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kRO third Class Balance Changes


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#26 Myzery

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Posted 20 April 2011 - 03:34 PM

first pin this please
not on the list but still importent

RK aspd with 2hand sword is consoderbly lower then RG with 2hand spear or mechnaic with 2hand axe (all 3 have a quicken skill for their weapon and weapons are compareable in atk/usefulness)
base aspd for RK is 141 with 2hand sword(LOWER then LK(144) and even RG(147)) for RG is 146 with 2hand spear for mech is 148 with 2hand axe(iro only aspd kro uses different aspd formula and changed the aspd values for most classes after iro got renewel and befor getting new formula) wich results in about 3 aspd difference with high agi/dex(about 15-20% less hits/sec)
and the aspd rune should not be REQUIERED to achive SAME aspd as the others as it requiers to hunt low lvl enemies and need high stats/joblvl to create at acceptable chance
and also RK have the worst quicken skill for their weapon which just gives aspd where RG get up to 30crit and 20flee and useable with 1hand spear and mechanic has party wide aspd increasement for 3 different weapon classes
and the crtl-click dmg increasement is not that differetn on those clases(enchant blade/shieldspell/smith battle buffs)

suggestion would be increase RK 2hand swoed base aspd by ~5 to match RG and give the exact same stats for 2hand quicken as spearquicken and a smaller flee/crit buff to all effected for adrinaline rush maybe since party wide buff
(maybe do same for 1hand sword and 1hand quicken)


The Crusader branch got buffed to be faster, because no one went the melee route and GC was ruined with renewal.
I really hope the GMs pass over things like this.
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#27 Myzery

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Posted 20 April 2011 - 03:36 PM

Have you played a performer class? :blink:


Yes, I exclusively played a Gypsy for several years. Not sure why you quoted me, because I never directed anything towards you and you don't know the formulas for the changes yet.

Edited by Myzery, 20 April 2011 - 03:36 PM.

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#28 iCandy

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Posted 20 April 2011 - 03:44 PM

Yes, I exclusively played a Gypsy for several years. Not sure why you quoted me, because I never directed anything towards you and you don't know the formulas for the changes yet.


It is because ive been iterating these things for several times and in several threads. and you just come along saying lets just have them they way they are... i understand your point because RG's skills are fine on what they are right now and you want them to be nerfed right?

Edited by iCandy, 20 April 2011 - 03:46 PM.

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#29 Myzery

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Posted 20 April 2011 - 03:49 PM

It is because ive been iterating these things for several times and in several threads. and you just come along saying lets just have them they way they are... i understand your point because RG's skills are fine on what they are right now and you want them to be nerfed right?


I am referring to the way the patch is supposed to be from kRO, not Heimdallr & friends playing whack a mole with changes when they seemingly know nothing about game play mechanics and skills.
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#30 Kadnya

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Posted 20 April 2011 - 03:53 PM

Arch bishop: clearance needs to be usable on everyone. The must be in party requirements are okish for the AoE buffs, but for a recovery skill, it should be used on any ally at least. It would be nice it it was usable on anyone like dispel, enemies too.

Archbishop: heal NEEDS somekind of buff in order to be of any use. Currently it takes like 20 or more uses of the skill to heal a single person, you could do some scaling acording to base level like in other third class skills, so at the end a high leveled bishop has at least 4k~5k heals.

Archbishop: make sense with the skill tree. Remove the battle skills prerequisites (expiatio, dupple light, oratio) from the FS path to getting sacrament. Likely, remove the FS prerequisites (praefatio,clementia,epiclesis,renovatio,coloceo heal,highheal) from the battle path to get eucharistica. THe current bishop skill tree is too messed making you must get a mix of battle FS no matter what you chose.

Archibishop: Oratio, lower the cast time at higher levels, to level 10 have no cast time, like signum crusis. Currently it just works as a lenghty cast skill to tap enemies in woe, but the initial skill purpose is to cast it on every mob you kill to increase your damage. With such a lenghty cast, it ends being useless as a PVM skill.

Priest/HP/Bishop: Magnus exorcismus- is our only mob leveling skill, nerfed to the longest cast time skill, taking a cathalyst, with long after delay, which dissapears when does damage, usable on just 2 kind of monsters, which there are none high level of their class. It would be nice if you could:

- Reduce the cast time drastically: For what it does, the base cast time should be around 6~ seconds, not 15 seconds seconds.
- Change it from affecting only 2 races, to a holy magic elemental attack (anything that enters the AoE, recieves the waves of holy magic attack, so we can level anywhere, even if not the most effective way)

Edited by Kadnya, 20 April 2011 - 03:57 PM.

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#31 iCandy

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Posted 20 April 2011 - 03:55 PM

well, i think this is the purpose of the thread. to hear out the voice of the players who really knows the game. now if we keep on saying to just have them the way the kRO wants it to be, then i think we will all be screwed... we must admit that some of these skills needs to be buffed/nerfed to fit our settings and produce overall balance.
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#32 Sapphic

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Posted 20 April 2011 - 04:13 PM

Yeah, it makes no sense to pick and choose certain changes KRO made. Just implement them and we'll deal with it.
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#33 blitzrick

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Posted 20 April 2011 - 04:16 PM

I can't suggest anything without knowing the actual changes; formulas and new skill durations.
Just make sure iRO get all previous patches (safety wall fix, exceed break fix, ranger skill balancing) before implementing this new patch.
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#34 heyxsean

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Posted 20 April 2011 - 04:24 PM

Sorcs are fine don't change anything kay...
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#35 Beata

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Posted 20 April 2011 - 04:54 PM

Better wait and see the final updates on kRo main servers before requesting changes. Not enough tests done anyway as of yet.
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#36 Chicboy

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Posted 20 April 2011 - 05:10 PM

GX still needs a couple more nerf were still nothing compared to other classes unless the character is well equiped. Increase damage of cross impact? Lower sp cost of advance cloaking? Make counter slash 5x5 range if it is lvl 5?
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#37 Pril

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Posted 20 April 2011 - 05:20 PM

Rune knight - Enchant Blade - Changed to be self cast only. Bonus damage formula changed.3:3
I'm against this seeing as how selfish the rune knight job already is. They can't support anyone other than general tanking, which any job can do.

Warlock - White Imprison - Instead of breaking on magic ghost damage, breaks on any ghost damage. Can be removed with the priest skill 'Status Recovery'.
It already does exactly this on our server.

Warlock - Comet - SP cost changed (400 + SkillLv x 80) - Skill fixed casting time changed. - Skill cooldown time changed. - Global cooldown time changed. - When a warlock party member is within 7x7 area when cast, comet deals full damage to all targets in the blast.
Sounds good, they need some buffing up.

Royal Guard - mage reflect chance changed. - Maximum number of reflects added. (30 at max level) - SP cost changed. (80/100/120/140/160) - Maintenance SP cost changed. - Can only reflect short ranged attacks. (Does not reflect trap damage)
Maximum number of reflects pretty much destroys the point of the skill. 30 is too low and would probably get used up in well under 10 seconds.

Sura - Gate of Hell - "Increased damage when used in a combo. "
It's already considered overpowered. We don't need it getting potentially even more overpowered.

Shadow Chaser - Bloody Lust - Effect changed from Provoke to 'Frenzy' status. - Can now be used in Siege and PVP maps.
I'm confused as to which form of frenzy this refers to. Is it the Lord Knight Frenzy or the performer Saturday Night Fever Frenzy?

Shadow Chaser - Masquerade Enervation, Masquerade Gloomy, Masquerade Ignorance, Masquerade Laziness, Masquerade Unlucky - Cannot be used on boss monsters.
Get this.

Sorcerer - Striking - Bonus weapon damage formula is changed. Now gives [ { (SkillLevel * 2) + 8) * Target's Weapon Level] - In regular fields, can only be cast on party members.
The scale of the change between before and after is too big. At most this will now give 72 whereas before it would give 170 I believe? Yes 170 is a lot, but 72 is too little. Scale it to somewhere in between. Ex. ( ( ( SkillLevel * 4 ) + 8 ) * Target's Weapon Level) for a maximum of 112. Then again, the concept of being stronger depending on the level of the caster's endow levels was a nice touch, so maybe find a mix between caster's endow levels and target's weapon level. Either way, 72 just feels too low for a 3rd job buff.
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#38 Dukeares

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Posted 20 April 2011 - 05:37 PM

Here are the changes we want to see for Maestro/Wanderer:

Severe Rainstorm:
Current: Can only be used if equipped with bow
What we want to change: Can be used even if equipped with instrument/whip

Arrow Vulcan:
Current: 3.8sec Cast Time with 3sec reuse delay
What we want to change: Instant Cast with 3sec reuse delay

Archer Class: Arrow Repel:
Current: 1.8 sec Cast Time
What we want to change: Instant Cast


Please Fix...Them.. we re suppose to b an archer class who are good in Hit and run tactic.
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#39 Kysiar

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Posted 20 April 2011 - 05:41 PM

itd be great if you keep the backsliding for feint bomb! actually... please make it backslide and hide~!
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#40 Myzery

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Posted 20 April 2011 - 05:44 PM

Rune knight - Enchant Blade - Changed to be self cast only. Bonus damage formula changed.3:3
I'm against this seeing as how selfish the rune knight job already is. They can't support anyone other than general tanking, which any job can do.

Warlock - White Imprison - Instead of breaking on magic ghost damage, breaks on any ghost damage. Can be removed with the priest skill 'Status Recovery'.
It already does exactly this on our server.

Warlock - Comet - SP cost changed (400 + SkillLv x 80) - Skill fixed casting time changed. - Skill cooldown time changed. - Global cooldown time changed. - When a warlock party member is within 7x7 area when cast, comet deals full damage to all targets in the blast.
Sounds good, they need some buffing up.

Royal Guard - mage reflect chance changed. - Maximum number of reflects added. (30 at max level) - SP cost changed. (80/100/120/140/160) - Maintenance SP cost changed. - Can only reflect short ranged attacks. (Does not reflect trap damage)
Maximum number of reflects pretty much destroys the point of the skill. 30 is too low and would probably get used up in well under 10 seconds.

Sura - Gate of Hell - "Increased damage when used in a combo. "
It's already considered overpowered. We don't need it getting potentially even more overpowered.

Shadow Chaser - Bloody Lust - Effect changed from Provoke to 'Frenzy' status. - Can now be used in Siege and PVP maps.
I'm confused as to which form of frenzy this refers to. Is it the Lord Knight Frenzy or the performer Saturday Night Fever Frenzy?

Shadow Chaser - Masquerade Enervation, Masquerade Gloomy, Masquerade Ignorance, Masquerade Laziness, Masquerade Unlucky - Cannot be used on boss monsters.
Get this.

Sorcerer - Striking - Bonus weapon damage formula is changed. Now gives [ { (SkillLevel * 2) + 8) * Target's Weapon Level] - In regular fields, can only be cast on party members.
The scale of the change between before and after is too big. At most this will now give 72 whereas before it would give 170 I believe? Yes 170 is a lot, but 72 is too little. Scale it to somewhere in between. Ex. ( ( ( SkillLevel * 4 ) + 8 ) * Target's Weapon Level) for a maximum of 112. Then again, the concept of being stronger depending on the level of the caster's endow levels was a nice touch, so maybe find a mix between caster's endow levels and target's weapon level. Either way, 72 just feels too low for a 3rd job buff.


Someone obviously used masquerade ignorance on you. Do you even know anything about some of the classes you quoted?
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#41 BlackPotato

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Posted 20 April 2011 - 05:54 PM

awesome. buff GoH even more by adding extra damage. and nerf rgs to the ground. what a sweet patch!
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#42 Myzery

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Posted 20 April 2011 - 06:01 PM

awesome. buff GoH even more by adding extra damage. and nerf rgs to the ground. what a sweet patch!


When was the last time you actually saw a combo Sura? I'm pretty sure it's not the easiest thing in the world to pull off.
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#43 Sapphic

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Posted 20 April 2011 - 06:02 PM

awesome. buff GoH even more by adding extra damage. and nerf rgs to the ground. what a sweet patch!

Hell yes, I want Suras to walk right up to me and combo me just to do some more GoH damage YES. Dream come true. Clearly OP. Do you guys even read?
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#44 Puppet

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Posted 20 April 2011 - 06:17 PM

How about you just put patches in the way they are supposed to be?
On these forums, you will mostly get retards that want things that aren't in need of changing and that have extreme bias for their particular class.
I think you should just put it in the way kRO intends it to be and if you HAVE to make changes, do it after the fact.


This just put them in and worry about change later, we all know there balance changes and this game well, Seriously unbalanced since renewal hit
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#45 iCare

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Posted 20 April 2011 - 06:28 PM

Heim play against one of the level 150 Sura ingame ( USE Regular LEVEL 150 NON-SURA class)... Then lets start talking about balancing the classes.. :blink:
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#46 Nombus

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Posted 20 April 2011 - 06:41 PM

Class: Sorcerer, Skill Name: all of them: From the looks of things everythings getting a larger delay and, lower chance of procing, and longer cast times. I've actually never heard someone speak of Sorcerer being one of the overpowered classes in renewal, and for good reason. From the looks of this patch most of the seriously problematic skills have not even been touched.
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#47 BlackPotato

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Posted 20 April 2011 - 08:16 PM

Hell yes, I want Suras to walk right up to me and combo me just to do some more GoH damage YES. Dream come true. Clearly OP. Do you guys even read?


right. cause its sooooo hard to use goh normally, it would be unfathomable for a sura to combo and then use goh if it increased its damage by a certain %. go play in traffic and leave the real game to the big boys.
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#48 Sapphic

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Posted 20 April 2011 - 08:44 PM

right. cause its sooooo hard to use goh normally, it would be unfathomable for a sura to combo and then use goh if it increased its damage by a certain %. go play in traffic and leave the real game to the big boys.

Yep, it's not like you guys all complain about GoH cause it's range + spammable (unlike gfist). Stopping to go up close and combo TOTALLY makes it OP.
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#49 Viri

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Posted 20 April 2011 - 08:56 PM

If you're dying to standard GOH you're terrible. If its +9 KVM mace belted tao'd that's different. The problem isn't the skill then tho. GoH's damage output is so poor I didn't even bother getting it.
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#50 Zaqar

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Posted 20 April 2011 - 09:59 PM

If you do bring these updates over here let them be on the test server first (and a way to get the base levels and job levels easy to test the adjustments). Then you can get a bit more accurate feed back. You should fix party exp first before the nerf bat comes out.


Personal opinion:
Royal Guard - Reflect Damage - Either have the Maximum number of reflects or have the things that can't be reflected/reflected by chance(mage = magic?)

Personally I would rather they nerf kaahi and make dispel remove instead

Edited by Zaqar, 20 April 2011 - 10:01 PM.

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