I hope the iRO GM can relay this to kRO HQ.
They will not be able to be tested by players till at least a few weeks from now but these are serious concerns that should be addressed immediately.
1) the new effects of some of the weapons:
"This weapon doesn't affect the targets health, but instead drains X% of the targets SP (Does not trigger on skill attacks)."
"When landing a regular physical hit it reduces DEF/MDEF of the target to 1 for 5 seconds. "Does not affect skills."
Skills and status effects that are considered normal hits:
A ) Reflect mechanisms, what prevents things like RG's Reflect Damage from being an AoE SP Drain/Def reduction since this skill can activate item autocasts?
B ) Genetic plant skills, what prevents Genetics's Summon Flora, Thorn Trap and Thorn Wall from activating these effects since these skills can activate item autocasts?
C ) Self damaging status effects, what prevents, Ignition status, Leech End poison and Toxin poison(the one that deals 1 damage every 10 seconds and blinds) from activating the new effects on the affected player? Those that have tried using an elemental sword while being hit by Leech End would know that it makes you autocast the Bolts on yourself.
2) Bellum Claw:
Did they really have to make a new item with the same effect as the KVM fist but with 160 ATK? Quintuple the damage of KVM fist... -500 HP/3s is nothing. And what prevents Weapon switching? It makes every other weapon look weak once more...
-10 ASPD... Really?
4) "damage versus players":
Does "damage versus players" mean "damage vs demi human" so that it only affects e.atk and w.atk? If so the physical bow (Bellum Crossbow) and arrow set pales in comparison to Orc Archer bow with Steel arrow and the new 14.1 arrow comes (Elvenbow and arrow) which affect the WHOLE damage. If "damage versus players" is not a "damage vs demi human" and affects the whole damage, the melee weapons become highly broken! I am looking at you Bellum claw that would double the Sura's Whole damage if this was the case. <.<
5) Siege Robe:
This item just doesn't compare to the armours of the other classes.[quote name='rafah;1100820][quote=Veemon;1100808][quote=rafah;1100756]If game wasn't unballanced enough' date=' Gravity HAD TO make a +100% human dmg claw with 160 atk.And the Siege Set is so sad for mages and acolytes... The +9 bonus, i meanI think it's official now, gravity hates supporters and loves (physical) attackers. I don't think my Minstrel will last too long with all these new equips...[/quote']even the Priest equips are for battle type [/QUOTE]Yeah... At least they have new waepons. There isn't even ONE Instrument/Whip for performers.Btw, I still don't know why the hell some weapons with 80%+ dmg against humans has no downsize at all, but removing the CD of Lauda Ag/Ra and Clearance needs to rise their sp cost by 60 (it's nothing, I know, but still...)And my thoughts about the mage/aco set: Looks like that Gravity thinks that +15 MDEF, +100 SP, +5 FLEE(what gravity, srsly?) and +15% ranged resist are as balanced as +25%/+15% maxHP, +12% pot eff and +20% ranged resist.[/QUOTE]
If you are worried about the lack of items for support builds they will probably come next week.
One thing I forgot to notice, These items seem to be tradable... Getting a +10 Bellum Claw shouldn't be hard when every player can sell you the items required...
Edited by Clogon, 15 June 2011 - 10:34 PM.