Game Arena
Several enhancements have been made to adjust how points are tracked and counted towards contribution to your team. More Honor Point are expected to be earned per match overall, those who participate will see better compensation for their efforts in the end.
Updated Game Arena scoreboard to display new combat and game-specific objective stats.
New game objective statistics tracked in Crystal Defenders/Akram Arena are: Crystals Destroyed, Minutes Defended, Assault Kills, Defend Kills.
New game objective statistics tracked in Draconis Peaks are: Dragons Slain, Eggs Captured, Eggs Returned.
Honor and Valor rewards earned through PvP games and dungeons are now rewarded and displayed in the system notification window as a single amount.
Added "Vote Kick Member" function to group management interface while inside Game Arena dungeons.
"Disband Group" and "Kick Member" group management functions may now only be used outside of Game Arena game instances.
Updated point mechanics in Game Arena PvP game modes.
Completing team oriented objectives (e.g. winning the game, destroying/defending crystals) now plays a more prominent role in determining the team's performance and potential Honor rewards, while continuing to factor in each team member's individual contributions to the outcome of a game match.
Proximity based reward mechanics have been improved to ensure they work more consistently and reliably, and now take into consideration how recently a player has been in proximity of an action when determining whether points should be awarded.
Crystal Defenders / Akram Arena
Added "tagging" mechanic to allow points to be earned for recently destroying/defending a crystal.
Defenders now earn 1 point per minute while within proximity of the crystal. This is the defender counterpart to the attacker point source, where attackers earn 10 points while within proximity of a crystal when it is destroyed.
Draconis Peaks
Added "tagging" mechanic to allow points to be earned for recently defeating the opponent's dragon.
Interface Enhancements
Added display of "Melee Power" stat under Attack Power stat of the character info window, which modifies the power of melee attacks.
Added overhead digit display for healed amounts and absorbed damage.
Updated wording of currency increase/decrease message.
Added skill level to bottom left corner of HUD skill icon to display current number of 'stacks' of passive status effects.
Updated skill tooltip to display description on both current and next level.
Skill Changes and Balances
Several classes are receiving some updates to help improve their versatility and contribution towards team play, as well as to improve their personal play style design. With this update, several mechanical improvements have been created with some focuses on the under-appreciated classes.
New Status Effects
Through various discussions over what we had hoped we could do for ROSE, for game play, we came down to various effects that we felt would add to the game play experience. The results are in part, the following new effects that will provoke consideration behind how you play, whether you are using these new effects for yourself or against someone else.
Spoiler
These new effects are not able to be removed by purify, which will add additional danger to their utility.
Only the use of "Cure" with the combined effects from "Healing Touch" will remove a "Wounded" counter.
Mystic Weakening
Reduces magic defenses by 5%, for 30 seconds. (Max 5 Stacks: 25% Magic Defense Reduction)
Blaze
Increases Spell Power by 10%, for 30 seconds. (Max 5 Stacks: 50% Spell Power)
Windwalker
Increase MSPD by 150 & Dodge by 25%, for 30 seconds. (Max 3 Stacks: 450 Movement Speed & 75% Dodge)
Mana Fissure
Increase MP Recovery by 50, for 30 seconds. (Max 2 Stacks: 100 MP Recovery)
Increase MP Consumption by 10%, for 30 seconds (Max 2 Stacks: 20% MP Consumption)
Wand Weaving
Gives 5% Attack Speed and 5% Melee Attack Power per stack, for 30 seconds. Max 5 Stacks.
Wounded
Reduces effectiveness of receiving heals by 5% per stack, for 30 seconds. (Max 20 Stacks: 100% Heal Reduction)
Critical Weakness
Reduces critical rate by 3% per stack, for 30 seconds. (Max 10 Stacks: 30% Critical Rate Reduced)
Critical Impact
Increases Critical Damage by 5% per stack, for 30 seconds. (Max 10 Stacks: 50% Critical Damage)
Weakened Armor
Reduces defenses by 5% per stack, for 30 seconds. (Max 5 Stacks: 25% Defense Reduction)
Adrenaline Rush
Increase ASPD by 10% & MSPD by 5%, for 10 seconds. (Max 5 Stacks: 50% ASPD & 25% MSPD)
Healing Touch
Increase received Healing by 5%, for 30 seconds. (Max 5 Stacks: 25% Increased Healing)
(or removes counters of Wounded.)
Rested
Sleep will now inflict a rested state that will reduce the chances of the effect if used in succession for 30 seconds. (Max 5 Stacks: 20% Sleep Resistance)
Bourgeois
Through many hours of late night arguments behind why the skill sets of the Bourgeois were only allowed to learn one set of skills over another, the council agreed it made no sense in the battles against evil to hinder their champions. The skills no longer lock one another out, however still share a cool down due to the strenuous effort behind their use. The bourgeois class now have a bit more to their available arsenal and their skill sets are more flexible for use.
Spoiler
Dealer Employ Warrior
MP Cost increased by 15 / 17 / 19 / 20 / 21
Employ Hunter
MP Cost increased by 19 / 21 / 22 / 24 / 25
Bourgeois Launcher Smash
The Movement Speed effect has been increased to 40%/50%/60%/70%/80%
Wind Step
The Movement Speed bonus has been changed to a set 300 Movement Speed Increase, from the 30%.
Weapon Augment
Has been converted so it may stack with other buffs.
Attack Speed bonus is set at 100%
The duration is set to 30 seconds.
The cooldown will reduce with each level, starting at 55 seconds, reducing by 2.5 seconds each level after.
You no longer are forced to pick Weapon Augment or Illusion anymore.
Cooldown is now shared with Illusion.
Illusion
Has been converted so it may stack with other buffs.
The effect has been changed so that it is a set 50% dodge increase.
The duration is set to 30 seconds.
The cooldown will reduce with each level, starting at 55 seconds, reducing by 2.5 seconds each level after.
You no longer are forced to pick Weapon Augment or Illusion anymore.
Cooldown is now shared with Weapon Augment.
Jury-Rigging
Has been converted so it may stack with other buffs.
The effect has been changed so that half your STR and CON are added as attack power. (Gives 1 Attack Power per 2 STR and 1 Attack Power per 2 CON)
The duration is set to 30 seconds.
The cooldown will reduce with each level, starting at 55 seconds, reducing by 2.5 seconds each level after.
You no longer are forced to pick Jury-Rigging or Wind Step anymore.
Cooldown is now shared with Wind Step.
Wind Step
Has been converted so it may stack with other buffs.
The effect has been changed so that it is a set 50% movement speed increase.
The duration is set to 30 seconds.
The cooldown will reduce with each level, starting at 55 seconds, reducing by 2.5 seconds each level after.
You no longer are forced to pick Jury-Rigging or Wind Step anymore.
Cooldown is now shared with Jury-Rigging.
Dual Layer
Has been converted so it may stack with other buffs.
The effect has been changed so that it is a set 30% Defense and Magic Defense increase.
The duration is set to 30 seconds.
The cooldown will reduce with each level, starting at 55 seconds, reducing by 2.5 seconds each level after.
Summon Dread Knight
MP Cost increased by 139 / 150 / 160 / 171 /181
Summon Terror Knight
MP Cost increased by 142 / 154 / 166 / 178 / 190
Raiders
In darkened corners and shadows, secret meetings and whispers of improving the talents of the fighting skills and talents of their fighters were discussed. The results yielded a better fighter, with an improved training regimen, it offered more flexibility and some new options behind their fighting style.
Their skill trees have been opened significantly to more customizable builds with less restriction. New skills and mechanics, now allow for passive additive bonuses to take effect during your regular combat, so getting up close and personal can really give cause for concern.
Spoiler
Hawker Katar Upper
Duration increased to 30 seconds.
Blind
Duration increased to 30 seconds.
Heavy Strike
Duration increased to 30 seconds.
Weaken
Duration increased to 30 seconds.
Base Defense Down value effect increased to 10 / 20 / 30 / 40 / 50
Mirror Phantasm
Duration increased to 30 seconds.
Dodge Rate percentage has been set to 30% / 35% / 40% / 45% / 50%
Raider (new) Adrenaline Rush (Katar)
3% * SkLv (15%) Chance to apply 1 Adrenaline Rush on self on attack.
Critical Accordance (now a passive)
4% * SkLv (20%) Chance to apply 1 Critical Weakness on target when dealing damage.
Vicious Accordance (now a passive)
4% * SkLv (20%) chance to apply 1 Critical Impact on self when dealing damage.
(new) Shattering Blows (Dual)
5% * SkLv (25%) Chance to apply 1 Weakened Armor on target when dealing damage.
Screw Attack
(add) Applies 1~5 stacks of Wounded, on hit.
Circle Break
(add) Applied 2 stacks of Wounded, on hit.
Evasive Guard
Duration increased to 30 seconds.
Base Dodge percentage increased to 60% / 70% / 80% / 90% / 100%
Base Defense percentage increased to 60% / 70% / 80% / 90% / 100%
Mental Storm
Base Accuracy value Down effect increased to 20 / 40 / 60 / 80 / 100
Enfeeblement
Base Movement Speed value Down effect increased to 30 / 60 / 90 / 120 / 150
Scouts
The same efforts from the Raiders were shared with the Scouts as well as it provoked other imaginative means of combat that suits their needs! The skill trees also were adjusted slightly, with the inclusion of new skills that place traps for strategic use and utility in their ranged style of combat.
Spoiler
Hawker Bow Focus
Has been converted so it may stack with other buffs.
The critical effect has been reduced to 2% * SkLv, (10%)
MP Cost is now 10% your MaxMP
Duration has been increased to 5 minutes.
Cooldown is now treated as a buff.
This effect cannot be dispelled.
Scout (new) Steel Trap (shared: bow/crossbow)
Makes affected target immobile for 5 seconds.
Time to set & hide: 12 / 10 / 8 / 6 / 4 seconds
Will not trigger effect until hidden.
(new) Flash Trap (bow)
Reduces accuracy by 50% for 10 seconds.
Time to set & hide: 12 / 10 / 8 / 6 / 4 seconds
Will not trigger effect until hidden.
(new) Siphon Trap (bow)
Drains affected of 50% their available MP.
10m AoE Range
Triggers only on enemies, but affects all in range.
Time to set & hide: 12 / 10 / 8 / 6 / 4 seconds
Will not trigger effect until hidden.
(new) Freezing Trap (crossbow)
Reduces affected by 50% attack speed.
Time to set & hide: 12 / 10 / 8 / 6 / 4 seconds
Will not trigger effect until hidden.
(new) Sand Trap (crossbow)
Reduces affected by 50% Dodge.
Time to set & hide: 12 / 10 / 8 / 6 / 4 seconds
Will not trigger effect until hidden.
Clerics
The mystical order had meetings over the combined efforts of their combat and support potential and through it advancements were made, with a few felt sacrifices. To improve the offensive ability, the defensive focus was shifted towards those who were truly combat minded, while also developing new effects to help support others. Though the direct healing power of the Cleric was reduced, the potential for healing has been improved. New abilities, that increase the amount your allies will be healed for allow for greater support if you have the skill for it. A small reduction to defenses have been traded with the ability for greater offense, Cleric's Intensity being given additional boosts that support the idea of a Battle Cleric.
Spoiler
Muse Cure
Base MP Cost changed to 15 / 20 / 25 / 30 / 35
Heal
Cooldown Reduced by 1 second.
Base heal amount changed to 86 / 111 / 136 / 161 / 186
Base MP Cost changed to 52 / 67 / 82 / 97 / 112
Heal (Party)
Cooldown Reduced by 1 second.
Base heal amount changed to 57 / 73 / 90 / 107 / 123
Base MP Cost changed to 114 / 147 / 180 / 213 / 246
Restore
Base heal amount changed to 216 / 249 / 281 / 313 / 345
Will now grant an additional buff, that will increase your HP Recovery by 2 * Target's Level, for 5 seconds.
If target is already affected by status, it will reset the timer.
Base MP Cost changed to 140 / 161 / 181 / 201 / 221
Restore (Party)
Cooldown Increased by 2 seconds.
Base heal amount changed to 143 / 165 / 187 / 208 / 229
Will now grant an additional buff, that will increase your HP Recovery by 2 * Target's Level, for 5 seconds.
If target is already affected by status, it will reset the timer.
Base MP Cost changed to 305 / 352 / 396 / 440 / 484
Bonfire
MP Cost increased by 82 / 132 / 181 / 231 / 280
Salamander Flame
MP Cost increased by 350 / 392 / 434 / 476 / 518
Mana Flame
MP Cost increased by 350 / 392 / 434 / 476 / 518
Summon Earth Elemental
MP Cost increased by 148 / 161 / 172 / 185 / 197
Summon Fire Elemental
MP Cost increased by 123 / 137 / 150 / 160 / 176
Summon Firegon
MP Cost increased by 190 / 200 / 209 / 219 / 228
Summon Ice Dragon
MP Cost increased by 241 / 258 / 274 / 291 / 307
Cleric Cleric's Intensity
New added effect, 5% * SkLv (25%) to add a stack of Wand Weaving per melee hit.
Poison Cloud
Increased cooldown by 5 seconds (increase from 20 seconds, to 25 seconds, matching cooldown time to Sleep Cloud)
Healer's Touch
Casting Cure will now add 1 charge, per level of Healing Touch.
Mana Convergence
Increased base MP Recovery from 1 to 2 per skill level.
Increased base MP Recovery ratio gain from 1 to 2 per stat required.
Mystic Armor
Reduced the ratio gain of defense from 5 to 3, per stat required.
Recovery
Cooldown Reduced by 1.5 seconds.
Base heal amount changed to 502 / 552 / 602 / 652 / 702
Base MP Cost changed to 350 / 384 / 418 / 452 / 486
Recovery (Party)
Cooldown Increased by 1.5 seconds.
Base heal amount changed to 334 / 367 / 401 / 434 / 467
Base MP Cost changed to 735 / 806 / 877 / 949 / 1020
Integrity
Cooldown Reduced by 3 seconds.
Base heal amount changed to 900 / 969 / 1043 / 1122 / 1208
Adds 1 charge of Healing Touch per cast.
Base MP Cost changed to 675 / 726 / 781 / 840 / 904
Integrity (Party)
Cooldown Increased by 1 seconds.
Base heal amount changed to 599 / 645 / 695 / 747 / 805
Adds 1 charge of Healing Touch per cast.
Base MP Cost changed to 1350 / 1452 / 1562 / 1680 / 1808
Heavenly Grace
Cooldown Reduced by 10 seconds.
Base heal amount changed to 506 / 557 / 608 / 662 / 717
Base MP Cost changed to 760 / 836 / 913 / 993 / 1076
Mage
Clerics were not the only ones looking to increase their power. The mystic art weavers also developed new masteries over the elements and their ability to sustain themselves during combat. These new masteries will help aid many mages new and old in various situations depending on their elemental choices, that infuse their bodies with element benefits. The outcome creates surges of mystical energies to empower the Mages temporarily in times of need. Elemental masteries will now grant special bonuses mid combat and cast, which can truly shift the play style of a Mage depending on their build, skills cast and a bit of luck.
Spoiler
Muse Mana Crux
Increased ratio gain from 1 to 2 per stat required.
Mage Mana Reservoir
Now gives 10MP per ratio stat. (Increased from 5MP per)
Mana Stream
Now gives 15MP per ratio stat. (Increased from 10MP per)
Increased passive gain of +MP% by 1% per skill level.
Icon location altered in skill tree in preparation for future implementations.
Mental Focus
Has been converted so it may stack with other buffs.
Sorcery Mastery
Sorcery spells have a 9% * SkLv (45%) chance to apply 1 stack of Mystic Weakening on cast to target.
Fire Mastery
Fire spells have a 7% * SkLv (35%) chance to apply 1 stack of Blaze on cast to caster.
Wind Mastery
Wind spells have a 8% * SkLv (40%) chance to apply 1 stack of Windwalker on cast to caster.
Water Mastery
Water spells have a 6% * SkLv (30%) chance to apply 1 stack of Mana Fissure on cast to caster.
Artisans
Having been occupied with their crafting, were a little oblivious to what was happening around them. However, they have recently become aware of the improved efforts of other guilds and classes and have begun their plans to help improve their cast. Artisans are researching means of combining machine and magic, to provide future support for their allies and themselves during times of need. It is unknown when these new experimental gadgets will come to light, but the guild is intent on seeing it through!
Champions
Being simple minded, the proud champions saw little reasons to change their methods and ways, but along the way discovered that some talents were evolving on their own. Their coveted Berserk technique had become near perfected and begun to provide immunities to certain effects while they underwent the rage transformation. Needless to say, it was a welcome advancement, but still nothing more was thought should be done.
Spoiler
Berserk
While the effect of Berserk is active, the Champion will remain immune to Stun and Sleep effects.
Knights
With stubbornness in their heads, the Knight trainers felt no need to "improve upon perfection" and have not made effort to improve their abilities. Though they may discover that such stubbornness will force them to change by necessity in the end, if not very soon. One lieutenant did say they did manage to figure out a better swing for one ability and it was adopted as it seemed to improve the skill by a small margin.
Spoiler
Soldier Sweeping Strike
Increased AoE range from 3m to 5m.
Unique Skills
Spoiler
(PvP) Mana Break
From discussions and feedback, the MP cost has been converted to a % based, with a very small direct value, that can still be influenced by Charm and Primary Class Stats.
Mana Break's intention is to allow for some classes to reduce the effectiveness of a class that relies on their skills and MP. Going over feedback, the frequency was causing issues we did not intent a single player to be able to produce. Having the direct value reduced significantly is to help balance out the high charm classes. Furthermore, the addition of mana drain to be based on the % of MaxMP, is more an equal trade off between any classes making it more a needed team effort to completely drain a target of their mana pool, but any class can help to that effect instead of solely relying on the high charm classes.
The long cooldown is intended to prevent constant use of the skill, as it is not intended to be a single handed lockdown skill, but one to be used in conjunction with other team members strategically. We will continue to review the feedback and balance outcome of Game Arena matches with this change. We want the skill to remain useful, but not as powerful as it has apparently become.
MP Cost is now 5% of your MaxMP
MP Drain is now a base of -25MP (Reduced from -100MP)
MP Drain now also does -5%MP of your Target's MaxMP.
Cooldown has been increased by 4 seconds. (Increased from 3.5 seconds, to 7.5 seconds)
Raider's Accordance
10% Chance of adding an extra stack of Critical Impact and Critical Weakness on hit.
Attack Speed bonus has been increased to 15%, from 10%
Movement Speed bonus has been increased to 50, from 30.
Monsters
Reduced Monster cast Sleep effects. Longest cast is 10 seconds now, from 20.
Bug Fixes
Spoiler
Shield Reflect skills should now function as intended, reflecting a percentage of the attacker's Attack Power/Skill Power back at them, which is then reduced by the attacker's Defense/Magic Defense.
An issue preventing melee damage from being reflected has also been corrected.
Corrected issue with stealth/cloak skills being removed before the skill begins casting.
Corrected issue which could potentially cause item loss when trading items between players.
Corrected issue with client keep-alive request sometimes causing client to disconnect while moving between zones.
Corrected issue with PvM skills not working against enemies that are instanced NPC objects.
Corrected issue with "+" button appearing on HUD skills.
Corrected block rate display on offhand tooltip.
Corrected issue with damage skill status effects being applied twice, causing synchronization issues with the client.
Improved detection of killing blow to alleviate issue of objects lingering too long after they have been killed.
Corrected display issues with HP/MP when entering zone and respawning with more than 32,000 HP or MP.
Corrected issue with character stats not being updated immediately after status effects have been cast on them.
A letter from Leonis on behalf of the ROSE Development Team:
Story telling aside, these changes described and many more, are along the current path that we have been working very hard towards. To help us offer an improved ability of game play, that holds a special balance, range of diversity, and reinvigorating sense of enjoyment when playing your character and class. We know that feeling powerful and accomplished with your character is important and want to see everyone stand proud of their creation. But don't think it's over with this update. We do have our sights on the other remaining classes. The Knight, Champion, Artisan and even perhaps the Visitor!
For now we feel that the contained efforts of updates will offer a wider choice to class builds and ultimately balance, where everyone can have a respectful chance to make a name for themselves and enjoy playing the class they've invested their love and joy in to. Again, we do have the intention of providing further updates to other classes that were not heavily included to the update, because at this point we have felt that their designs were stable enough to sustain them as well as the already have fairly impacting setups already, or in the cast of the Artisan, their advancement requires more than we were able to accomplish in the time we allotted for the project development.
If some of you are thinking we should just wait till it's all done, remember, this is an ever ongoing world and we want to continue to help it grow, expand and evolve. In that consideration, we will never be done developing ROSE. Though we will be turning more towards expanding on actual explore-able content, we also needed first to have some more options to work with so as you explore you could be met with more interesting situations to challenge you.
As always, we will be watching closely on the progression of the update as it is explored within the live severs. And appreciate any reports and feedback that you have regarding the update. Our only request is that you keep in mind this is an update with the full intention of trying to make ROSE better and we hope, when you offer that feedback, you also share that wish to see ROSE improve. Share with us your experiences, any suggestions you may have and if you have ideas the more detail there is, the better and easier it is for us to have it in mind towards future updates.
Thank you all again for being part of such a wonderful world and making it the great community we enjoy being part of.
---
Item Mall
These items can be found under the Special > Event...
Clover Balloon for your Cart!
St. Patricks Lucky Box
The St. Patrick's Lucky Box Contains...
Spoiler
HP&MP Booster (Party) (5)
Red Jellybean (75)
Medal of Fortune (2)
Trainee Medal (2)
Gold Bar (10)
Venurune (30)
Plutorune (4)
Gold Bar (20)
Medal of Retrieval (2)
Job Skill Reset Book
Arua's Blessing (4
St. Patrick's Day Box (gives all 3 items)
Shamrock Hat
Leprechaun Beard
Astarot Green Wing
These items can be found under the Special > Seasonal...
March Lucky Box
The March Lucky Box Contains...
Spoiler
Speed Booster (Party) (5)
Blue Jellybean (75)
Medal of Retrieval (2)
Adventurer Medal (2)
Gold Bar (20)
Venurune (35)
Plutorune (3)
Medal of Fortune (2)
Arua's Blessing (3)
Candle Ghost Hood
Candle Ghost Robe
Candle Ghost Spooky Hands
Candle Ghost "Feet"
Lisent Hg (10)
Testimony of Retraining
Spring Box
The Spring Box Contains...
Spoiler
Red Jellybean (100)
Defense Booster (Party) (20)
Critical Booster (Party) (20)
Damage Booster (Party) (20)
ROSE Teleportation Ticket (40)
Plutorune (10)
Arua's Blessing (4)
Enchanted Sagittarius stone
Winged Top Hat
Tuned Chaser Engine
Nepturune
These items can be found under the Special > Special...
I can't wait to see the update on the live servers. You did some great changes there, i'm especially looking forward to the votekick in GA groups, take that leechers!
Well hopefully we bring in more players back with this update. CD is nonexistent lately. Regarding the votekick, isn't it possible it can become abused?
Also I would like to know how some people manage to dual client in GA Crystal defender match. I would like to play with my friend if this is possible since we live in the same household.
Will healing still give points to clerics in GA? I think what you stated above was the additional ways that points are calculated so I am assuming healing will still give clerics points, but I want to make sure. And I am assuming damage done, kills as well as destroying the crystal, winning the game, etc. will give points.
And will the things you mentioned abore - Damage Blocked, Attacks Blocked, Damage Reflected, Attacks Reflected, Damage Absorbed, Attacks Absorbed, Attacks Dodged - give points or are just tracked and displayed on the final points/combat chart at the end?
Another question a lot are asking - will all classes receive free skill, unique skill and stat resets? Even the classes that were not changed dramatically might need to reset to offset the classes that were. And will the resets be 24 hour ones again?
The immunity to stun and sleep concerns me on champions. Fits the class, but it seems kind of overpowered. Maybe half the effectiveness of stun/sleep rather than making them completely immune?
what its this "stack" like i can use it more than once? or w/e
Some of the new effects get triggered at certain actions. Not just this, but the effect can trigger several times, and they stack up on eachother (hence we refer to them as stacks).
I'll explain this with the wand weaving skill.
Clerics have a 25% chance to get the 'wand weaving' effect, which increases attack speed and melee attack power by 5%, with each hit.
This effect can stack up to five times, totalling a 25% attack speed and melee attack power bonus.
Well hopefully we bring in more players back with this update. CD is nonexistent lately. Regarding the votekick, isn't it possible it can become abused?
Also I would like to know how some people manage to dual client in GA Crystal defender match. I would like to play with my friend if this is possible since we live in the same household.
We're still working on a plan regarding multiple players within a household to be able to play together within the various Game Arena modes.
Will healing still give points to clerics in GA? I think what you stated above was the additional ways that points are calculated so I am assuming healing will still give clerics points, but I want to make sure. And I am assuming damage done, kills as well as destroying the crystal, winning the game, etc. will give points.
And will the things you mentioned abore - Damage Blocked, Attacks Blocked, Damage Reflected, Attacks Reflected, Damage Absorbed, Attacks Absorbed, Attacks Dodged - give points or are just tracked and displayed on the final points/combat chart at the end?
Yes, healing and damage dealing will still count towards honor, the rates were adjusted and the mechanics to how they are distributed were also changed. All those other tracking factors are in place for future use, as well as improved tracking of activity for us, as well as fun facts for you to review at the end of a match. They don't necessarily all have unique point factors to them being tracked.
Another question a lot are asking - will all classes receive free skill, unique skill and stat resets? Even the classes that were not changed dramatically might need to reset to offset the classes that were. And will the resets be 24 hour ones again?
I stated long ago, that when we make changes like this, we will always offer a free reset to classes that were changed to keep things fair to them. So of course any class that was affected by a skill modification will be given the free resets to allow them to experiment with the changes.
(And if you looked closely, every class did get a modification to one minor degree or another on the 1st class level, which justifies making it so everyone will be getting a reset. hee hee )
The immunity to stun and sleep concerns me on champions. Fits the class, but it seems kind of overpowered. Maybe half the effectiveness of stun/sleep rather than making them completely immune?
Yes, it does sound like it would be pretty strong and does go with the theme of the ability. We'll see how things go, but as things go, the skill's effect, duration, cost and cooldown are all considerations behind its ability. We feel it was a helpful enhancement to the class to help it out in respect to the rest of the changes made. We will of course be watching for unexpected outcomes though.
what its this "stack" like i can use it more than once? or w/e
A "stack" is just as it sounds. When you have a 'stack' of an effect on you, the more you have, the more you gain.
Let's take the "Wounded" effect for example. Every 'stack' of Wounded you have on you, you will have healing reduced on you by 4%, up to a maximum of 20 stacks. So, let's say you have 10, that means you have 10 * 4% = 40% reduced effect of healing on you. It is one of the new mechanics we're introducing towards the skill update that was started long ago. These kinds of mechanics can really help add to game play and we're excited to be able to introduce it.
After seeing Katar raider's new passive, I forgot to mention about burn Katar raider type. There are only new stuff to benefit crit type.
So burn type will be gone from Katar raider. And one more thing, I feel like PvP Flame Falcon on burn type is not that useful as PvP Screw attack from crit type. It on add 200 burn dmg for 5 secs while screw attack give big crit down and wound stack in new patch.
You guys forgot about burn skill tree?
What do you think?
Edit:
One more thing about immune champ on berserk. This make Axe 2 stuns useless aganst another 2 type of champs.
All damage active skills of a katar raider are pretty much worthless as the casting time is so slow (compared to their 300% aspd auto attacks) that you can do 7 basic attacks in one skill. The only ones used are for their effect (stun, sleep, crit down). But then again, it was like that for a raider since ever.
Your ideas keep fueling the fire for expanding on the class skill trees. It isn't impossible for us to add unique skills in the future to hunt/farm/find/etc. that goes along with some unique build types you mention. The idea of improving burns and other such skills that are a bit more specialized or non-standard for a class, can be easily done with unique skills, to bolster their core design.
It has nothing to do with forgetting about an aspect of a class, but there's also only so much we can do at a time and we gave this particular focus based on reviewing a timeline of events since the skill update prior this one.
As for an Unlimited Game Arena Energy period... well... you never know.
Off topic: sorry i just have to post this. I see tons of shops selling chiv/glor aurums the past couple of days. I guess these champs aren't liking the nerf on berserk and are now switching to the "new OP" class which for them is probably raider. teehee :>
Edit: They probably don't even read forums that's why they didn't notice that champs are immune to stuns and sleep (which is quite strong). Oh well, I just love seeing these newbs just following the trend on which class is the best at the moment. Don't get me wrong, I don't think raiders are OP this coming skill update but they definitely got the boost that they needed. We'll just see how strong they turn out in wars.
well, see. this is the problem with some people. They don't play the class they like, instead they are always playing the class which is the most powerfull (in their opinion). Beside that most of those "pro pvpers" are even using the same build.
I can't help me, but adapting like that would be a way too boring for me.
I could just see it coming. A sea of raiders would be invading wars now. And of course i would love it since i have a Battle Artisan to pwn some raider's ______ :> . That's why I've been playing my BC more often because of these champs, and I just love how they complain when they lose on pvps and that they don't think 100% Enhanced Damage is OP. Champ's mentality = Own every class without a problem.
Invade as in wars would be full of raiders. It's too early to say that I don't find raiders as a threat cause most of their passives are quite strong but like i said , we'll see how it goes.