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Patch Notes 08/02/2017 [Complete]


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#1 Dragonlark

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Posted 01 August 2017 - 12:42 PM

DSPatchNotes.png
 
Maintenance Notes
Patch Version 0.5.91, Game Version: 10.2.0.7
 
Server Maintenance
2017-08-02, 15:00 Server Time
 
Note: Patch notes are subject to change.

 

DS-Events.png

 

 

1000x320_SummerEvent.jpg

 

Due to the impact of the DDoS attacks the Summer Event has been extended by another week until August, 16th.
 

 

DS-Changes.png

The limitations of Fast Emotions (Alt+Number Key) and Fast Chat Access have been removed from PvE. The limitations have been removed from PvP while the character is showing the die animation. Speech bubbles have been removed from PvP on the client side when they're used while skills are running because the chat bar was activated before the skill is used. This was necessary to keep the server synchronized.
 

EXP Event

We have decided to run a longer EXP Event for you to catch up the lost time last week:

 

Wednesday, 8/2: 2.0x (starts after the weekly maintenance)
Thursday, 8/3: 2.0x
Friday, 8/4: 2.5x
Saturday, 8/5: 2.5x
Sunday, 8/6: 2.5x
Monday, 8/7: 2.0x
Tuesday, 8/8: 2.0x
Wednesday, 8/9: 2.0x
Thursday, 8/10: 2.0x

 

Class Adjustments (Testing Phase)

As everyone can see in the published damage calculation which can be found on the forums the magical classes (Magician, Shaman and the derived classes) always get their damage multiplied by a hard coded multiplier of 1.5 while all physical classes had none. After discussing this in the team we came to the conclusion that we don't want to remove that multiplier from the magic classes. Even though we are fully aware these classes are the strongest DPS dealers. That brought us to the solution to give the physical classes their own multiplier which can be adjusted now class-wise to a maximum of 1.5 if needed/wanted. Anyway we set the current multiplicators to the following amounts:

 

Warrior x1.3
Knight/Paladin/Dragoon x1.3
Gladiator/Myrmidone/Overlord x1.3

Archer x1.2
Hunter/Pathfinder/Sentinel x1.3
Marksman/Specialist/Destroyer x1.2

Thief x1.3
Bandit/Rogue/Savage x1.3
Infiltrator/Assassin/Ninja x1.3

Twin Figher/Twin/Mirage/Jumeaux x1.2

 

Please try it out and give us some feedback. We are able to adjust those amounts in both directions between x1.0 and x1.5 for each class separately.

The shown PATK/MATK values on the character info screen are now reflecting the multiplier as well.

 

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#2 cartouche

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Posted 01 August 2017 - 12:55 PM

Okay here's my opinion.

 

I think the damage increase is very welcomed, but not for destroyers and twins.

 

I think that both of those classes are very decent as they are in pve, very close to assasins and invokers if geared properly, but also think that they are among the best pvp classes in the game already (especially twins)

 

I think that increasing their damage by 20% will completely wreck pvp in general.

 

Apart from that everything else I feel very positive about, well needed buff

 


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#3 Popcorn

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Posted 01 August 2017 - 12:56 PM

That is why we consider it as a testing phase and why we said we can adjust it down if needed. :)

Feedback is very appreciated.

 


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#4 Sheylaa

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Posted 01 August 2017 - 01:13 PM

Good idea. We will see but as for me, destroyer and overlord make too much dammages and tank like invoker specially the overlord good stuff !

I wait to see in pvp but i'm afraid about these 2 class ...


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#5 Onyzer

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Posted 01 August 2017 - 02:26 PM

Glad to hear that ! Another step forward in the class balancing !  :)

 

We'll see how it is during the testing phase, but I don't think it will be too OP for Destroyers since, yes they are high damage dealer, but that's their role. They have no important AoE catching skill.

 

Can't say much about the other classes since I don't really know them much. Will see how it is in game and give you feedback !


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#6 nighty007

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Posted 01 August 2017 - 03:24 PM

Cant say much about the patchnotes, overall pretty good and we will see how it goes, just kinda scared of the speci/archers damage buff


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#7 Coolsam

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Posted 01 August 2017 - 04:04 PM

*Grabs Wallet* Welp Overlord...you're finally gonna experience viable damage.


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#8 Apocryphos

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Posted 01 August 2017 - 04:40 PM

The multiplier for archer classes is looks like nice, I would've given 1.3 to destroyer, why should sentinel get the higher multiplier when they already have the stopping power from traps with x-spam + pierce and an already existing 25% final damage amplifier from advanced bow mastery. As for ninja a 1.5 multiplier would be really nice since they're synergy is really lacking due to the fact their kit just knocks people down all the time. Is the community under the impression that destroyer actually helpful in group pvp vs a sentinel? Remember this is basically only buffing the 10% dmg that's not element. RISE of the Physical Classes!


Edited by Apocryphos, 01 August 2017 - 08:49 PM.

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#9 meat4prez2018

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Posted 01 August 2017 - 11:00 PM

Ehh... So is the patch done? Sorry, just wondering since there hasn't been any updates as usual.


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#10 Agitodesu

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Posted 01 August 2017 - 11:10 PM

I demand all the melee classes be boosted to 1.4

 

Also Just a suggestion, offensive aura and defensive aura seems very underwhelming for up to 100 sp both and monstrously sucking your mp dry for a defense and attack boost equivalent to a potato charging a nuclear power plant.

Could those get some kind of tweak since a lot of skills and changes are being pumped through.


Edited by Agitodesu, 01 August 2017 - 11:59 PM.

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#11 Fliederduft78

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Posted 02 August 2017 - 12:17 AM

Thanks for the buff of all physical classes. I will glady test out the savage class in PVE and give feedback on how this change will affect the class.

 

edit:

 

@meat4prez2018 the maint is not done yet. It will happen in about 12 hours and 30 minutes. (from now) :p_smile:

 

Edited by Fliederduft78, 02 August 2017 - 12:30 AM.

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#12 Precrush

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Posted 02 August 2017 - 02:05 AM

My immediate reaction is that if invoker and summoner have 1.5x, other classes should have at least as much. The balance in pve damage is really not close at all even after these changes I recon. X-spam is just that strong. But then again the only place where that abundance of damage is needed is elga.

 

Question: Does the 1.5x modifier apply on normal attacks or do they have a different calculation?

 

In pvp it's hard to say. Depends on if the current element "rock-paper-scissors to win it" system is the one we are going to actually stay on. Because if it is, these changes don't really mean much since normal damage will still be either so low it doesn't matter (on high defense players), or so high that people die rather quick with or without these modifiers (on low defense with enchanted weapons).

 

EDIT: For the first test I'd say these are pretty careful numbers, which is fine. I don't expect these to actually do much though other than maybe make these classes feel a bit more powerful in pve, but we'll see.


Edited by Precrush, 02 August 2017 - 02:07 AM.

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#13 IncestBorn

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Posted 02 August 2017 - 02:26 AM

Everytime they say (Testing Phase) here in dragon saga it always stays the same (always).

 

Archers: neither class needs it, but 1.2 for both even the field a bit from their Magician counterpart, I consider both classes to be over power both PVE and PVP 

 

Warriors: Myrmidon don't need it already has highest attack in game, but to be nice 1.2, Paladin mediocre at best in dealing damage in PVP so increase to 1.5

 

Twin: Don't need, but 1.2 just to be nice and stop the crying.

 

Thief Class: Assassin don't need but a 1.2 just to say we took care of you. Rogue ​this class was butcher for unnecessary reasons. No one plays it in bsq 85 cause they had no true skills (head-spin nerf diminish this class drastically) and has low attack values this one needs to have 1.5 increase if not more 2.0.

 

 

Also a site note: Warlock are OP, but is not cause of their attack and if any char need an attack increase is this one 1.5 to both mag attack and physical attack.

 

Let's be real. Popularity in BSQ-EW are based on the ability to be able to conquer the other party. Therefore, the reason you will always see those classes that are OP the most. What's OP in the physical attack group? Twin, myrmidon, both archers and assassin, these classes at most should increase to no more than 1.2, because the truth is they are already over power in the physical aspect. 


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#14 IncestBorn

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Posted 02 August 2017 - 02:41 AM

I demand all the melee classes be boosted to 1.4

 

Also Just a suggestion, offensive aura and defensive aura seems very underwhelming for up to 100 sp both and monstrously sucking your mp dry for a defense and attack boost equivalent to a potato charging a nuclear power plant.

Could those get some kind of tweak since a lot of skills and changes are being pumped through.

 

By adding 1.4 for all does not balance the game. I look at it as a fighter physical class and not all fighters are equal and therefore, increase to those that needs to have a balance within the physical aspect and yes, close the gap from Mag attack and Physical attack.


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#15 Fliederduft78

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Posted 02 August 2017 - 03:52 AM

Warlock is a magical class path and they already have the 1.5 attack multiplier, like any other magical class. Poppie stated that above.

 

Classes are only able to attack based on what they are. Physical classes are only able to attack based on their physical attack values and magical classes are only able to attack by using their magical attack values. This means giving a magical class physical attack power makes no sense at all. I asked Poppie about this already because I wanted to know why the weapons come with both kinds of attack values and he said to me it is complete nonsese that a magical weapon comes with additional phys attack and a physical weapon with additional magic attack values. Poppie said to me physical attack values are not of any use for magic classes and the same goes for magic attack values for any physical class.  According to Poppie there was no reason found why the weapons of the classes come with both kinds of attack values.

 

 

 


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#16 Spyropurple

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Posted 02 August 2017 - 06:26 AM

What if we gave magic scaling to some classes skills ?

 

Dragoon skills 61+ look a bit magic and their swords already get some useless high magic damage 

 

Not a bit boost just something like 20% magic damage to the skill


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#17 blackph

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Posted 02 August 2017 - 08:07 AM

Archers: neither class needs it, but 1.2 for both even the field a bit from their Magician counterpart, I consider both classes to be over power both PVE and PVP 

 

Sentinel op in PvE? Sorry that´s not true. Of course they are able to clear any mission in SSS, but big bosses like Bone or Paris are harder to kill without a proper weapon. Because of Sentinel´s low dps. That´s why killing Elga is (maybe) impossible. At least I wasn´t able to defeat him in time. So a higher multiplier is very nice  :Emo_16:


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#18 IncestBorn

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Posted 02 August 2017 - 08:34 AM

Sentinel op in PvE? Sorry that´s not true. Of course they are able to clear any mission in SSS, but big bosses like Bone or Paris are harder to kill without a proper weapon. Because of Sentinel´s low dps. That´s why killing Elga is (maybe) impossible. At least I wasn´t able to defeat him in time. So a higher multiplier is very nice  :Emo_16:

 

Get better gear, sentinel can solo elga-paris and bone easily and as a matter of fact all characters can (youtube it), with the exception of pally. Sentinels if anything what they need is stun removing capabilities from chain combo. Sentinels are OP...................................


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#19 Kristof3195

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Posted 02 August 2017 - 08:35 AM

As my first insight 

( This are just first thoughts without testing it )

 

- Dragoons - They 1.3 is well deserved they got one of the highest skill to physical dmg ratio so thats fine

- Overlord   - I think they deserve a little more 1.4x I guess they dont have multiple attack hits so they should deal obviously high dmg output on few hits 

 

- Sentinel    - Im not sure about this one they have a high dmg output but on the other hand not everything stacks with elements so 1.2 or 1.3 we will see after testing

- Destroyers - Nope nothing if then max 1.1. One word : Snipe, I think thats enough said for a class hitting abominable hits with a skill which cooldown isnt even noticable

 

- Savage - not sure about that one too 1.3 or 1.4

- Ninja - same here as savage 1.3 seems fine due to high dmg scaling on skills maybe 1.4 but that might be a tad OP I guess? 

 

- Twin fighter - well this class is arguable Its got a realy great toolkit their dmg is not bad ( due to 2 characters attacking at once ) so thats the main thing I want to point out that 2 characers can deal dmg at once so I think should be fine with the 1.1 or 1.2 buff.


Edited by Kristof3195, 02 August 2017 - 08:36 AM.

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#20 Apocryphos

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Posted 02 August 2017 - 01:01 PM

Before patch everyones be like 1.1 this 1.5 that only to be hit with after the patch where the damage difference in pvp is only 2-3 digit figure. Majority of damage is still from elements np.
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#21 Dragonlark

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Posted 02 August 2017 - 03:10 PM

Just a note here: 

 

Thank you all ahead of time for your awesome feedback! I understand that sometimes it may seem like your feedback is not being listened to when a change isn't made based on your own experience and suggestions. Unfortunately, not all feedback will be able to be implemented back into direct changes to the game. For one, we almost always get a bit of conflicting feedback, everyone experiences the game a little differently depending on their own personal play style and class preferences, and that is a great and wonderful thing that helps to make Dragon Saga (and video games in general) so fun. This always means however that feedback will vary and it would be literally impossible to take everyone's advice. The more feedback we get of course, the easier it is to pinpoint problems that effect the most players and the general consensus of how a change is effecting the game. It is also true that we must take into consideration what is best for the game overall. While someone who loves playing a specific class might think it would be the best for that class to be the strongest in the game, we are looking to make the game as balanced as possible, which is a process that will be ongoing through testing such as this. 

 

We just want you all to know that all of your feedback is read by the Dragon Saga team and taken into consideration, even though it is not possible to make every change and update that everyone wants. Thank you again for taking the time to post here, and for helping us to continue to improve the game. 

 

 


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#22 Popcorn

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Posted 02 August 2017 - 03:48 PM

Servers are back up.

 

 

Please update the game to version 0.5.91.

The client will be at version 10.2.0.7 after patching

 

 

Additional changes:

- a bug in Level 2 of the skill Body Activation has been fixed which resulted in resetting the

Max HP to the original amount (thanks to ahseong94 for the report)

 

 

 

Please let us know if there are any problems or bugs

with the current changes to the classes

 

 

Thank you for your patience and enjoy the game

 


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#23 meat4prez2018

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Posted 02 August 2017 - 03:48 PM

 

Thanks for the buff of all physical classes. I will glady test out the savage class in PVE and give feedback on how this change will affect the class.

 

edit:

 

@meat4prez2018 the maint is not done yet. It will happen in about 12 hours and 30 minutes. (from now) :p_smile:

 

 

 

Thanks, I was laboring under the mistaken conclusion that the maintenance was 24 hours ago instead of today (different timezones). I really should stop working so late into the night...


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#24 allerulz

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Posted 02 August 2017 - 04:27 PM

You guys created a bug big time! I can't press the letter P, click on the pet tab, click on my pet without it shutting down.


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#25 Fregil

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Posted 02 August 2017 - 04:29 PM

Next maintenance x) Magic Attack boosted from 45k to 62k (67k with bird buff on summoner)


Edited by Fregil, 02 August 2017 - 04:31 PM.

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