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Another perspective of skill changes possible


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#1 Lanie

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Posted 02 May 2014 - 10:25 AM

I know, I might be a bit late on this one. But with consideration of how things are, here is a few random ideas for prospective changes to Crescentia skills:
 
Diem Wind
*No Change (Basic Attack skill is Basic, this is good)

Illusion Blade
*Description: Mention that this skill hits twice.
*Damage Bonus: The Curse Bonus Damage -may- need adjustment.

Curse Burst
*Description: Change the Stigma Damage Bonus number to reflect the actual damage change.  (It seems like there is a missing 0 at the end of this, where +25% is actually +250% or something).
*Range Bonus: This skill -might- be efficient to have its range increased by 1/3/5 based upon the level of Curse Reinforce.  This could affect both of the range of use and/or the range of the AoE effect.

Bram Gush
*Damage Type: This skill is supposed to be physical damage.

Stigma Thread
*No Change (Already enjoy this skill a lot, though it is really not OP either)

Earth Worm (::Overpowered)
*Slow Movement: This skill can sustain a high power slow move on 5 targets indefinitely.  Some degree of slow on this skill needs to be reduced.

Tempest
*Stigma Bonus: The rate of Stigma Growth is not seeing nearly the same effect on this skill as Curse Burst and Land of Darkness.  Stigma Damage should be increased, so that a stack of 5 stigma does much more damage.

Stigma Mastery
*Critical Bonus: The rate of Critical growth can not be confirmed by the players, but the skill should be verified to increase the chance of a critical hit for the Crescentia by 5% at max level if the target has one or more Stigma on them.
*Stigma Duration: This skill is currently giving 1s per ML grade level, for a max of +3s.  Either the duration or the description should be fixed to reflect this, but it might be more balanced to adjust the stigma duration to +5 at max.

Awaken:Darkness
*Effect: Should apply a HP restoration on use.  Should NOT apply a SP restoration on use.
*Damage Bonus: Should increase Damage Applied instead of increasing Attack Power.  This effect should also apply to damage taken too.

Death Grip
*Party Bonus: The skill is visibly designed to be encouraging a Party Damage Bonus, but the damage output does not put much demand on this.  Damage output should be re-scaled to encourage more usage in parties.  Party Damage Bonus Radius should also be increased.

Crucio
*Finishing Hit:  The 300% damage bonus at the end of the DoT should scale up in Master Levels, so that the increase in duration sustains overtime DPS insteads of costing the applied damage.  At level 10, this should apply as a 600% hit.

Evanesco (::Underpowered)
*Effect: A simple adjustment on this skill would be to have its effect stack up to 5 times, and to make the damage reflect occur regardless of who is being attacked.  Anything more than this would probably be overpowered.
*Area Effect: Levels 1-5 currently apply as an area effect.  This skill either needs to be adjusted to fit the AoE effects in the description, to have it with an AoE that grows at ML, or even to have it with a constant AoE and have the previously mentioned "Stack 5 times" only occur as a ML effect.

Furnaculous
*Damage Rate: Damage rate on this skill -might- need to be slightly reduced, to put it on par with other skills based on how it works.

Curse Reinforce
*Damage Bonus: This skill demonstrates a very minimal change of skill damage when applied.  It may need to be adjusted to make the difference more noticeable.  The addition of an attribute for Curse Burst (see Range Bonus under Curse Burst) might also address some of this issue.

Contingency
*Effect: This skill -might- be more indicative of its melee focus if its ability to stack was replaced with increasing the DoT/Def effect based upon the Stigma Count on the target.

Land of Darkness
*Description: Change the Stigma Damage Bonus number to reflect the actual damage change.  (It seems like there is a missing 0 at the end of this, where +25% is actually +250% or something).
*Effect: This AoE should be capable of revealing stealth.  The damage applied to targets who are stealth is already minimal due to targets having no Stigma Stacks due to being invisible.

Ignition
*Multiplier Bonus: Considering the current stats, this skill should also double the hit (accuracy) resulting from such stats.  Crescentia Hit Rate is still miserable.

Latilt
*Name: The consistency of the skill name needs to be fixed for this skill.  Just finally name it Latilt already, like it is in other areas where the skill is mentioned.
*Damage Bonus: The bonus for this skill should increase the damage result, not the attack power of those hitting that enemy.

Blindness
*Damage Penalty: The penalty for this skill should decrease the damage result, not the attack power of the target.

Levicorpus
*Damage Reduction: The bonus for this skill should decrease the damage result, not the attack power of the target.

Imperio (::Underpowered)
*Slow Attack: Currently this effect only applies to basic attacks.  This effect should be changed so that the delay between skill attacks is also increased.  A 100% Imperio Effect should set the delay after using a skill to be twice as long as normal, just the same as it does for a basic attack.

Mayhem (::Underpowered)
*Effect: It -might- work to shift how this skill works from a simple silence effect applying 10-30% of the time to an effect that works 100% of the time, which causes skills (but not the basic attack of a player) to have "No Effect" on use 10-30% of the time.  This means, when this effect triggers, attacks do not render damage, healing does not increase health, and buffs/debuffs do not apply.  This effect would work on mobs as well (doing the exact same thing with their basic attacks as well as special moves), but would never work on a boss.  This also means that, if a skills is used, and Mayhem does not trigger this "No Effect", the skill applies as normal.  This would cause Mayhem to induce its namesake in battle.
*Duration: This particular effect above would possibly warrant a longer duration of effect.  Duration would be best in this case to be set at 3s per skill level (max of 9s), or something similar, since it will never fully disable skills.
Edit: I love how colorful "code" can look.

Edited by Lanie, 02 May 2014 - 12:08 PM.

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#2 magpi

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Posted 04 May 2014 - 05:56 AM

You'd covered more than i could even think of! Great job with this!! I don't really have much to suggest - - -

 

 

I have noticed with Earthworm, when mixed with another classes speed reduction skill it can completely stop the mob in its track. I do agree, reduce that.

 

 Latilt Name -  Maybe its just me, but I think the voice says 'Raaaaw... TILT!!" when casting it. Doesn't Matter to me really what its called, but consistency really needs to be fixed :)

 

Crucio -  On top of whats already mentioned, that death glitch -really- needs to be fixed during PVP. 

 

 


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#3 Lanie

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Posted 29 May 2014 - 04:26 PM

So, while a lot is being disputably considered, the one thing which has been clear is that Evanesco needs a fix (cause in it's current state, squishy Crescentia have no use for it).

However, the following amendment has been put into consideration for it:

Current:
*Applies Curse on the enemy and 1-5 nearby enemies in a 10m area (1 for levels 1-6, 5 at level 10) for 30 seconds. 2-20% Damage dealt by the target to the caster is reflected back to the attacker. This damage is reduced by all forms of damage reduction on both the attacker and defender.

Amendment:
*Applies Buff on self and 1-5 nearby allies in a 10m radius (1 for levels 1-6, 5 at level 10) for 300 seconds. 2-20% of the damage dealt to the target is reflected back, multiplied by the stigma count on the target (0 Stigma, 0% reflect). This damage is reduced by all forms of damage reduction on both the attacker and defender.

While the 0.5s Cast Time would remain, the Cooldown might be best as something greatly increased from the current 10 seconds. However, it is still disputable what would be a proper cooldown. While matching the original rate of 100s could be considered, it may not be appropriate for how this new form of the skill works. Looking for input from the community regarding all of these details.

Edited by Lanie, 29 May 2014 - 04:27 PM.

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