This is discussing the preview 2 and preview 3 headgears that we recently implemented as rewards from the Fourth of July quest. As mentioned in the notes, the headgear effects were significantly different than how they were proposed and many players are concerned about balance issues introduced by the new gears as received from kRO.
The original intent of the headgears was to give a boost to less common builds but some effects are not possible in the game without extensive development time. Some effects were tried but would not work, so the kRO team developed alterate effects. In several cases these are very different from the originally proposed effects so I am opening this thread for suggestions on modifications that can be tried to bring these closer to the spirit of the project.
I will be posting the feedback from kRO on the reasoning why certain effects would not work or were requested to be changed. Please understand that some effects are not possible in the game. We are looking for alternative suggestions in those cases.
Round 2 we are going to look at some of the headgears who had effects changed quite a bit.
HARVESTER HAT Geneticist
If upgraded to +7 or higher, adds a small chance to drop Thorn Seed and Mandragora Flowerpot when killing monsters. (0.5%)
If upgraded to +9 or higher, increases the damage done by Cart Cannon skill by 10%.
The main change was the modification of the cart cannon damage. At this time, the bonus does not appear to be affecting the damage of the skill properly.
DIVINE GUARD HAT Royal Guard
Original Proposed Effects:
Increases damage received from all sources by 5% (-1% per upgrade level)
If upgraded to +7, adds 10% chance to autocast Heal level 5, or wearer’s highest learned level when receiving physical damage.
If upgraded to +9, increases damage done by Grand Cross by 5% for every 5 base INT.
Dev comments: They wanted the damage to be boosted on a third class skill, since most of the other hats boosted third class skills. They also believe that the autocast heal would be triggering too often.
VERY NORMAL HAT Shadow Chaser
Increases magic attack by 10%
Increases MATK by 10% if wearer’s base INT is 120.
If upgraded to +7 or higher, increases ASPD by 2.
If upgraded to +9 or higher, increases MATK by additional 10%
Dev comments: They said that the magic attack rate is too high, and Shadow Chaser is able to get to ASPD 193 more easily than other jobs. Also they commented that giving magic and attack speed buffs would be perhaps too big a boost when using auto-proc on attack spell weapons
Each headgear targets or attempts to target a niche build that is not of the mainstream (if possible, not all will come out like this).
I would like to re-iterate the point of these are for PvM and not for PvP or WoE so don't even try to suggest otherwise as it will be ignored.