanced to the point where Fire Ball won't be considered anymore.

 

 

I'm just going to reply to these as a whole. Everything else that was mentioned I agree to a certain degree. But I just wish to discuss about the important imbalances about sorces.  

 

 

 

To begin with, land of recovery would be a better skill if the % magic power was boosted & if the duration was longer instead of a mere 10 seconds. If you allow LoR to crit heal (Which I heal at 5k~6k per currently w/ +20 Osiris high seed runes), with the meditation mastery @ LvL 1, I will be criting around 17k per Tic. That's too much for PvP and PvE, and rather, that would make sorcerers more viable than a priest. I don't think it would be plausible to priests for LoR to be the new meta of healing in raids.

 

Soul Cleanse, I'm pressing this skill to be improved. It should be able to remove ALL forms of debuffs, excluding Stuns/Knockdowns/Dots. Also the skill should be mobile & instant casting to further push Sorcerer as a mobile healer.  After all, we have no  awesome "Dodge/Tank" everything o #@% skill.

 

 

Equipment. . .. 

 

First off, the defense shouldn't be boosted, were not supposed to be on par with light armors.  Secondly, our secondary stats is the main issue. We Have No Parry or Dodge to Rely on. Let alone Hit!~ (Our class has the worse hit ratio on our skills comparing to the others)  

 

Honestly, nothing should be touched in terms of boosting and nerfing individual equips because lets be honest, after AOV came, they overpowered the refine system & the equipment stats. The first thing gravity needs to do is to do a complete over-haul on gear balancing. I'm sure everyone is going  to complain with their damage being lower than before, but c'mon, as thing stand as they are; the game is turning into a solo MMO and most of us don't wish RO2 to be such a game. 

 

Refinement system just blows the bridge of P2W and F2P out of the water, this need's some consideration as well. (Another Thread that should be Discussed in) 

 

 

Fireball should either be relocated to the wizard tree, or boosted Post ML Wizard, because sorcerers shouldn't even see this skill viable. The dot duration is short, and the CD + Cast Time is absolute Crap. The fact that a trashy skill like this is better than lightning bolt makes it obvious why most sorc's left the class. 

 

 

Ymir child doesn't need a SP gain/recovery, it takes me a half a hour spamming vermilion to kill all my SP.  

 

 

 

Frost diver . . . 

 

 

*sigh

 

 

I believe gravity made a grave mistake in nerfing Wind Emblem; atleast the direction they placed it. They actually expected us to do the dps we need* in six seconds without interruptions/Counters and to destroy our target within that time frame. What would of been viable is a 1.5 damage bonus on frozen targets with blitz, and a percentage boost to make our lightning skills (JT, VS)  on par or better than the priests magic ratio.  

 

 OR

 

They could make AGI useful for once, would make perfect sense considering the following:

 

 

Wizard : Intensive DPS. (AHMARGARD TOO STRONGZ)  <===Atleast Wizard Should be Pushed in that direction

 

Sorcerer: Critical DPS. (Obsessive Critting) 

 

 

Lastly the Djin Water Element is terribly weak. Either they need to add some procs for him to correlate with, boost his base damage, or replace his water bolt with a (HoT) like healing wave [Initial Heal]. (Prioritize Most Damaged Target, does not cast skill again on the same target if (HoT) is present.  [This IS in the Water Tree] 

 

 

Sorry for the unprofessional response, I'm a bit lazy currently. /o/


Edited by Cleftobismal, 16 July 2014 - 04:06 PM.

  • 0

#8 xMagik

xMagik

    Amateur Blogger

  • Members - No Sig
  • 440 posts
  • LocationLimbo
  • Playing:Ragnarok Online 2
  • Server:Odin

Posted 17 July 2014 - 03:37 AM

i wrote a long post and when i clicked sumbit i got error XD wp doesn't want my feedback


  • 0

#9 SETSUNAf6w

SETSUNAf6w

    Amateur Blogger

  • Members
  • 462 posts
  • LocationMontreal, Canada
  • Playing:Ragnarok Online 2
  • Server:Odin ch.4

Posted 17 July 2014 - 04:06 AM

i wrote a long post and when i clicked sumbit i got error XD wp doesn't want my feedback

 

The servers were down for a few minutes. I hope to read your feedback once the sysadmin gets good!


  • 0

#10 DivinityDrake

DivinityDrake

    I am New.

  • Members
  • 7 posts

Posted 22 July 2014 - 05:26 PM

I may have missed something but why are there three sorc VCRs and what happened to Morluncita?


  • 0

#11 xMagik

xMagik

    Amateur Blogger

  • Members - No Sig
  • 440 posts
  • LocationLimbo
  • Playing:Ragnarok Online 2
  • Server:Odin

Posted 22 July 2014 - 10:48 PM

hey the more the marrier :)

 

i'm too lazy to re-write all that again

 

but you guys did a really job and put in your report all the main issues anyways :) now let's just hope someone will listen and implement at least part of them


  • 0

#12 SETSUNAf6w

SETSUNAf6w

    Amateur Blogger

  • Members
  • 462 posts
  • LocationMontreal, Canada
  • Playing:Ragnarok Online 2
  • Server:Odin ch.4

Posted 23 July 2014 - 03:16 AM

I may have missed something but why are there three sorc VCRs and what happened to Morluncita?

 

He/She never showed up after being elected. Sarasah was alone and there was a dispute as to who would replace Morluncita so we decided to work together as 3.


  • 0

#13 SETSUNAf6w

SETSUNAf6w

    Amateur Blogger

  • Members
  • 462 posts
  • LocationMontreal, Canada
  • Playing:Ragnarok Online 2
  • Server:Odin ch.4

Posted 01 October 2014 - 05:25 PM

I wanted to compile common points between our reports so here goes.

All 3 VCRs mentioned that:

1. Lightning Bolt's DoT is too insignificant. It's chance to trigger is very rare and the DoT damage is mediocre.

2. Land of Recovery should crit like it used to.

At least 2 VCRs mentioned that:

1. Mediation's points aren't properly distributed, it is very good a 1pt and there's little motive to give more.

2. Summon Aqua is useless. it should be stronger or removed.

3. Soul Cleanse cannot be used if stuck in moving animation.

4. Jupiter Thunder Mastery becomes rather useless after 3pts.

5. Frost Driver is a very fair-play CC but we'd like to know if it's diminishing effect is working as intended.

6. Pants have a useless RedSeed slot, add a relevant stat or remove the slot.

7. Our primary stat is rather subjective and unstable. It used to be AGI, now it's more of a choice between INT or VIT.

There are other very good suggestions made in individual reports and it doesn't mean we don't agree with them. These are just common points to see what was considered by more than one of us from the start. Hope it helps clearing things up, it may serve as a TL;DR list for those lazy devs, but I hope they consider our complete reports as well. :ok:

Feel free to reply if I missed something.


  • 0




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users