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#1 MidnightSmurf

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Posted 07 December 2014 - 01:14 AM

This was partly discussed, comments here and there, by reps in another section. I'll not include everything that was said but you may hopefully draw a few conclusions of what was said :)
 

Many agreed that the swords were too strong one way or another plus that there is a visual delay to them, visual delays to a great deal of things in dungeons :)
While I like that there's en environmental thing to avoid it's a bit sad, as Phish said, to be 1shotted by 1 sword/hit (not two hits) as happened to me today trying to play in a Exalted Set +6 on my Artisan. I had about 17k HP so I don't know if there was a visual glitch that didn't let me see the other swords or if they actually can kill you in a single hit.
Basically we don't mind running away from them but we have to be given the chance. And I must add that I also think it's great that it is a hard boss to do in a random team.

Here's what I suggest to change as to keep the difficulty but avoid the 1 shot *poof*.

  1. Decrease the range of the AoE effect by 2m.
  2. Allow us to see by a marker, in the form of some fancy light, what the range will be. Or wich area was affected by the previous cast so we can 'learn' how big it is by watching the AoE's.
  3. Possible to fix all the visual glitches?
  4. Add a 52% limit to the dmg that can be taken by 1 hit of the swords.
  5. Diminishing returns if you're hit by more then 1 sword.

1. This decrease is to give us a bigger window, more 'time', to run away from the area that will be affected. By reducing the range you reduce the time it takes to move outside it's reach.

 

2. Helps us understand how far we have to move.

 

3. Just, please say it is.

 

4. Let me explain the 52% dmg somewhat. It's meant to avoid being 1 hit *poof *on squishy characters. Genesis stated they were meant to kill you in 2 hits wich doesn't sound too unfair as you are then given a chance to heal up or move before the second strike lands.
The reason why the 2% is added is to avoid you healing up by HP recovery alone to avoid death on the second hit so you atually have to take some measurement to stay alive through the second hit.

 

5. Partly to avoid getting killed in one go if you're hit by 2 swords and partly to decrease the overall dmg if you're more then 1 person tanking. Example if two Artisans stood next to eachother and one or both wasn't fast enough to move they will be killed in one go but with two hits. Back to 'give us the chance to learn and move the hell away' :D

 

Nr 2 & 5 is something I could be without but seemed worth adding the thoughts to the list.

Please, share your thoughts.

 


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#2 pdfisher

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Posted 07 December 2014 - 05:28 AM

My question is, can they fix the visual glitches? I always thought it had to do with my pc, and not on their end.


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#3 Rayun

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Posted 07 December 2014 - 05:40 AM

I dont see reason to make swords weaker.

 

Sod is hardest dungeon and should remain challenge, because rewards are worth of it. Its also only one dungeon where players has to work to kill boss (not like in HOO/COU where you can just "afk" auto attack if you have some gear and good cleric).

 

For visual glitch i agree, you often get hit while you see no any swords around you.

 

Sod is not hard if you have coordinated team, there is no reason to make it too easy. Random groups are mostly dramatic in SOD as there is always at least one members who doesnot know or doesnot want to be part of teamwork ;)

 


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#4 MidnightSmurf

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Posted 07 December 2014 - 06:48 AM

I understand that reasoning Rayun. I do have a question for you tho, is it reasonable that you get 1-hitted by a sword when you're playing one of the squishier classes? If you think so then all good, we can be of different oppinions :)


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#5 Rayun

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Posted 07 December 2014 - 09:55 AM

I understand that reasoning Rayun. I do have a question for you tho, is it reasonable that you get 1-hitted by a sword when you're playing one of the squishier classes? If you think so then all good, we can be of different oppinions :)

 

I have played gun bourg and other classes there what do get 1 hit killed.

 

And Yes its normal, mostly you can avoid it by being careful, and getting killed few times due to lag is acceptable, after all you dont lose exp or anything and it is hardest and most rewarding dungeon right now :)


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#6 Phish

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Posted 07 December 2014 - 03:31 PM

While I do think the swords are 'overpowered' the real problem I see is that when the new dungeon is released  and ai gets updated so you can't lure the boss away and kill it, no one is going to bother with Sea of Dawn anymore. Cave of Ulverick and Halls of Oblivion will be more optimal for accruing valor points, and the new dungeon will likely end up having better rewards, so Sea of Dawn might end up going the way of Draconis Peaks.


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#7 MidnightSmurf

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Posted 08 December 2014 - 10:54 AM

Been hearing many people say, in game, that the real issue is the visual delays. They find the swords annoyingly good yes but when confronted with some questions they often say it's not too hard just.. something wrong. So I guess I'm more and more asking myself, and the devs, is it possible to even fix the visual glitches? If not then maybe a 'solution' between nerfing the dmg and fixing the glitch is somewhat suitable: Decreasing the range of the AoE.

Anyone else got like an idea on how to 'fix' the swords, if you do think it is too hard. If you think they are fine as it is, then please say that as well. The devs have asked us for more opinions on currnet dungeons so we're looking for what the community wants.

 

Maybe increase the reward cause of the difficulty?


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