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Up Coming Skill Balances (heads up!)


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#1 Leonis

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Posted 01 May 2015 - 11:45 AM

Hello Roserians,
 
I thought that this may be a better approach, by showing off what changes we've made, and what we're planning to make, for the future in regards to some class balancing.
I can also offer some insight to why things were done, and help explain the process of how some balances are determined.
To start, here's what we have already set to be implemented for the next update, currently expected to be part of the Server Merge / Clan Update patch.
 
 

Skill Changes

(already done, and waiting for the update)

 

In an effort to find a balance for the Dual Raider Play Style of being a strong debuffer, and not completely cripple a target indefinitely, the following balances were made for some of the more devastating skill effects that were being used.

Hawker
Hawker Crossbow Skills MP costs have been increased by 20% (The MP cost numbers are small, so 20% is only to have the bump show a difference in the end)

Weaken
Defense Down duration reduced to 10 seconds (from 30)
Cooldown increased to 30 seconds (from 5)

Katar Upper
Skill Power reduced to 130%/135%/140%/145%/150% (from 137%/144%/151%/158%/165%)
Skill Power reduced to +35/50/65/80/95 (from +45/65/85/105/125)
MP Cost slightly reduced

Heavy Strike
Accuracy Down duration reduced to 5 seconds (from 30)
Skill Power increased to 136%/142%/148%/154%/160% (from 125%/131%/137%/143%/149%)
Skill Power increased to +45/65/85/105/125 (from +35/50/65/80/95)
Cooldown increased to 8 seconds (from 6)

Dividing Cleave
Skill Power Value increased to +120/135/150/165/180 (from +90/100/110/120/130)
Cooldown increased to 10 seconds (from 8)

Spiral Kick
Cooldown increased to 10 seconds (from 7)

Whirling Strikes
Cooldown increased to 12 seconds (from 8.5)
 
While we were reviewing the skills between the Dual and Katar trees, we noticed a few differences that might set them apart a bit, also we wanted to give a little bit more pause between the use of some skills, for use rotation, strategy considerations, etc, that go along with some of the other nudges in play design for balancing out the Dual vs Katar benefits.
 
Raider
Combo Strike
Skill Power Value increased to +175/185/195/205/215 (from +125/130/135/140/145)
MP Cost increased slightly

Freezing Assault
Attack Speed Down Duration reduced to 5 seconds (from 20)
Attack Speed Down influenced value base changed to 2%/4%/6%/8%/10% (from 3%/4.5%/6%/7.5%/9%)

Mental Storm
Accuracy Down Duration increased to 10 seconds (from 8)
Cooldown increased to 30 seconds (from 10)
Accuracy Down Base Value Reduced to 5/10/15/20/25 (from 15/30/45/60/75)
Accuracy Down % Increased to 15%/15%/20%20%/25% (from 10%/10%/10%/10%/15%)

Enfeeblement
Movement Speed Down Duration increased to 10 seconds (from 8)
Cooldown increased to 30 seconds (from 10)
Movement Speed Down Base Value Reduced to 10/20/30/40/50 (from 15/30/45/60/75)
Movement Speed Down % Increased to 15%/15%/20%20%/25% (from 10%/10%/10%/10%/15%)

Bloody Assault
Skill Power Value increased to +210/215/220/225/230 (from +145/150/155/160/165)
MP Cost increased slightly

Quick-style Assault
Skill Power Value increased to +175/185/195/205/215 (from +125/130/135/140/145)
MP Cost increased slightly
 
We didn't want to hurt the effects that Duals could inflict upon an enemy, however some of the scaling was running a bit too high. To try to help balance that out a bit and also to allow for some less extreme Charm focused builds, we've converted over some of the debuffs from a direct reduction, to a percentage based one to keep the crippling effect more consistent, than devastating, depending on the opponent. Not only that, but the duration and cooldowns enabled the effects to not just disable an opponent, but to be able to do it indefinitely, which we thought was a bit unfair. So, we did out best to leave the crippling effect, but only enough to help sway the course of combat in favor of the Raider or Raider's group.
 
Unique Skills
Crippling Storm
Updated to match the combined effects of Mental Storm & Enfeeblement.

(PvP) Bloody Assault
Updated to match the changes to Bloody Assault

(PvM) Bloody Assault
Updated to match the changes to Bloody Assault


Scout
Impact Arrow
Increased Cooldown to 25 seconds (+5 seconds)

Wind Arrow
Increased chance of proc'ing Wind Fury to 30%/35%/40%/45%/50% (Previously 10%/20%/30%/40%/50%)

Hawker/Scout Crossbow's skills
The debuff % strengths have been swapped with bows.
How we look at it is that the Crossbow tree is more a supportive type, being a tank and assisting their group.
Bows have been given a decent update and being offensive, we felt their status effects were less a focus for their play style and build, so we're passing it along to the Crossbow's.
 
 
Soldier
All Shield Based Skills for Soldier & Knight no longer cost MP.

Absorptive Assault
No more MP Cost to cast.
Increased Base Restored HP Value to +25/50/75/100/125
 
Knight
"Defense Training" is being updated to "Defensive Stance"
Skill Effect change : Damage Reduction 2%/4%/6%/8%/10% (was Defense +4%/8%/12%/16%/20%)
Damage Reduction is one of the final steps to the damage formula, making this stronger than the previous defense bonus, as it will not rely on any existing armor or refines.
 
Champion
Champion Strike
Restored HP percentage increased to 100% (from 30%)
Cooldown increased to 25 seconds (from 8)
 
Muse
Mana Shield (Update)
Changing MP Cost to be based on a set 20% Maximum MP (instead of Available MP)

MP Cost is still able to be reduced by MP Consumption effects

Changing Mana Shield Amount, to be also based on Maximum MP (instead of Available MP) at the same rate of 30%/35%/40%/45%/50%
This should allow the Mana Shield to be much more reliable as a defensive mechanic for the Muse class.
 
Bug Fixes
Corrected an issue with Critical Focus, where it may not be learned or its effect apply to a non-Hawker bow using ally.
Corrected Wind Fury effect to work with Hawker Class, instead of just Scout class.
 
 

Skill Changes

(being worked towards for a future update)

Please note: these particular skills aren't done and have the potential of being changed, slightly or entirely.

 
These skills are currently not done, but we have them detailed out well enough you can see their potential, as we work towards implementing them fully.
 
Hawker
Enhance Reflexes *NEW* (Common)
Requirement: Quick Reflexes 1:1
Grants you and your party enhanced reflexes, in the similar style as other class party buffs.
 
Soldier
Graceful Fencing *NEW* (1H Sword).
On Melee Hit, add a counter. When counter reaches 20/15/10/7/5, next melee will grant a 3 second 100% attack speed bonus.
Counters lasts for 60 seconds & refresh when gained.
Counters do not generate while under the effects of Graceful Fencing.

Calm Defender *NEW* (Shield)
On block, gives a 10%/15%/20%/25%/30% chance to increase HP recovery by 2 per player level for 3 seconds.
Effect will not extend or refresh if already active.

Graceful Swings *NEW* (2H Sword)
On melee hit, add a counter. When counter reaches 25/20/16/13/10, next melee will grant a 5 second 50% attack speed bonus.
Counters lasts for 60 seconds & refresh when gained.
Counters do not generate while under the effects of Graceful Swings.

Spear Fury *NEW* (Spear)
On Melee Attack. 20%/25%/30%/35%/40% chance to gain a stack that grants a stack (max 5) of +5% Attack Speed & +10% Dodge, for 10 seconds.

Invigoration *NEW* (Axe)
20%/25%/30%/35%/40% chance on critical hit, grant 1 HP recovery per player level, for 3 seconds.
Effect will not extend or refresh if already active.
 
Knight
Phalanx Blocking *NEW* (Shield)
On block, 10%/15%/20%/25%/30% chance to gain a 'Shield of the Phalanx' stack
Shield of the Phalanx, has at max 5 stacks, each giving 5% Attack Power, for 10 seconds.
Duration refreshes each time a stack of "Shield of the Phalanx" is triggered.

Guardian's Resolve *NEW* (Shield)
On Block, add a counter. When the counter reaches 40/35/30/25/20 gain a 5 second 50% Damage Reduction Passive.
Counters lasts for 60 seconds & refresh when gained.
Counters do not generate while under the effects of Guardian's Resolve.
 
Champion
Piercing Grace *NEW* (2H Sword)
Add to Graceful Swings effect, grant a 10%/15%/20%/25%/30% defense pierce effect for 3 seconds.
Effect will not extend or refresh if already active.

Spear Dancer *NEW* (Spear)
45%/50%/55%/60%/65% Chance on Spear Skill use, to gain a "Spear Dancer" stack
Spear Dancer, has at max 5 stacks, each giving 20 Movement Speed & 10% Dodge per skill level, for 20 seconds.

Battle Rage *NEW* (Axe)
Every crit, add a counter. When counter reaches 15/13/10/7/5, grants a 50% resist harmful effects, for 5 seconds.

Victorious Respite *NEW* (General)
On Killing blow, HP recovery increased by 4/8/12/16/20 per 1 level, for 2 seconds.

 
Dealer
Excitable Trigger Finger *NEW* (Gun)
Every 10 attacks, gain 20%/40%/60%/80%/100% Attack Speed for 3 seconds
Counters will not generate while under the effect of Excitable Trigger Finger.

Cannonier *NEW* (Launcher)
Every 5th skill hit gain 10% + 20/40/60/80/100 Movement Speed for 5 seconds.
Counters lasts for 60 seconds & refresh when gained.
Counters do not generate while under the effects of Cannonier.

 
Bourgeois
Sharpshooter *NEW* (Gun)
Every 10th attack, gain 5%/10%/15%/20%/25% Pierce Defense for 3 seconds
Counters lasts for 60 seconds & refresh when gained.
Counters do not generate while under the effects of Sharpshooter.

Critical Fortune *NEW* (Launcher)
Every 10th critical hit, gain 10%/20%/30%/40%/50% Critical Damage for 10 seconds.
Counters lasts for 60 seconds & refresh when gained.
Counters will not generate while under the effect of Critical Fortune.

Third Eye (Update)
Bringing back that big ol'ugly eye.
Upgrade to a summon.
Summon casts detect every 3 seconds and a 20m/25m/30m/35m/40m range, while following the master until killed.
 
Muse
Mana Shield Siphon *NEW* (Staff)
When a Mana Shield is cast, gain 1 MP Recovery, per 2 player level, for 2/4/6/8/10 seconds.

Mana Shield Force *NEW* (Wand)
When Mana Shield is cast, gain 40/80/120/160/200 Movement Speed, for 8 seconds.
 
Cleric
Mystic Safeguard (Upgrade)
When Mana Shield is cast, gain 3%/6%/9%/12%/15% Block Rate, for 10 seconds.

Mystic Armor (Upgrade)
When Mana Shield is cast, gain 4%/8%/12%/16%/20% Mute Resistance, for 10 seconds.

Mage
Mana Shield Reinforcement *NEW* (Staff)
Increases the Mana Shield amount to 60%/70%/80%/90%/100% of Max MP.


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#2 IAfjiBa

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Posted 01 May 2015 - 12:02 PM

Cool (Cleric) uppdates, will be fun to test it out :)


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#3 thetrangdamvn

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Posted 01 May 2015 - 12:12 PM

 

 

Champion
Champion Strike
Restored HP percentage increased to 100% (from 30%)
Cooldown increased to 25 seconds (from 8)

 

Does this apply to (PvM) Champion Strike as well?


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#4 Feuer

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Posted 01 May 2015 - 12:15 PM

Nothing on Artisans huh. 

 

Also

Victorious Reprieve NEW (General)
On Killing blow, HP recovery increased by (20*SkLv) * Level, for 2 seconds.
(20*5)230 = 23,000 for 2 seconds
 
46k heal in PvM is kinda broke... but whatever lol. 

Edited by Feuer, 01 May 2015 - 12:17 PM.

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#5 Krizalis

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Posted 01 May 2015 - 12:16 PM

For the upcoming skills changes.. to classes like Soldier/Dealer/Muse/Hawker.. will we get free skill reset to test them out?

And yes.. nothing on Arti eh? :'(


Edited by Krizalis, 01 May 2015 - 12:17 PM.

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#6 DoubleRose

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Posted 01 May 2015 - 12:24 PM

A nice massive nerf to dual raider's bread and butter skill.  I like it.

Nope, needs to have a stronger base than 10%.


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#7 IAfjiBa

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Posted 01 May 2015 - 12:24 PM

For the upcoming skills changes.. to classes like Soldier/Dealer/Muse/Hawker.. will we get free skill reset to test them out?

And yes.. nothing on Arti eh? :'(

 

I think for those classes that get effected by a skill change by the company get a free skill reset. But I can be wrong but I think it work like that. 


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#8 Leonis

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Posted 01 May 2015 - 01:57 PM

Does this apply to (PvM) Champion Strike as well?

Yes, it would :) Sorry that wasn't noted.
 

Nothing on Artisans huh.

Also
Victorious Reprieve NEW (General)
On Killing blow, HP recovery increased by (20*SkLv) * Level, for 2 seconds.
(20*5)230 = 23,000 for 2 seconds

46k heal in PvM is kinda broke... but whatever lol.

Math typos... should be 2 * SkLv, I've corrected the post. :)

Also, Artisans have a diffrent plan just for them, that's larger than simple class balancing so none of their work is listed until the entirety of it is being worked towards.
 

For the upcoming skills changes.. to classes like Soldier/Dealer/Muse/Hawker.. will we get free skill reset to test them out?
And yes.. nothing on Arti eh? :'(

Of course, any changes we make to class skill trees warrants a free skill and stat reset period to allow for adjustments, for that class. Since pretty much every class is going to be touched though, it's pretty safe to assume everyone's going to get it when these come out.
 

A nice massive nerf to dual raider's bread and butter skill. I like it.
Nope, needs to have a stronger base than 10%.

What needs to have a stronger base than 10%? Their status effect skills have more than a 10% base. The ability to recast the apply the effects for such a long period of time was completely disabling with no chance for recovery. That's why they were rebalanced.
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#9 Filipito98

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Posted 01 May 2015 - 02:08 PM

Soo i do like to test them for see how will looks, and see those new skills, but maybe i want to propose something
In raider debuffs, or others chars debuffs n etc, 5 secs in general is like a huge gap for pvm, even if is gd for pvp, maybe doing those 5 secs if hit a player and maybe do 10~15 secs vs mobs/others? Wich will made not only gd for pvp cuz 5 secs but also wont give a huge gap in pvm (in my opinion but need to test first)
About buffing Raider dual skills power, love it, making huge damage spending twice more mana, honestly from a dual raider :) hope wont like be mutch deadly but yeah, if wana give damage with dual, need gd amount of skill power and mana :D
cant wait to test
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#10 Leonis

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Posted 01 May 2015 - 02:11 PM

We don't have support for two timers based on the target type, so as nice an idea it might be, we won't be able to do it.
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#11 Filipito98

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Posted 01 May 2015 - 02:12 PM

We don't have support for two timers based on the target type, so as nice an idea it might be, we won't be able to do it.

dam it :/ oh well still cant wait to see, ty for answere leonis
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#12 Castanho

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Posted 01 May 2015 - 02:20 PM

Cool but this block rate for clerics... 


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#13 Leonis

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Posted 01 May 2015 - 02:54 PM

Cool but this block rate for clerics...

It's a relatively short period of time when cast, though remember it still has the potential to be changed.
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#14 Castanho

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Posted 01 May 2015 - 03:28 PM

It's a relatively short period of time when cast, though remember it still has the potential to be changed.

I know, but is just kind useless for full support. And we just can't stand in a battle or even a dungeon. Our mana shield is already a crap since we got kind low mana.


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#15 kwayan19

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Posted 01 May 2015 - 03:29 PM

Skill points are a problem.. esp3cially for clerics uhhhh

You nerfed the duals.. great.. how about raiders next? Haha

Edited by kwayan19, 01 May 2015 - 03:30 PM.

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#16 iMatt

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Posted 01 May 2015 - 05:00 PM

 

Hawker/Scout Crossbow's skills
The debuff % strengths have been swapped with bows.
How we look at it is that the Crossbow tree is more a supportive type, being a tank and assisting their group.
Bows have been given a decent update and being offensive, we felt their status effects were less a focus for their play style and build, so we're passing it along to the Crossbow's.

 

 

 

 

When crossbow scouts are meant to be the "supportative" versions of Scouts will the affected skills of Bowscouts get rescaled to have the superior skillpower then? 

 

 

xbow_VSbow.jpg

 

 

Swapping the status effects should have a new evaluation of the affected skillpowers as result.


Edited by iMatt, 01 May 2015 - 05:05 PM.

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#17 Leonis

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Posted 01 May 2015 - 05:41 PM

I know, but is just kind useless for full support. And we just can't stand in a battle or even a dungeon. Our mana shield is already a crap since we got kind low mana.

You're not supposed to be standing in battle. Your skills have range on them for a reason.

And the change increases your Mana Shield's potential to a higher amount, and a consistent amount each cast, while reducing its cost overall, so you will be able to recast it with a steady drain, instead of a fluctuating one.

 

 

Skill points are a problem.. esp3cially for clerics uhhhh

You nerfed the duals.. great.. how about raiders next? Haha

Having options of creating a build is part of the design of the classes and why we're adding more options.

 

And it was a balance. The Dual Raider was overpowered in its ability to continuously suppress any target without a reliable counter.

 

When crossbow scouts are meant to be the "supportative" versions of Scouts will the affected skills of Bowscouts get rescaled to have the superior skillpower then? 

 

 

xbow_VSbow.jpg

 

 

Swapping the status effects should have a new evaluation of the affected skillpowers as result.

We take in to consideration the cooldowns of skill use to judge potential output of damage or effects. So while bows have a weaker effect now, they are able to be constantly applied with each skill, while Crossbows cannot. The trade off is that the effects are now stronger, but cannot be continuously kept on the target. This also plays in to the dps potential, as skills can be fired off in quicker succession. Crossbows may have a slightly higher burst, but the longer a fight, Bows will can potentially push out more damage just on skills alone. Obviously this is up for debate, given build, stats and strategic choices. But on a basic level, these are some of the considerations that were included to deciding the change.


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#18 mongetet

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Posted 01 May 2015 - 05:44 PM

WOW, best update. Will offer more complex gameplay. Thumbs up for this


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#19 zonyzony

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Posted 01 May 2015 - 06:19 PM

Sad that artisans still dont have any changes. For the updates on duals I kinda agree with it. making it 30 sec is nice since theres the 30 cha stat, the debuffs seem a little out of proportion.

 

Mana Shield Reinforcement *NEW* (Staff)
Increases the Mana Shield amount to 60%/70%/80%/90%/100% of Max MP.

 

- Isnt this a bit too much?? 100 prcnt of max mp?


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#20 iMatt

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Posted 01 May 2015 - 06:23 PM

the mp cost also scale with max mp now, zony

 

so you basically have less but stronger manashields available


Edited by iMatt, 01 May 2015 - 06:24 PM.

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#21 zonyzony

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Posted 01 May 2015 - 06:30 PM

thanks for clarifying imatt


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#22 turnermanxi

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Posted 01 May 2015 - 06:56 PM

I guess these are okay.  Dual blades didn't need that major nerf.  Just a little annoyed with the dodge passives you guys keep insisting on spears to use that does not work and is probably the worst idea I could think of.  Between those 2 passives and berserk, we will be dead even faster and CD from us needing to buff 3 times right before we fight and the dodge being useless.  Poor arti's...


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#23 Shaddieh

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Posted 01 May 2015 - 07:07 PM

Still forcing the dodge on spears huh... maybe you should just make it so that the dodge bonus calculation for spears considers bonuses for equipment because atm spears needs five to six times their dodge just to equal the base dodge of a hawker class. attack speed is fine but maybe you should think of another defensive stat. also MP costs on single target spells could use some slight buffs considering its damage output


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#24 DoubleRose

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Posted 01 May 2015 - 07:59 PM

What needs to have a stronger base than 10%? Their status effect skills have more than a 10% base. The ability to recast the apply the effects for such a long period of time was completely disabling with no chance for recovery. That's why they were rebalanced.

 

An attack speed slow has a lot of counterplay compared to other debuffs.

Stunned- Can't do anything.  The enemy can wail on you while you are powerless.

Muted- Can normal attack, but this absolutely devastates castors because it reduces their spell damage by 100%.

Asleep- Can't do anything, but you'll resist the next sleep.

Slow- Hope you are ready to fight because you can't run.  Stealth if you have it, but you'll get destealthed.

Combat stat down- Fight in a less even situation or run.

Attack speed slow- Use your spells because you can keep fighting.  Attack speed is an additive % so you can just keep normal attacking similar to a combat stat down.  Run if you are that afraid.

 

There is additional counterplay on top of those things.  A raider has to run up to you and cast a spell to get the attack speed slow off.  (Unfortunately there is a unique stealth skill that puts a damper on this, but it's not a cloaking spell)

Despite the stealth skill this is higher risk than debuffing someone from afar and should have a greater reward than those safer options.  You are making venom knife, which has long range and a damage over time effect, superior to the main skill of dual raiders.  A katar raider, while cloaked, can perma attack speed slow from 20m away.

 

Let's not forget that these changes weaken dual raiders in pvm.  It's harder to farm with AoEs thanks to the longer cooldowns.  It's also harder to battle bosses because the duration of the attack speed slow was... gutted.  Yes, I consider reducing something by 75% to be gutting it.  The 70 extra damage on a couple spells should help a little, but they all come with increased mana costs.


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#25 adias2

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Posted 01 May 2015 - 08:08 PM

hmm, woot about this updates??? still don't know how u said this balanced.. i don't know is dual representative not say something about this.. before dual is good for pvp n pvm.. after, u make dual only good for pvm (freze skill changed) we can still used slow.. now u make dual worst at both pvp n pvm (slow skill changed).. (why only dual skill changed? how bout 3 slow skill on champ) think bout it.. and about BC, can u changed it to mage wand job!! and just give 2 option job for cleric (summoner and FS) give back the def on cleric and take out the offesive skill to mage wand class!! we need more FS to supported (FS that can Tank 4 or more attacker at same time) at CD!! Thx.. DIaz
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