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Upcoming Skill Changes; Protector/Commander and More!


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#176 AngelicPretty

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Posted 19 April 2014 - 02:39 AM

Short version of Nins wall of text pls.

 

Im guessing same as he always wanted DPS HP Comy tank.


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#177 RoxCore

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Posted 19 April 2014 - 06:29 AM

For sure he wants... coz gravity is the only company wich ask his players.... coz they want log in the game and test on his own.... just milk nothin else


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#178 jerome15

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Posted 19 April 2014 - 07:01 AM

So right after you're done taking note of what needs to be changed, could you immediately start another topic so that way we can at least start discussing the next changes to keep this moving quickly?


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#179 razorEdge

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Posted 19 April 2014 - 08:45 AM

OK, as I see, a lot has been added already in this thread and many ideas and suggestions, some of them interesting and valid.

 

.........

 

These are my very long and very cheap two cents. They can be ignored, laughed at, mocked, you can also write your very own abuse and spite, as usual, sure why not, it is always fun. After 5 years in Requiem (this coming June) these are my suggestions and testimony. Have a very good day and awesome gaming experience!

nice points, i agree. Also some other things to consider is to reduce the cooldown time of Commander_Moonlight_Slash.gifMoonlight Slash Defender_Boomerang_of_Sword_Aura.gifBoomerang of Sword Aura  Defender_Chain_Slash_2.gifChain Slash and Defender_Beam_Slash.gifBeam Slash. these skills have very high cooldown which makes it difficult to attack quickly while the target is on the move. 

 

Also people say that stun is too long but if you compare it to other classes its very low. Its just 3 sec long while

Sins/SR

 

Rogue_Home_Thrust.gifHome Thrust - 3 sec

 

Rogue_Ambush.gifAmbush - 6 sec

 

Assassin_Brutal_Scud.gifBrutal Scud - 7 sec

 

Tempest/radiant

 

 Templar_Sleep.gifSleep -- 11 sec (similar to stun)

 

Defiler/domi

 

Soul_Hunter_Lithifying_Terror.gifLithifying Terror - 33 sec (insanely long and works on adamant mind)

 

Soul_Hunter_Binding_Soul.gifBinding Soul - 3 sec

 

 

Avenger/ranger

 

Hunter_Beat_up.gifUppercut - 3 sec

 

Ranger_Paralyzing_Launch.gifShock Firing - 3sec (long range stun)

 

Hunter_Paralasys_Trap.gifParalysis Trap - 5 sec

 

Druid/Elementalist

 

Battle_Magician_Flame_Curse_Strike.gifFlame Curse Strike - 3 sec

 

Battle_Magician_Invisible_Arrow.gifInvisible Arrow - 3 sec (long range stun)

 

Prophet_Ganggyeok.gifHeavy Blow - 3 sec

 

Prophet_Storm_Strike.gifStorm Slash - 3 sec

 

Druid_Staggering_Shout.gifStaggering Shout - 7 sec (6sec for lvl90) AoE stun

 

 

I think we should increase stun duration for commander and protector or make another stun skill.

 

 

also on side noe it will be cool for protector to have aoe/or single stealing weapon and and sin can have broken morale


Edited by razorEdge, 24 April 2014 - 02:57 PM.

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#180 ShazamO

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Posted 19 April 2014 - 09:27 AM

So right after you're done taking note of what needs to be changed, could you immediately start another topic so that way we can at least start discussing the next changes to keep this moving quickly?

 

That is the plan. 

 

The next thread will be focusing on 3 classes. 


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#181 Unbound

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Posted 19 April 2014 - 01:18 PM

For more dynamic combat, durations of stuns and negative effects skills should be much reduced, and cooldowns lowered. I include AoE to this, magic classes can stack several ticking damage AoEs on top of locks like Terms of Service and Sleep which last 10+ seconds, and then damage on top of those.

 

Long duration AoEs are also one of the biggest problems in Battlefield PvP, as they create powerful and never-ending blocks in bottlenecks of the map such as bridges and corridors.


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#182 RadiantHelper

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Posted 19 April 2014 - 01:20 PM

Bumble...

Um, I hate to tell you this since you are on such a roll talking about history but...

We (Gravity interactive Requiem Development) have never done a major skill re-balance. We have only had a few months of control now and we have only made a few skill changes (heals, overbearing clamor, etc.).(Yes good job with Overbearing clamor. You turned an OP lvl 80 skill into an utter joke. What was stopping you from listening to the community and modding it to say half duration?) Of course in the past we have made feedback topics and had these discussions before. In those cases, we were simply middle men taking the feedback from the community and giving it to the developers (so they could ignore it completely). But that was the Requiem Development Studio at Gravity (in Korea) and not us.

From us so far you have seen:

- A quick burst of easy to make but absolutely needed content for near level cap because there was little to do at end game.

Yes you introduced wintress content, and then 2 weeks later made it worthless. Drop rate for junk armor is a joke. The amount of red xeons required to make the new enchants is poorly thought out. And the new jewels are pointless. Also broken considering some dont have dmg, some dont have dmg on +ing. So Congrats you added just quests for players to hit lvl 90 and have nothing to do but afk.

- A regular flow of new and old + new mixed holiday and special event content.

And although you have not seen yet, you will soon see:

Old content that has the worst drop rate ever. Look at your lovely easter egg hunt now. I killed over 1k mobs and got 2 jugger eggs. Mind you im killing mobs 2+ lvls above my toons lvl.

- A lengthy process of consideration followed by a massive overhaul of Job Skill Balance.

Why in gods name did you start with 3 toons that no one has asked for a skill nerf? Commie maybe, but there are LITERALLY bigger fish to fry, like druids, elems, rangers, vengers, domis, WLs. 

- A season changing update with difficult to make and totally new content (PC, NPC, Skill, Item, and more) which is now under development.

Sounds good, except you are adding new content without fixing old issues.

- A total overhaul of the way Mounts, Pets and Costumes work in the game is also in the works.

That sounds promising. But you have promised many things in the past like no CM in IM and what happened? We had Cms in IM.

So, please stop referring to the history of development as if it is our history.

​Development is not the only poor history you have with the community Helium. Your constant lies in the past are what make us "toxic" You realize that if you stepped up in the past and explained what was going on. If you had stepped up and owned up to your failed promises we would not be so "toxic"

But you and Alteris are not people we TRUST. The community is supposed to trust their CMs/GMs. 

 

Oh ya, the 5 v 5 map... Well, that was not us. AoS, like the 5 v 5 map again, one of the last gifts from the original studio.

So remove the 5v5 map? Or make an event using it? 

 

As for Russian Requiem, you really are speaking out of ignorance. They have more control than ever before because we conference with their team every week and we take their proposals and often put it directly in as they submit it. Furthermore, although we have had to deal with some bugs mostly due to localization issues, nevertheless we are continuing the frequency of national event content the old studio had where we make special Russian event content for the requested Russian National Holidays.

 


Edited by RadiantHelper, 19 April 2014 - 01:22 PM.

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#183 Justtank

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Posted 22 April 2014 - 11:35 PM

Finally, I also read several suggestions about the use of 2-handers. I don't know really how this would work. You want to turn the Commander to what? A half-arsed, weak Berzerker? The Commander will never be a Berzerker. Commanders lack the skills, and even if given some parallel skill chain...what for? You could not possibly replace or match the skills a dedicated 2-hander class uses and is very good at. And what about all the 1-handed and shield skills? The Commander was created with a 1-hander and a shield for a reason, replacing this will lead to a real screw up, will mess the whole class up and destroy its "flavour" and unique character. This is Requiem, not Elder Scrolls, HELLO???

 

The only reason people were even talking about the use of 2-handers, is because our CMs/Devs already put it on the table. I was very concerned about it, which is why my suggestion was not to make them 2-handed only, to save our Class. No Commander should have to use a 2-handed weapon.


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#184 Viole

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Posted 23 April 2014 - 08:14 AM

Commies using 2handers is like a WL using 1h/shield.

And most people know how silly that looks.
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#185 razorEdge

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Posted 25 April 2014 - 05:49 PM

Defender_Restoration.gifRestoration should be moved to defender tree. 


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#186 DarkJackal

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Posted 26 April 2014 - 02:08 PM

Defender_Restoration.gifRestoration should be moved to defender tree. 

 

But thats just giving the non tanky job of defender a heal as well.  Thats about as illogical as making rejuvenation/natural healing etc last longer or heal more. Benefiting jobs that arent meant for that type stuff.

 

If you wanna move that to defender tree though how about the commanders weapon mastery as well? Power up the tanks attack along with it..


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#187 Justtank

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Posted 27 April 2014 - 08:46 AM

Commies using 2handers is like a WL using 1h/shield.

And most people know how silly that looks.

 

I look cool with a 2-handed sword..! Anyway that's besides the point, Warlords atleast have the option, without limiting their skills to attack only.


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#188 Viole

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Posted 27 April 2014 - 09:05 AM

I look cool with a 2-handed sword..! Anyway that's besides the point, Warlords atleast have the option, without limiting their skills to attack only.

 

Yeah, but you limit the potential damage done, especially when full CON for a very small amount of survivability.

It's like an AA sin trying to use claws. Yes, you do have the option, but it's not the most optimal of choices.

If there was build diversity then the different weapon sets would be understandable, but there isn't much build diversity item wise aside from do you want to be able to take some hits or do you want to hit like a truck and get hit like one too.


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#189 HeadAche

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Posted 30 April 2014 - 07:56 AM

I think protectors need HP buff and more base HP. They should be the class with highest HP in the game.


Edited by HeadAche, 30 April 2014 - 07:57 AM.

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#190 csucsuhun

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Posted 02 May 2014 - 03:25 AM

oTfRF3N.jpg
Hi everyone!

What about an active skill for Prot only, wich starts on Lv70, called " Phalanx "?

Basicly it generates a shield around the casting Protector, wich takes damage instead of him.
The shield would have HP, and it could be destroyed.
When a Prot casts the spell, it immobilizes him(only him). 
The party members can run inside the radius of the Phalanx so they wouldn't take damage either and they could still move or cast attack spells from inside.

A Protector cannot cast the skill when an enemy is isndie the radius, and enemies cannot enter the radius of the Phalanx when it is active.

Lv1 - Mp consuption: 300|  Radius: 5m|    affected players: 3|  Phalanx HP: 10000|  Skill downtime: 2min| Phalanx active for: 30sec|         Lv70
 

Lv2 - Mp consuption: 315|  Radius: 5,5m| affected players: 3|  Phalanx HP: 12000|  Skill downtime: 2min| Phalanx active for: 33sec|         Lv73

Lv3 - Mp consuption: 330|  Radius: 6m|    affected players: 4|  Phalanx HP: 14000|  Skill downtime: 2min| Phalanx active for: 36sec|         Lv76

Lv4 - Mp consuption: 345|  Radius: 6,5m| affected players: 4|  Phalanx HP: 16000|  Skill downtime: 2min| Phalanx active for: 39sec|         Lv79

Lv5 - Mp consuption: 360|  Radius: 7m|    affected players: 5|  Phalanx HP: 18000|  Skill downtime: 2min| Phalanx active for: 42sec|         Lv82

Lv6 - Mp consuption: 375|  Radius: 7,5m| affected players: 5|  Phalanx HP: 20000|  Skill downtime: 2min| Phalanx active for: 45sec|         Lv85

Lv7 - Mp consuption: 390|  Radius: 8m|    affected players: 6|  Phalanx HP: 22000|  Skill downtime: 2min| Phalanx active for: 48sec|         Lv88


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#191 wildscar

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Posted 07 May 2014 - 04:34 PM

It will also be beneficial to have different stats kind of stats on different race armors. like CAD and SCAD or more MP on lvl85+ armor for commander,protector,ranger,avenger and maybe warlord/berserker(but they have high damage already)

 

 

i also would like to suggest the skill tree idea where you have more skills but you can put points on one skill and the other skill is locked. this way the player can have certain skill based on their game play and would be more starategy and build oriented and not just based on reinforcement of gears

 

 

Also rush right now has 10m to 33m range which is bad for commander who has slow cast on them then the enemy can just be in side 10m and far enough to just attack while commie will crawl. (sin Vs commie) Make it 5m - 35m


Edited by wildscar, 20 June 2014 - 06:43 PM.

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#192 razorEdge

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Posted 21 May 2014 - 11:56 AM

But thats just giving the non tanky job of defender a heal as well.  Thats about as illogical as making rejuvenation/natural healing etc last longer or heal more. Benefiting jobs that arent meant for that type stuff.

 

If you wanna move that to defender tree though how about the commanders weapon mastery as well? Power up the tanks attack along with it..

 

 

according to the class description posted by Helium:

Defender == In battle, they usually attack with light, one-handed weapons while protecting their bodies with a shield. Defenders usually have a greater Max HP than typical for 1st Jobs, they must be capable of provoking enemies into hostility and holding the enemy focus in battle, important to take the pressure away from other allies. So, skills for Defender focus on taunting, self targeted buffing defensive attributes, and single target skill attacks (that add to hostility). A self heal over time is acceptable but not required.

 

Defender can have a little heal to help both jobs


Edited by razorEdge, 21 May 2014 - 11:58 AM.

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#193 lenny322000

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Posted 21 May 2014 - 09:18 PM

I think protectors need HP buff and more base HP. They should be the class with highest HP in the game.

 

Yes! Why do mystics and sins and warlords and everyone else seem to have more HP than the supposed "tank" class? Let the tanks actually be ABLE to do their job. Also, fix resistances. Protectors with max resistance and like 20k hp, die in 2 hits to every caster class. Total bullsh*t.


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#194 RadiantHelper

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Posted 23 May 2014 - 10:41 AM

Yes! Why do mystics and sins and warlords and everyone else seem to have more HP than the supposed "tank" class? Let the tanks actually be ABLE to do their job. Also, fix resistances. Protectors with max resistance and like 20k hp, die in 2 hits to every caster class. Total bullsh*t.

say what?

with all 3 HoTs active i can run through 4-5 ground aoes with no issue. Unless you have a pure int scad whore attacking you doing 2.4k+ on cap, you are only taking 1.5-1.8k and that is easily survivable for quite some time especially with good heals ticking.

 

BUT yes prots do need hp boost. Perhaps make sure casters cant have CON armor sets?


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#195 lenny322000

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Posted 26 May 2014 - 02:58 AM

Clearly you're delusional. I have the best tank in game, and get raped by every caster even non-mallwhore ones in 1-2 hits every time with the best gear possible and maxed resistances. They need to fix resistances ASAP, because right now they do absolutely nothing.


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#196 WorkYaDangNag

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Posted 26 May 2014 - 09:11 AM

I truely hope you don't make the Commander a Pet commanding class, i cant imagine having to play as a Turan Dominator. I really think if i have to play as a support pet Dominator with a 2hander sword (since they are wanting to focus on getting them off the shield) as opposed to commanding the frontlines of a fight with Adamant Mind and Uplifting cry with a 1 hander sword and shield I'll probably be forced to just walk away.

 

Keep the class as it is in reguards to how the core of the class functions. If you do Mercenary pets for the commie it better be an addition and not a role reversal.

 


Edited by WorkYaDangNag, 26 May 2014 - 09:19 AM.

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#197 Gartner

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Posted 11 June 2014 - 09:44 AM

Don't Change my Commi!!! Unless you add a stun to the Rush skill. This is the only class I enjoy playing so please don't mess up the time and or malls I have spent over all the years. If you really want to change something take away the PK Protection and bring back S1!!!

 

 

 

 

 

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#198 TheNanny

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Posted 12 June 2014 - 08:51 AM

I will comment as a commander too... Well I'll start from... How many commanders do you see in battle fields most time? 1-3? And they are the same old players! A good commander can be good only with +30 gears. So... The Face Strike and Adamant Strike skills shouldnt be changed because Adamant Mind got 8 sec cool down (all the players who play another class telling its non stop but yes it have 8sec CD...) About Face Strike - same 8sec CD time!!! It shouldnt be changed for real because all who telling to change it... Pissed off of us... Commanders  :kis: 

 

 

P.S Dont take last skills from us (AM,FS). Without them you couldnt play this class. Dont add heals (will be to OP). Dont add pets... It sounds bad.


Edited by TheNanny, 12 June 2014 - 08:55 AM.

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#199 Justtank

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Posted 12 June 2014 - 11:15 PM

I will comment as a commander too... Well I'll start from... How many commanders do you see in battle fields most time? 1-3? And they are the same old players! A good commander can be good only with +30 gears. So... The Face Strike and Adamant Strike skills shouldnt be changed because Adamant Mind got 8 sec cool down (all the players who play another class telling its non stop but yes it have 8sec CD...) About Face Strike - same 8sec CD time!!! It shouldnt be changed for real because all who telling to change it... Pissed off of us... Commanders  :kis: 

 

 

P.S Dont take last skills from us (AM,FS). Without them you couldnt play this class. Dont add heals (will be to OP). Dont add pets... It sounds bad.

 

Just to clarify, Adamant Mind has a 50 sec cooldown, duration is 30 seconds. You can extend the duration by another 10 secs with 10 dna points.

Face Strike has a 30 sec cooldown, 12 second duration. You can extend the duration by 10 secs with 10 dna points. This skill misses more often than it should at 93% success rate.

Now I believe 20 seconds would be enough for this skill duration, and most targets that I hush, would take nearly a minute to kill, or would take them only a few seconds to trap my entire team.

Don't forget you usually lose about 40% of your Hp, just for rushing into a team and using one skill.

And then what do you got? Couple AoEs, a 10 sec slow, and a single target closerange stun.. with 5 seconds to live, unless your team comes to back you up.

 

I really have no negative comments to the idea of mercenary pets for commanders, other than if you do make them, please understand, that we do not have the skillpoints left for any additional skills.

In one of my previous posts I made a suggestion on how to change that.


Edited by Justtank, 13 June 2014 - 12:36 AM.

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#200 eraldusctba

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Posted 04 December 2014 - 06:55 PM

Chain Slash, now Criscross Slash" deals waaaay less damage, has longer cooldown and has higher cooldown than Onslaught, a Defender inferior skill...

 

Am I missing something here or is this skill COMPLETELY weak???


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