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Changes you would like to see on the new Class Hats


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#1 michaeleeli

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Posted 02 July 2014 - 11:21 PM

emot-siren.gifODA: THE EFFECTS ON THE HAT ARE WHAT WE RECEIVED FROM KRO, NOT FINALIZED- FURTHER TWEAKS WILL BE MADE emot-siren.gif

 

 

Really nice to see someone putting up guides already - andybrownma also included a building list of the new hats provided from other players: http://forums.warppo...-mini-guide-72/

 

What would you like to see on changes of the 2nd and 3rd batch of hats? The 1st batch were the Wanderer/AB/Warlock/Sorc hats, which were kinda fairly nice. However, the 2nd and 3rd batch of hats were not finalized by Inu, thus those hats were not fully revised by an experience team. I personally think the 2nd and 3rd batch were poorly designed - some are to the point it's barely use-able (there's even a case where it CANNOT be used by its class). Hopefully we get constructive opinions on what could be changed and submit it to them!

 

Keep in mind these hats were designed to boost the class's non-traditional leveling style. It's our job to push these hats in place for their purpose, so it may provide some alternate fun, thus please refrain from any discussion trying to heighten a class's main leveling style (such as Arrow Storm) because these hats will not do so.

 

As you can see in this discussion, many 2nd and 3rd batch hats were already discussed and many balanced ideas were setting solid - but not implemented. Do you agree with them?: http://forums.warppo...view-preview-3/

 

Original proposed plan by Inu:

https://docs.google....y_TWjfBDjjY/pub

Note: There are accessories that go with each hat, although we have no idea if they will be implemented or not.

Note: 1st batch came out as planned, 2nd batch was finalized and 3rd batch was under review. With the release of the 2nd and 3rd batch of hats, the proposed plans were not implemented.

 

I think the general census is that we want the hats stick to Inu's original spreadsheet (but still have tweaks mostly on 3rd batch since it was not finalized, and a few other hats). The blue text below is a really brief summary of how Inu's thread went (so you don't have to read through 50 pages); will add more opinions that are submitted here.

 

 

1st Batch Class Hats:

 

Magician Night Cap [1]

 

Adds 50% more damage to all bolts.

MDEF +10

If upgraded to +7 or higher, increases Spell Fist damage by 25%

If upgraded to +9 or higher, ASPD +5

 

Defense: 25

Required Level: 100

Job: Sorcerer

 

Top changes:

1) None! Really nice, all agreed?

 

Other proposed changes:

 

 

Ordinary Black Magician Hat [1]

 

Increases Crimson Rock, Jack Frost, Earth Strain, and Chain Lightning damage by 5%

Magical attacks bypass the defense of normal monsters by 10%

Each upgrade increases magic defense bypass by an additional 2%

If upgraded to +7 or higher, increases Crimson Rock, Jack Frost, Earth Strain, and Chain Lightning damage by an additional 5%

If upgraded to +9 or higher, increases MATK by 5%

 

Defense: 25

Required Level: 100

Job: Warlock

 

Top changes:

1) None! Can't really go anywhere besides this (if people are wondering about warlock's ghost damage spells - there will be buffs for it in the future)

 

Other proposed changes:

 

 

Night Sparrow Hat [1]

 

Reduces fixed casting time of all skills by 5% for each level of Voice Lessons learned

If upgraded to +7 or higher, increases Severe Rainstorm damage by 25%

If upgraded to +9 or higher, reduces the SP cost of Severe Rainstorm by 50%

 

Defense: 15

Required Level: 100

Job: Wanderer

 

Top changes:

1) No need fixed cast time reduction

2) Buff other skills such as Reverberation and Metallic Sound - the definition of its non-traditional leveling method!

 

Other proposed changes:

1) Severe Rainstorm is mainstream, remove the buff

 

 

Shrine Maiden Hat [1]

 

Increases the damage of Magnus Exorcismus by 30%.

Increases the damage of Magnus Exorcismus by an additional 5% for every 2 refines on the headgear.

If upgraded to +7, there is a 5% chance of autocasting the learned level of heal when taking physical or magical damage.

If upgraded to +9, reduces Magnus Exorcismus fixed cast time by 0.5 second.

 

Defense: 35

Required Level: 100

Job: Arch Bishop

 

Top changes:

 

Other proposed changes:

1) ME buff is nice, but some people want buff for auto-attack priests

2) Add a Lv1 ME autocast with auto-attack? (hah)

 

 

2nd & 3rd Batch Class Hats:

 

Autumn Headband [1]

 

Decrease SP consumption of Wind Walk by 20

Increase ranged damage by 5%

If upgraded to +7 or higher, increase ATK by 2 for every 5 base INT

If upgraded to +9 or higher, increase Arrow Storm damage by 2% for every 10 Base Levels (Up to +30%)

 

Defense: 10

Required Level: 100

Job: Ranger

 

Top changes:

1) Should NOT be an Arrow Storm Hat! At least change it to Trap Build - Inu's proposal was very nice

 

Other proposed changes:

1) Add a tiny HP leech to sustain health, just like how you can wear RWH for AS

 

 

Very Normal Hat [1] (Before was Inconspicuous Hat [1])

 

MATK +7%

If upgraded to +7 or higher, increases MATK by 2 per base INT 5.

If upgraded to +9 or higher, increases MATK by 5%.

 

Defense: 10

Required Level: 100

Job: Shadow Chaser

 

Top Changes:

1) Should base MATK by AGI/Skill Level instead of INT/Upgrade Level, or up the MATK amount

2) Should be more related to attack speed; Inu's proposal of +2 ASPD was the main point of this hat

3) Need to do more with Shadow Spell/Invisibility!

 

Other proposed changes:

1) Buff tri-shot damage as it's also a non-traditional leveling method

 

 

Harvester Hat [1]

 

Adds a chance to drop Blood Sucker Seed and Explosive Mushroom Spore when killing monsters (1%)

If upgraded to +7 or higher, adds a small chance to drop Thorn Seed when killing monsters (0.5%)

If upgraded to +9 or higher, increases the damage done by Cart Cannon skill by 15%.

 

Defense: 10

Required Level: 100

Job: Geneticist

 

Top Changes:

1) Although it's nice to see a good CC buff, CC is the main way to level with Geneticists

2) Rumored that the 15% buff isn't even working properly

 

Other proposed changes:

1) Perhaps buff Demonic Fire, Crazy Vines, Spore Explosion and such?

 

 

Ascendant Crown [1]

 

ATK +30, MATK +30

HIT, FLEE, CRIT, MDEF +10

Perfect Dodge +2

ASPD +2

Variable Cast Time -20%

Reduce 5% damage from Neutral Property

If upgraded to +7 or higher, MHP +1000, MSP +100

If upgraded to +9 or higher, all stats +5

 

Defense: 20

Required Level: 100

Job: Shadow Super Novice

 

Top Changes:

1) More stat bonuses and survivability won't hurt

 

Other proposed changes:

1) Revert to Inu's proposed build, better for higher level super novices

 

 

 

Dead Man Bandana [1]

 

Increases CRI +2 per refine

Reduce fixed cast time by 2%

When being physically attacked, has a 1% chance to autocast highest level learned Eswoo on the wearer (1%)

If upgraded to +7 or higher, MATK +20, increases casting rate of Eswoo (3%)

If upgraded to +9 or higher, reduce variable cast time by 20%, and SP consumption of Estun and Esma is reduced by 5.

 

Defense: 15

Required Level: 100

Job: Magician Class, Soul Linker

 

Top Changes:

1) Lower required level to 99 (in fact for all the hats) so Soul Linker may actually wear this hat

2) Why Eswoo!? Although since soul linkers nowadays don't really go Esma builds, this is a possibility to go with

3) Follow Inu's outline where it gives high ASPD, ATK, and CRIT, and possibly add auto-cast of Esma and other skills (Inu's one needs revising too)

 

Other proposed changes:

 

 

Lyrica Hat [1]

 

Increase damage of Severe Rainstorm by 15%

If upgraded to +7 or higher, reduce fixed cast time by -4% per Voice Lesson level learned

If upgraded to +9 or higher, reduce the SP cost of Severe Rainstorm by 10

 

Defense: 10

Required Level: 100

Job: Maestro

 

Top Changes:

1) Don't need fix casting time reduction! Give us something else!

 

Other proposed changes:

1) Inu's outline was nice, remove fixed cast time reduction and gain stats instead?

 

 

Divine Guard Hat [1]

 

Reduce the damage received by small, medium, and large monsters by 5%

If upgraded to +7 or higher, when physically attacked, has 1% to active Heal Lv5 on yourself (or highest level learned Heal)

If upgraded to +9 or higher, increase Genesis Ray damage by 20%

 

Defense: 10

Required Level: 100

Job: Royal Guard

 

Top Changes:

1) No!!! Genesis Ray!?!?

2) Revert to Inu's proposed plan, more reductions

 

Other proposed changes:

 

 

'Focus Beret [1] (Yes it has a ' on the side, probably typo in-game)

 

When Dragon Combo is used, autocast Fallen Empire Lv1 (or highest level learned) at ~10% (Submitted by Zayaan)

If upgraded to +7 or higher, when physically attacking, has a 3% chance to +2 ASPD for 5 seconds

If upgraded to +9 or higher, increase Fallen Empire damage by 30%

 

Defense: 10

Required Level: 100

Job: Sura

 

Top Changes:

1) Fix the combo bug!

 

Other proposed changes:

 

 

Sea Captain Hat [1]

 

Axe Tornado and Axe Boomerange damage increase by 20%

If upgraded to +7 or higher, increase damage of Axe Tornado by 1% for every level of Weaponry Research learned

If upgraded to +9 or higher, increase damage of Axe Tornado by 1% for every level of Axe Mastery learned

 

Defense: 20

Required Level: 100

Job: Mechanic

 

Top Changes:

 

Other proposed changes:

 

 

Black Ribbon [1]

 

Increase Sonic Wave and Wind Cutter damage by 50%

If upgraded to +7 or higher, add ATK +2 per base 5 AGI

If upgraded to +9 or higher, increases the damage of Ignition Break by 30%

 

Defense: 10

Required Level: 100

Job: Rune Knight

 

Top Changes:

 

Other proposed changes:

 

 

Oni Horns [1]

 

Increase the damage of Counter Slash by 10% for each level of Weapon Blocking learned

If upgraded to +7 or higher, ATK +20, HIT +5

If upgraded to +9 or higher, when physically attacking, autocast Cross Impact Lv1 with a 1% chance

 

Defense: 10

Required Level: 100

Job: Guillotine Cross

 

Top Changes:

 

Other proposed changes:

 

 

 

 

 

Nice Things about these hats:

-1st Batch Hats were designed nicely (except for the Wanderer hat)

-Harvester Hat got buffed from +10% Cart Cannon damage to +15%. With the future accessory, it can be bumped up to +25%, but it's probably not a non-traditional leveling method

-Ascendant Crown is easier for lower level super novices to use; although the old build would benefit maxed super novices better

-Black Ribbon got really, really buffed - I don't understand the inconsistency with other hats! But again, would you consider IB a non-traditional leveling method?

 

 

 
 
 
Please post constructive opinions of these hats! I highly recommend you go through Inu's thread before posting here: http://forums.warppo...view-preview-3/

Edited by michaeleeli, 08 July 2014 - 02:47 AM.

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#2 fuyukikun

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Posted 02 July 2014 - 11:36 PM

I DEMAND A CHANGE ON RANGER HAT TO BE APPLIED TO ITS PREVIOUS EFFECT AS INUBASHIRI PROPOSED!!!

http://forums.warppo...ve-for-trapper/


Edited by fuyukikun, 02 July 2014 - 11:37 PM.

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#3 AlmrOfAtlas

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Posted 02 July 2014 - 11:44 PM

Dat useless Combo Sura hat.

 

You're still not going to be seeing any competitive Combo Suras.


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#4 Deluhi

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Posted 02 July 2014 - 11:47 PM

A battle version of the Shrine Maiden Hat, since I'm a Battle Arch Bishop!

 

What am I going to do with this -_-sucker of a hat that increases ME damage?

 

A battle version could look something like this:

 

- Defense: 30

- ATK +20, Flee +20, Hit +20

- If upgraded to +7 additional ATK +10, Flee +10, Hit +10

- If upgraded to +9 ASPD +1

- Slot: 1

 

We need some love too!

 


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#5 Omegatroid

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Posted 03 July 2014 - 12:21 AM

The GX hat, its not even a lvling method, it seems to be a pvp hat, I wouldn't mind crit% and or aspd on it instead, as long as it doesn't add damage to rolling cutter.
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#6 belld1711

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Posted 03 July 2014 - 12:53 AM

Third classes start at 99. So I think (for the benefit of soul linkers) that the level requirement be removed from all hats except Super Novice. And even then, I think it should be reduced a little. I mean, my SN has the Angelic set. The entire set is level 50 (the highest level req for one of the set items to be able to complete the set), and you have to over-upgrade the hat to a minimum of +7 just to get what I believe SN's should already have:

 

Lose:

SP recovery +3%

Auto-cast lvl 1 Assumptio when attacked.

.

Gain:

ATK +30

MATK +30

HIT, FLEE, CRIT, MDEF +10

P Dodge +2

ASDP +2

Variable cast time -20%

Neutral resist +5%

Max HP+100.

 

Yeah, your gaining a bit more with the hat than the completed Angelic set, but SN's don't really have as much gear that they can wear like a regular class. So I think this is something SNs have been in need of for a while now. So IMO, just making the SN's hat req lvl 50, and N/A for the rest is good.

 

For the Autumn Headband, just replace the words "Arrow Storm" with the words "All trap skills" is good.

 

For the Divine Guard hat, change the +7 benefit with "When +7, adds 20% damage to shield reflect skill" or a reduction in SP cost. That's an obsolete build, right? And unless you have a LOT of SP (Not really viable with a Sac build, I believe) the heal lvl 5 is still about worthless, especially when you have so much HP, how little your healed for, and who knows if it'll proc when your taking damage for someone else...

 

 


Edited by belld1711, 03 July 2014 - 01:04 AM.

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#7 Riakuta

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Posted 03 July 2014 - 01:37 AM

I absolutely love the Ascendant Crown [1], but the Autumn Headband [1] just further secures Ranger's place as the top of PVM. The Harvester Hat [1] is awesome for leveling with a Genetic as well as MVPing if you can manage to raise it to +9.

 


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#8 Irreparable

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Posted 03 July 2014 - 02:00 AM

I have to say I like the original concept of the SN hat way more than what they did with it :<


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#9 NihonHikikomoriK

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Posted 03 July 2014 - 02:48 AM

Arrow Storm and Cart Cannon buff..wat


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#10 digz

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Posted 03 July 2014 - 04:27 AM

Bring back the original SN hat effect ^^v peace jk..

Oh well better than nothing xD. More power for Sunos!

Edited by digz, 03 July 2014 - 04:29 AM.

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#11 Kadelia

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Posted 03 July 2014 - 05:39 AM

My greivances with this  hat chain
 

WEAKEST CLASSES GOT WEAKEST HATS (HI2U WANDERER)

STRONGEST CLASSES/SKILLS GOT STRONGEST HATS (WTF BUFFING ARROW STORM AND CART CANNON ARE YOU SMOKING HAJEJEBEBAA??)

 

WHAT THE DBHUG($(Y)$U*)&^$I(_&&+O$%#


Edited by Jaye, 03 July 2014 - 05:40 AM.

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#12 SSkeith

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Posted 03 July 2014 - 05:57 AM

Divine Guard Helm +7 and +9 effect just look like rubbish to me. 10% proc rate lvl5 heal will just make RG eat up all his sp faster and provide good-for-nothing hp recover in return. Spamming int to increase the matk for the increase heal or Genesis Ray damage is just not an option for RG, the condition need to use the GR is just too harsh, gathering 3x banding guard(who did it?) or pay high cost inspiration for a couple spams is just too stupid in my eyes. And now giving us such a stupid hat effect is almost equal to help nothing to RG class. The post-balance patch and RG build limited by skill tree and points leave RG got no choice and become a support class in other to stay competitive compare to other classes. revamp the skills for easy access to GR please

 

I would more prefer to see the Divine Guard Hat effect change to:

clean

 5% small,medium,large reduction

 

+7   

10% small,medium,high reduction

 

+9

15% small,medium,high reduction

 

My greivances with this  hat chain
 

WEAKEST CLASSES GOT WEAKEST HATS (HI2U WANDERER)

STRONGEST CLASSES/SKILLS GOT STRONGEST HATS (WTF BUFFING ARROW STORM AND CART CANNON ARE YOU SMOKING HAJEJEBEBAA??)

 

WHAT THE DBHUG($(Y)$U*)&^$I(_&&+O$%#

yeah, gravity got no love to the class they don't like, we're destined to get bullied by other OP classes  :p_cry:


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#13 Kadelia

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Posted 03 July 2014 - 06:02 AM

Divine Guard Helm +7 and +9 effect just look like rubbish to me. 10% proc rate lvl5 heal will just make RG eat up all his sp faster and provide good-for-nothing hp recover in return.

 

Actually autocasted skills don't use SP and 10% rate of proc is incredibly OP for immortal tanking....


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#14 Zayaan

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Posted 03 July 2014 - 06:03 AM

Description of sura hat led me to believe the autocast was 100%. It's ~10% and doesn't properly execute the combo when it does proc.
 

 

The GX hat, its not even a lvling method

 

 


Edited by Zayaan, 03 July 2014 - 06:08 AM.

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#15 SSkeith

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Posted 03 July 2014 - 06:59 AM

Read through the inubashiri project and found this:

Each headgear targets or attempts to target a niche build that is not of the mainstream

by looking at the purpose of this new hats project, the effects offer by Divine Guard Hat actually is not bad but still it didn't solve the actual problem why RGs abandon GR build.

 

1. Go to inspiration : eat exp and lots skill points yet the GR is un-spammable due to cool down of inspiration

2. Banding : never meet one RG with banding for my entire RO life

 

I think the hat just fail to serve its purpose.

 

 

Actually autocasted skills don't use SP and 10% rate of proc is incredibly OP for immortal tanking....

I see, thanks for pointing out that. Between I heard the proc rate actually only 1% 

 

source: http://www.divine-pr...e/item/5900/iRO


Edited by SSkeith, 03 July 2014 - 07:35 AM.

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#16 DonatoX

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Posted 03 July 2014 - 06:59 AM

How about AB's hat?  nothing for AB?


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#17 paranoid

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Posted 03 July 2014 - 07:38 AM

^ Shrine maiden hat, boosts ME damage. Not a new hat though.

 

Changes I'd like to see:

 

Sura: It should help making Lightning ride builds viable again through either a cast time reduction or damage buff.

SC: Aspd increase instead of Matk. Or aspd and Matk.

RG: Buff Grand cross.

 

 


Edited by paranoid, 03 July 2014 - 07:52 AM.

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#18 Omegatroid

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Posted 03 July 2014 - 07:42 AM

Description of sura hat led me to believe the autocast was 100%. It's ~10% and doesn't properly execute the combo when it does proc.
 
 
 


Oh, forgot its an aoe, nvrm, great hat then.
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#19 Havenn

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Posted 03 July 2014 - 07:52 AM

Why buff AS...? 

 

CC buff is nothing at 15%, its prob too close to EMH and won't help your bomb at all. I like the drops from it though.


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#20 Facekiller

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Posted 03 July 2014 - 08:00 AM

every class got a hat (crappy effects or not) EXCEPT ninja and gunslingers and TKM... wtf is up with that? if we are lucky we get a crappy costume as a consolation prize for completing the quest... there are more ninja and gunslingers than there are super novices... it sucks we got forgotten AGAIN...


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#21 AmonRA

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Posted 03 July 2014 - 08:01 AM

Description of sura hat led me to believe the autocast was 100%. It's ~10% and doesn't properly execute the combo when it does proc.
 

 

 

 

hmmm is hard for me use back slide, but looks like OP build, and right now in iRO have better gears and so many enchants for every gear, so i try next week this build with my GX 135, anyway Nid garment is very cheap now and foods low price.


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#22 Damara

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Posted 03 July 2014 - 08:07 AM

My face stuck in a grimace and has been that way since I learned the ranger hat buffs AS. Who decided to go that route, SCOTUS?


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#23 Ralis

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Posted 03 July 2014 - 08:10 AM

Quoth the Oda:

 

"We put them in as we received from kRO, of course we can and will tweak them."


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#24 Damara

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Posted 03 July 2014 - 08:18 AM

Thank you, Ralis. That comment is a shimmering beacon in a dark and stormy sea of AS damage spam.


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#25 kasshin

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Posted 03 July 2014 - 08:36 AM

We should make the ranger hat at least just buff Aimed Bolt or something instead of Arrow Storm, if we can't get the traps... :heh:
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