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Stagnation / defending too strong


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#26 Shinyusuke

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Posted 04 September 2014 - 02:10 AM

reason to not even try to go woe if you are a new player and don't have a lot of money:

+20 refining .........................needed               KP needed

+25-30 blue seedrunes .......needed               

+10 green seed runes .........needed

3s costumes ........................needed               KP needed

3s accessories ....................needed               KP needed

+10 runes ................ ...........needed               KP needed

at last 3 stars gears ............needed               VIP (heavily reccomended)

a good honing  ....................needed               KP needed

a good set of card................needed

 

Optional but reccomended

An epic set of cards.......................................KP needed

+10 runes in every slot..................................KP needed

3s costumes with stats...................................KP needed

and so on

 

now say me again that the lag, bugs and the too buffed guardians are the woe problems.


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#27 9632130515120055620

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Posted 04 September 2014 - 04:05 AM

Except you can do all that with good old fashioned zeny farming and buying what you need for AH. Sure someone bought it in the first place because they wanted zeny, but it doesn't have to be you. It's also pretty amusing that ppl complain about seeds but it's the only non P2W thing in your list. Also costumes make the smallest difference ever in stats barring the seasonal effect and the OP Iron Cane is free for people to farm and get. Same with +10 runes, +8s are rather cheap and +10s are just for perfectionists.

 

And if you do walk in to WoE and get handled by a guild who has been doing it for a long time, it wasn't necessarily their character strengths that did it. WoE is very rarely about 1v1 situations, rather people working as a group to single out targets and just chain stun the crap out of them -- aint no OP runes or +20 armors gonna save you from that.

 

Anyway CLS runes are even more "broken" than seeds. In fact the best PvP setups for most classes right now still involve T2 gear simply because of them. Most classes can reach the def cap  with 3-4 pieces of +20 armor so there is room to use two armor slots for these broken runes. Priests with def runes are very powerful and their T2 armor actually bgives them vit. Same goes for sin where T2 armor actually gives them vigor. If you thought power 40 was bad on a sin, if ignatius has CLS runes people will have a overall power 70% across their gears.


Edited by 9632130515120055620, 04 September 2014 - 04:12 AM.

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#28 deathdelete

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Posted 04 September 2014 - 04:24 AM

Except you can do all that with good old fashioned zeny farming and buying what you need for AH. Sure someone bought it in the first place because they wanted zeny, but it doesn't have to be you. It's also pretty amusing that ppl complain about seeds but it's the only non P2W thing in your list. Also costumes make the smallest difference ever in stats barring the seasonal effect and the OP Iron Cane is free for people to farm and get. Same with +10 runes, +8s are rather cheap and +10s are just for perfectionists.

And if you do walk in to WoE and get handled by a guild who has been doing it for a long time, it wasn't necessarily their character strengths that did it. WoE is very rarely about 1v1 situations, rather people working as a group to single out targets and just chain stun the crap out of them -- aint no OP runes or +20 armors gonna save you from that.

Anyway CLS runes are even more "broken" than seeds. In fact the best PvP setups for most classes right now still involve T2 gear simply because of them. Most classes can reach the def cap with 3-4 pieces of +20 armor so there is room to use two armor slots for these broken runes. Priests with def runes are very powerful and their T2 armor actually bgives them vit. Same goes for sin where T2 armor actually gives them vigor. If you thought power 40 was bad on a sin, if ignatius has CLS runes people will have a overall power 70% across their gears.


I would imagine it won't even be necessary to use def runes if you +20 the gear you will probly be close to def cap, so everyone will probly just have to stack atk runes and oneshot everything in life
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#29 jdmtouch

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Posted 04 September 2014 - 06:40 AM

roll back to LoS pls


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#30 TifaValentine

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Posted 04 September 2014 - 07:26 AM

WTB= reroll to LoTS please :T

 

And Shinyusuke, actually.... while in part its true that a lot of those things seem to be a common "requirement" nowadays for WoE  (altho gearing up the best possible has always been a goal in most mmos), it wouldnt be so necessary if this game were actually BALANCED for real and not based on p2w or Oneshot pvp. If classes weren't so extremely unbalanced, if we didnt have the huge unreasonable lag/fps issues, stupid weird map bugs, abusable bugs, and plenty other issues we all know.... I'm quite sure you'd be surprised how good and fun WoE can actually be.

 

I said it before: not even cheaters would be a problem so big, if the gamewere actually well optimized and fixed. I've beaten obvious hackers and cheaters in pvp in other mmo before, it is possible. But its NOT possible to do when the game itself is against you and benefits them. This is RO2's current case, sadly. And it's not just cheaters. It's the overall disaster the game is at the moment. I can assure you even small guilds would make quite a dent on bigger ones, if only the game wasn't SO broken as is now.


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#31 4458130508113924833

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Posted 04 September 2014 - 10:39 AM

I would imagine it won't even be necessary to use def runes if you +20 the gear you will probly be close to def cap, so everyone will probly just have to stack atk runes and oneshot everything in life


No amount of defense will save you from 3 dots stacked on you or a Rage Strike critical.


On the other hand, 40% damage reduction just might.


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#32 deathdelete

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Posted 04 September 2014 - 10:40 AM

Roll back to Los please
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#33 Sestuplo

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Posted 04 September 2014 - 05:24 PM

I would imagine it won't even be necessary to use def runes if you +20 the gear you will probly be close to def cap, so everyone will probly just have to stack atk runes and oneshot everything in life

 

Defense != PVP Damage Reduction


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#34 deathdelete

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Posted 04 September 2014 - 09:42 PM

Well no matter how you look at it, it really doesn't matter 70% damage reduction from full def runes on gear, okay cool, 70% damage increase to dots and rage strike from full atk pwr runes in gear...... same effect as seed runes, just now instead of the p2w/high seed rune players oneshoting, everyone is oneshoting everything in their way, a sin or rogue with 70% damage increase from atk pwr runes....... yeah, great idea

Edited by deathdelete, 05 September 2014 - 04:30 AM.

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#35 jdmtouch

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Posted 05 September 2014 - 07:44 AM

better impllement colo stats in woe map then and disable seed effects too.


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#36 deathdelete

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Posted 05 September 2014 - 07:47 AM

That would at least make everyone compete equally
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#37 jhay1825

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Posted 05 September 2014 - 07:55 AM

Colo 24/7 ..@_@
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#38 TifaValentine

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Posted 05 September 2014 - 08:51 AM

Colo 24/7 ..@_@

 

Get that big shiny sword ready for 24/7 action, Jhay!


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#39 Greven79

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Posted 17 September 2014 - 09:35 AM

roll back to LoS pls

 
Lol. I've suggested a complete roll-back more than half a year ago, I would even be a bit more specific and state: "Revert to pre-pet, pre-socketed costumes LotS". And I had a lot of discussions with the VCRs, fanboys and other players about how many things got worse, not better.
 
Makes me wonder why it takes some buffed guardians to see some similar suggestions.
 

reason to not even try to go woe if you are a new player and don't have a lot of money:

+20 refining .........................needed               KP needed
+25-30 blue seedrunes .......needed               
+10 green seed runes .........needed
3s costumes ........................needed               KP needed
3s accessories ....................needed               KP needed
+10 runes ................ ...........needed               KP needed
at last 3 stars gears ............needed               VIP (heavily reccomended)
a good honing  ....................needed               KP needed
a good set of card................needed
 
Optional but reccomended
An epic set of cards.......................................KP needed
+10 runes in every slot..................................KP needed
3s costumes with stats...................................KP needed
and so on

 

Enhanced normal runes (+10 runes) are quite ok as they only affect a single stat. Socketed costumes might be an issue, but the current +10 maximum is irrelevant to bonuses granted by other means. I would remove them rune and give the player more statpoints or to push the buff food / potions instead.
 
Most Himmelmez gear parts offer ~200pts to a primary stat (twice as much for the weapon).
 
Blue seed runes grant a higher stat bonus, but in case of STR, that still wouldn't result in more than +0.4% more damage per rune. These seeds aren't such an issue, but I would still remove all of them because they contradict the rule of being level-dependant. A +50% rune would therefore stay valid forever, no matter how much the game progresses.
 
Red seeds are a more problematic, mostly due to the broken Vigor formula. Fix that one or remove vigor and players would lose interest on red seeds. I would start and change the allocation of which stats get boosted. Even before AoV was introduced, I recommended the following options:
 
Set 1: Dodge + Critical + Haste (+ Cast Speed)
Set 2: Hit + Parry +  Vigor
 
In this way, the runes would better oppose each other: "speed vs. expertise":
Hit vs. dodge, parry  vs. crit and cast speed vs. vigor.
 
Green seeds on contrast are definitely inbalanced and have to be removed. A power rune is more important than a good red or blue one. And all of them bypass the stat system. F.e. an armor rune is better than additional defense as it doesn't get scaled down the higher your defense already is.
 
A shock rune is broken with high-frequency attacks and/or AoEs like Brandish Storm, Arrow Shower, etc. and could perma-stun in PvP (Brandish Storm = 10 chances to trigger a 10% Shock rune.
 
Final note on seed runes:
Most of them are especially broken because Gravity / WarpPortal was greedy and implemented rune-removers (and therefore made them tradeable). And if the gear tokens would be bound as well, those runes would e much more balanced.
 
Only Epic cards or are a real issue, because they can offer you vigor, armor penetration and a percentual damage bonus... and then try to you enhance a full set of Osiris cards to +10.
Get rid of these benefits and cards aren't an issue anymore.
 
I would prefer cards over any other form of stat bonus commented here (runes, seed runes, set bonuses, hones) to keep a reference to RO1, but I would overhaul the system completely.
 
Beside seeds and cards, honing is another broken thing. Although it gives gear tokens variable/random stats, but the numbers are an issue. IMO, lower values might be ok.
 
However the worst part is the new refinement system. Sometimes I wish I could slap that manager / developer who created this. A system that can increase the base value by more than 100% is just ridiculous. So we're not just talking about a 20% power rune here. That's a hard p2w limit unless you're lucky and WP runs an event again. But anyone who misses that... good luck with buying overprized powders / infinium instead. WP guys, instead of starting these events, simply FIX IT. It would be even better to replace the refinement by green seed runes (+1% damage per refinement level), specific hones, etc.
 
And I still wait for an answer, why there has to be a refinement system at all, IF everyone runs around with a +20 weapon and these weapons are a hard requirement for most of the content ingame lately?
 
But to sum it up: Refinement is a strict requirement no matter if we're talking about WoE or other things. Slightly less important are green seeds and a good honing, but the rest is purely optional.

 

There are still unmentioned things. F.e. the absense and the effect of elementals to amplify the damage... and of course the general "effectiveness" of players. If an opponent can kill you within a blink of an eye, there's no much strategy involved and all the discussion about whether a player has a +35% rune or a +50% one gets almost insignificant.

 

So it would be advisable to give that the highest priority .

 

now say me again that the lag, bugs and the too buffed guardians are the woe problems.

 

Since most players in WoE will have +20 gear, at least mediocre seeds & hones, the mentioned issues ARE really severe. If you can't kill the guardians efficiently with these powerful gear, how would you perform with lesser gear?

 

And if most classes can kill you within 3~5 seconds, how much worth is it to play WoE if you have a 3+ second server lag regularly, especially in larger group fights?

 

You see, it's more than just the stats. But still, some players can't stop to polish their ego here:

 

i get no fps issues in woe so l0l0l0l

So much QQ NOOB

LOL QQ cuz you can't take enemy's fort !

 

Professional players => qualified replies.

 

In fact, most of the original suggestions aren't that bad and don't even affect the PvP situation.

 

"Once again with the new guardian and emp changes, it's proving that defending has oh-so-many advantages over offense."

 

Assuming both sides can bring the same number of players to WoE, all with maxed out gear and with the same player "skills", it's still a castle siege not a pure PvP scenario. That's quite an easy analysis. So where's the "noob" or "QQing" part here? He then get's into more detail, comparing PvP damage vs. NPC damage, talks about choke points, etc. Everything is well done to build up a legimite chain of thoughts that leads to his suggestions. There are no words about being frustrated or that guild X can't do what guild Y does.

 

  • Tone down the guardians in both health and damage, or even better just remove them.

Lol People wanted WoE npcs/buildings buffed up. Now we realize devs went out of hand with it and its too much xD

 

The question would be which sort of player asked for that buff? How significant should the changes have been? Did the original request contain other changes that would have formed a package? Was the change accepted by those who requested it? 

 

But beside all that, it's still about three seperate changes: gates, guardians, empellium... and the original post is only about the guardians.

 

A simple questions would be, why there aren't any attacking "guardians" as well? Why are the guardians placed there in advance and don't have to be (temporarily) summoned or controlled? And more generally spoken - like in the original post - does WoE need any PvE elements?

 

  • Bring back base buffs to super-charge a guild for a push on a fort/the castle and actually give them an advantage.

Why would you bring back base buffs, so a sin can one shot people even more?

 

There is no real comment about how the bonus would have look like.Instead, he is talking explicitely about an advantage for the attacking side. I guess that's also meant to balance out the advantages of the defending side. A speed bonus, vigor bonus, HP or damage reduction bonus would also fulfill that criteria and wouldn't make it easier to one-shot players in WoE.

 

  • Open up more access points to the (east and west) fort so defense groups have to plan and spread their forces while offense groups can try pushing in different methods.

Generally spoken about having a "variety" in strategy. Although many see themself as strategic WoE experts, it's strange that noone commented that one. Maybe there is no other known strategy than to push by numbers... No comments about how Siege Weapons could be used to "lure" defenders out on the field just by giving some of them a higher range (and a minimum range) that would eventually destroy a fort easily if left unchecked. No words about the possibilities to include back-doors // situational entrances, etc.

 

IMO the forts are too small no matter what to justify multiple main entrances. Then, the "fight" would be directly clustered around the  Empellium. So IMO there are two other promising options: Either force the defenders out of the choke point or introduce situational balance shifting events. See Jehoon's "stunning" "polymorph" towers, a siege weapon lock-down or a switching guardian alignment would do the trick. A short window of opportunity that would force a unique reaction and that would alter the gameplay might suffice.

 

  • Mortar silence should not last as long as it does / there should be a limit to how many mortars a guild can place.

No comments on that part either.... strange, isn't it.

 

The mortars share the same issues as stun effects: Given enough activations per time, there is no real way to prevent a permanental outcome. And that issue gets amplyfied if it affects multiple targets (AoE). A few Priests f.e. could also easily perma-stun a whole group of targets. A group of 3~4 Crecentias casting the sleep debuff in a well timed sequence (given a certain amount of vigor) could lock down up to 10 targets indefinitely.

 

An easy way of course is to ensure that you won't get affected in the first place. And there are several ways to do that, including a temporary immunity towards silence, making the effect "dodgeable" by adding a hint where it will hit next, etc. or simply introducing an option to destroy the mortars before they can stun you (f.e. by weapons with a higher range, a temporary "lockdown", etc.)

 

There are also a few ways to reduce the impact of the mortars. Restricting the number of mortars per guild might be a way, but players would bypass that via "fake" guilds & alliances. So we need other ways is to limit the number of activations within a certain period.  Reducing the attack speed of mortars, the duration of the silence effect, as well as lowering the chances that the silence effect triggers are all viable options. You could reduce the area of effect, etc. etc.

___________

 

But first, the developers have to decide how WoE should lbe played. If it should be a siege, then the game has to prevent that too many players join the defending side. Otherwise the game is decided before it started. One way would be to enforce that every guild only opposes the castle holder and are neutral against the rest. Then of course, the defender ought to get bonuses to ensure that they aren't crushed easily either.

 

If it ought to be a free-for-all multiplayer battle (like in Game of Thrones board game (or risk)), then there is no reason to buff one specific side only.


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#40 deathdelete

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Posted 17 September 2014 - 10:45 AM

Lol this dude may write paragraphs to explain but he has very good ideas, anyway to answer a few questions the idea to rollback to pre-aov isn't something just you have said, many players have said it but let's be honest the dev's would never entertain the idea. Myself and many others have said rollback to bapho h and pve h before the game was ridiculously broken. A lot of your ideas on how to change woe are correct but again it's all things that have been said on more....."closed" channels and nothing has ever been done with it, so more or less the idea that we can come up with legitimate balancing for woe is irrelevant.
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#41 TifaValentine

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Posted 17 September 2014 - 01:29 PM

To clarify, my comment was aimed to Shadowslash alone, and because i know him (former guildie) and I know what he meant when he originally posted this. And yes, people in general (lets say, the population who used to WoE, because now theres almost noone doing it) had asked for WoE npcs/buildings to be scaled up because they were still designed for pre-AoV era, this means gear lv50 without +20 and without seed runes or the stats of joser and up. People wanted them to be adapted to new content/gear, and thats understandable and a reasonable concern back then. My comment mentions how devs, once again, didnt really "balance" or "adjust" anything and instead just plain straight buffed these up to a point beyond current content, edging on p2w even (watch out, new guardians can even 2shot full +20 people though). Which is not what people asked for...

 

Greven, many of your ideas are okay. I personally disagree with some, but I'm not as experienced in some matters as some of my fellow posters might be. However I still insist devs should fix many other, even long-standing, bugs and issues with WoE (and the whole game) before trying to "balance" anything based on an already broken game. Optimization? sucks/nonexistant. Servers desperately need an upgrade, especially if now we're about to receive population from SEA server. Severe lag, broken classes, having to rely on p2w (or the infamous alternative, bot2win) because of the huge gap and unbalance across players pvp-wise, stupid bugs such as unclimbable stairs and instadeaths from falls that dont make sense (seriously, wtf??)...not to mention bugs abused by some shady players...... those things already discourage people from even wanting to go to WoE, and making it more of a stupid, annoying, tedious chore than "fun". I know some people will keep on looking things ONLY from their OWN perspective and refuse to see the whole picture, and pretend current WoE is "super cool and doable and fun and blahblah". Well no. Its NOT. There' a hell lot of things that need to be addressed asap. The problem is... people has already expressed feedback, and nothing has been done so far. It gets pointless after a while.


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#42 Greven79

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Posted 18 September 2014 - 05:40 AM

@ TifaValentine

 

My reply wasn't meant to discredit your statement. I used it to question the whole process how the changes were made.

 

Increasing the hitpoints of the empellium, guardians and gates show that the devs have at least spent a few minutes to improve the game. But it seems that there was no real  feedback, testing, etc that could have ensured the changes are well made.

 

F.e. if I were a developer at Gravity, my first question would be: "How much should I increase it?" .. and maybe "Why not include damage / defense of siege weapons as well?" If there wouldn't be a precise statement in my JIRA ticket or on my kanban board, I wouldn't even start to implement it. Maybe the answer would have been "your call". Then of course, I would have take a 10min walk outside to think about it and might have come up with a few different methods.

 

I would toy around other ideas like introducing debuffs, DoTs or crit. chance bonuses, armor penetration, etc. A guardian could also deal a specific amount of damage based on the target's max. HPs (like the Ratmaster's Abyssals, but a bit weaker). Copy-&-paste and I would have made sure that the damage scales in the future as well.

 

I might have asked if I were allowed to implement elements.... adding different types to the Empellium, the guardians, etc. That could ensure that only a certain subset of players would do great. But I would have asked my boss first, because this might create side-effects like "switching weapons", etc.

 

And before I would simply increase the HP count, I might have asked if it wouldn't be better to include some other forms of protection instead. F.e. a gate might be highly resistant against ranged attacks, might be immune to debuffs & DoTs, etc. Guardians might have get a higher dodge // parry value, might have a "shield seed rune" sort of protection, etc., etc.

 

Last but not least:

Of course there are more significant issues in WoE, like the server lags. But you can't fix that easily. You can "trick" a bit, but that's it. F.e. you can remove the weapon glow, hide the VIP ticket information, implement a general speed & vigor debuff to make the gameplay slower. Or you can reduce the number of Guardians // limit the number of Siege Weapons to lower the GPU requirements... and most efficiently, try to spread the players around the map to avoid to render/handle them all at once.

 

The stair issue f.e. would be easy to fix. Simply add an invisible, but unpassable layer on top of them. Then you would see the stairs, but you would move over a single flat layer. And you can do similar things to prevent an unwanted death by falling. F.e. you could easily remove some rocks in the water, etc.

 

But still, I want to hear/read a clear statement first on HOW WoE is intented to be played. Because lowering the lag issue would do nothing, if some major guilds simply keep/swap the castle/fort ownership and noone else dares to enter WoE. Because in that case, WP / Gravity could give them the rewards automatically and close WoE instead.


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#43 Baddiez

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Posted 19 September 2014 - 03:23 PM

 

Spoiler

 

Me and the poster are in the same guild. I was messing with him XD.


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#44 5318130516144610857

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Posted 19 September 2014 - 04:18 PM

About the unclimbable stairs and the death upon hill fall, it is part of korean humor IMO. Why they do it? Idk, ask them not me. :x

 Same goes with the parkinsonian characters and how the char sometimes stands up on the mount or while flying kafra broom f.e, working as intended and korean humor...


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