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Dear kRO Dev Team


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#1 IronFist

IronFist

    Too Legit To Quit

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  • LocationNew Zealand, Beach
  • Playing:Nothing

Posted 07 May 2015 - 12:42 AM

I would first like to point you to an interview with the head kRO dev
https://www.youtube....h?v=cohnio2e80s

 

 

While out of context the Head Dev stated.

He does not like "Tanks" and prefers the "Hit and Run tactic"

 

*Now this is rather apparent when you look at the damage potential of "hit and run" classes.

Sura, Genetic and Ranger.

 

*Spawn 100 Bloody Branches and see what classes show up to fight.

 

*Keeping with the theme of the day...
Exceed break, Dragon Breath, Arm Cannon and Cross Ripper Slasher are all attempts to give the melee classes this hit and run style.

 

Why?
Because renewal mechanics don't allow for tank's! 800 hard def or 1600 hard def... you get 5-10% more reduction.

 

Solution? 

There is no easy solution, 500k damage bypasses 80% of monster AI

Dealing 10k means you reach every single threshold, and literally fight the mvp in all its glory!

Making these two fighting styles viable yet still balanced?

 

RO was culled upon renewal for the simple reason the baseline mechanics needed work, there was no reward for pushing the limits... getting that +1 which you would pay millions for.

 

I don't know what kRO is like, i have tried to make an account and compare but i cannot.
What i do know is the kRO videos i have watched, have them sporting the same equips as us.

If i was sitting at the kRO dev table i would suggest rethinking how flee works.
Followed quickly by the defence curve.

 

Id also discuss how RO could take advantage of the growing phones and tablet gaming sector. 


Edited by IronFist, 07 May 2015 - 12:45 AM.

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