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#1 Oda

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Posted 16 December 2011 - 03:30 PM

Putting up sticky threads to better organize the bug reports/feedback we're getting. For these, let's keep this simple.

Please use this format

[Stalker]
Skill name
Pre-patch times
Post-patch times

Why you would like to see this changed/changed back


If you can give screenshots or detailed information we will use this feedback to make a determination and in the changes we are requesting from headquarters.

Please please avoid "yeah me too" posts or "this sucks" posts, as these just clutter up things.
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#2 Kagrra

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Posted 16 December 2011 - 03:46 PM

[Priest]
Skill name: Magnus Exorcismus
Pre-patch times: 1 second fixed cast time, 1 second cool down*
Post-patch times: 4 seconds fixed cast time, 4 second cool down*
*Counted the time myself, might not be ENTIRELY accurate since I couldn't remember the exact times, but it should be close. Someone correct me if I'm wrong.

This should be changed because it's impractical to level with properly. If it isn't set up properly, a Priest will most likely die to one or two monsters that could have easily been killed with the pre-patch time. The cast time and cool down don't justify it's damage output and the fact it's limited to only undead and demon monsters.

Screenshots, all post-patch:
Spoiler


Oda: good formatting on this one. We're pulling lists of the cast time changes we've made.

Edited by Oda, 16 December 2011 - 04:12 PM.

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#3 sv003

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Posted 16 December 2011 - 05:43 PM

[Priest]
Skill name: High Heal
Pre-patch times: Varied (Unsure... I just know it was way better)
Post-patch times: 3 seconds fixed time.

The way HH is working now is a pain in the butt, not sure if it was intended to go like this or not but it is far too difficult to heal players fast during MvPing or regular Partying required for higher levels.
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#4 Pril

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Posted 16 December 2011 - 06:48 PM

[Hunter]
Claymore Trap, Blast Mine, Land Mine
Pre-patch times - Instant Cast
Post-patch times - Some somewhat long cast time

Why you would like to see this changed/changed back
The change only hinders hunters/snipers, not rangers who have no reliance on them at all.
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#5 asayuu

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Posted 16 December 2011 - 07:26 PM

[Priest]
Skill name: High Heal
Pre-patch times: 1/2/3/4/5 seconds cooldown.
Post-patch times: 3 seconds fixed time.

The way HH is working now is a pain in the butt, not sure if it was intended to go like this or not but it is far too difficult to heal players fast during MvPing or regular Partying required for higher levels.


In the previous settings the high heals were better on the lower levels, and the highest levels were used more as emergency. On the balanced settings, all skills have the 3 seconds cooldown, making the level 5 better than all the others. I am not sure, but those settings are encouraged to use the level 5, instead of spamming only the level 1. ^^
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#6 mooMOOmoo

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Posted 16 December 2011 - 07:34 PM

[Priest]
Imposito Magnus
Pre patch: Global cooldown about 1 seconds
Post patch: Global cooldown 3 seconds
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#7 DeltaRay

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Posted 16 December 2011 - 08:04 PM

[Champion]
Skill name: Zen
Pre-patch times: 1.2 seconds
Post-patch times more then 1.2 seconds

Why you would like to see this changed/changed back
This was an iRO custom modification I would like to see it being reverted back to what it was...

[Priest]
Skill name: High Heal
Pre-patch times: Varied (Unsure... I just know it was way better)
Post-patch times: 3 seconds fixed time.

I believe this was also an iRO customization too..
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#8 leobut

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Posted 16 December 2011 - 08:23 PM

[Wanderer]
Severe Rainstorm
Before: I think about 4 or 5 seconds
After: I think like 7 seconds

I think that the cast delay is much to long. I had to use arrow shower right after sr if not I would die. Please make it more easier to spam. Or change the formula back please.
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#9 Dawei

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Posted 16 December 2011 - 08:59 PM

[ranger]

Arrow storm
Pre patch: I don't know I never bothered with it pre patch
Post patch: cast time 3.8sec (at lvl 10) and recast delay 7.2sec (at lvl 10)

Why: I think this kills the skill even though we are suppose to get damage increasing gears it still doesn't do enough damage to survive a mob and the after cast is really long if this formula was halved on both sides it would make this a more useful skill in top of the cast time already being bad and after cast delay you have to wear a phen or else you will get cancelled which makes it an even longer cast. Even in strings it is still a long cast time.

Warg bite
Pre-patch: idk
Post-patch: global delay 2 sec, recast delay 12 secs with highest skill lvls.

Why: this doesn't seem to work well with the purpose of the skills use. Even alone the forumlas don't make sense the sticking duration with highest lvl is only 10 seconds so the recast delay doesn't even match up but even with the recast delay if you use arrow bolt with a cast of .5 sec and frees the monster up then you can't even using bite for another 10sec.
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#10 Mowi

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Posted 16 December 2011 - 09:34 PM

[Sura]

Lightning Ride
Pre-patch: Instant
Post-patch: Variable, 5 seconds

Reason I think it should be changed back: Damage is too low for it to have been changed (and it already has a cast delay), and it's only really viable in PvM (removing the cast time would not affect MvP/WoE/PvP).

Edited by Mowi, 16 December 2011 - 09:48 PM.

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#11 Asea

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Posted 16 December 2011 - 10:08 PM

[Champion]
Skill name: Gentle Touch: Revitalize
Pre-patch times: Instant cast, and I think it had a 1-second delay
Post-patch times: Some ridiculous cooldown.

Why you would like to see this changed/changed back
In my previous build before the patch, I didn't have Gates of Hell or Knuckle Arrow. I played my Sura a bit more on the support side. Pneumas on the party, Revitalizing everyone that wasn't already, that kind of thing. After this patch, I was pretty much forced to play a build on the Sura that centers around Gates of Hell, which in my opinion is boring and not helpful to my guild at all. I'm not complaining or angry or anything. If the skill doesn't change, it won't change my mind about playing the class. I enjoy it too much at the moment. However, if the skill goes back to the way it was pre-patch, I'm 100% positive that anyone who played a Support Sura would go back to again enjoying aspects of this class other than a cheap crowd controlling glass cannon.
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#12 kalayaan12345

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Posted 17 December 2011 - 01:57 AM

[Hunter]
Skill name: Land Mine
Pre-patch times: instant
Post-patch times: I'd say about 1 second or a bit more.

I don't see the logic in this, especially since Freezing Trap, for example, is still instant. There's no reason why a Hunter should be able to pull out a Freezing Trap more quickly than a Land Mine. Furthermore, the casting is interruptable as if it were a magic skill.
And while you're looking into that, you may also want to check the other trap skills, I know Claymore Trap has a similar problem. Haven't tried the others yet.
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#13 Astraeos

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Posted 17 December 2011 - 05:24 AM

[Crusader]
Skill name: Sacrifice
Pre-patch times: 0.8s fixed + 4.2s variable
Post-patch times: ditto.
Suggested times: 0s fixed + 5s variable

Reasoning: This skill used to be worth something, the cast time kills any heads up usage of it. And now without their broken killing skills, RGs are going to become shiny pocket holders, and its a shame to see such a class that used to be a lot of fun become fodder.
And by fodder: I mean what can x class do better then RGs with more effects.


[Priest]
Skill name: Heal
Pre-patch times: 0.8s reuse
Post-patch times: 1.2s reuse

Reasoning: Priest was a lot more fun and less useless when it didn't take forever to get a second heal off.
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#14 asayuu

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Posted 17 December 2011 - 06:00 AM

[ranger]

Arrow storm
Pre patch: I don't know I never bothered with it pre patch
Post patch: cast time 3.8sec (at lvl 10) and recast delay 7.2sec (at lvl 10)

Why: I think this kills the skill even though we are suppose to get damage increasing gears it still doesn't do enough damage to survive a mob and the after cast is really long if this formula was halved on both sides it would make this a more useful skill in top of the cast time already being bad and after cast delay you have to wear a phen or else you will get cancelled which makes it an even longer cast. Even in strings it is still a long cast time.


The Arrow Storm change opened a new "option" to Rangers, which is the "melee caster" build [being the main build for Severe Rainstorm]: 100+ DEX, 80+ INT, 60+ VIT, LUK or STR in a good amount. While we say the cast time can be high, it is just a non-specialized build. On that build, variable cast times can be around 30% of the real cast time, having a nice 1.3s cast on the skill, still not enough so you need a phen anyways.

In the other side, that reuse delay is ridiculously high. Both storms are slow. 4~5 seconds would be fair enough for Severe Rainstorm, and 2 or 3 for Arrow Storm because of the different means both skills hit.

[Maestro/Wanderer]
Skill Name: Great Echo
Pre-patch formulas: 0.5s fixed, 2.5s variable. 10 seconds cooldown
Post-patch formulas: Only damage changed. Cast time and cooldown are the same.

Why this should be changed?

After the Severe Rainstorm nerf, Great Echo is considered the best damaging skill of a performer class. But not the most reliable, guess why. Because of the damn high cooldown. As I proposed to Arrow Storm on the comment of Dawei's post, a 2 or 3 seconds cooldown would make sense. Personally I would want one second, but I know damage would be absurdely fast. Well, the skill has around 2s total cast time after the DEX... The damage would be done every 4 seconds with 2 seconds cooldown, instead of 12 with the 10 seconds cooldown.

Another reason: This can be used as a bandage fix to the performers unability to level post-balance. iRO can change cooldowns and cast times as they wish. Lowering Great Echo's cooldown could be a way to revive performers way to level, and even "create" a WOE damaging function.


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#15 Pedrov

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Posted 17 December 2011 - 08:18 AM

[Genetic]
Acid Bomb
Pre-patch times Acid bomb fixed cast time damge depends on atk and matk
Post-patch times Acid bomb Fixed cast time damge depends on matk and vit same as pre renewal

Please remove the fixed cast time and make it variable cast
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#16 rommel671

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Posted 17 December 2011 - 08:24 AM

Sorc
DD or EG
Both casting time still low. We have to a full buff with secra and string to get the great casting time. Witch is we cant do that at pvp alone.
Either bring back the EG casting time or DD make it more faster. Thank you
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#17 Appledandy

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Posted 17 December 2011 - 09:43 AM

[Gypsy/Minstrel]
Skill name: Arrow Vulcan
Pre-patch times : Almost instant/depending on dex
Post-patch times : 4 second fixed cast time

Why you would like to see this changed/changed back:Without this skill being available this class becomes quite handicapped in parties and when trying to kill on their own. Their damage would have to rely on using a bow and only occasionally using arrow vulcan ...which actually happens to be their only skill that differentiates them from being a dancer/bard in a way. I feel as if this pair has been slighted and damaged by the limitation on that skill.
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#18 Exeter0

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Posted 17 December 2011 - 11:19 AM

[Mechanic]
Skill name: Arm Cannon
Pre-patch times: 1.2 + (Skill Level * .2) Variable
Post-patch times:
Fixed Cast Time: (0.8 - 0.2 * Skill Level) second
Variable Cast Time: (1.2 + 0.2 * Skill Level) seconds

Why you would like to see this changed/changed back: I feel that the fixed cast time is not necessary, considering that Level 1 Arm Cannon gets the most fixed cast time.

Tests:
Spoiler

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#19 mikeberserkr

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Posted 17 December 2011 - 12:12 PM

[LORD KNIGHT]
SKILL:
AURA BLADE

Pre-patch times:
Post-patch times:
Fixed Cast Time:
Variable Cast Time:
Why you would like to see this changed/changed back:


REQUEST: Please add a timer/cooldown timer to the right of the screen much like other support skills...
as we knights keep on guessing when the skill is gonna go out....

(we can only see it from the weapon aura



Edited by mikeberserkr, 17 December 2011 - 12:55 PM.

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#20 Ramen

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Posted 17 December 2011 - 10:24 PM

Ninja

Wind Blade

Current Effect:

1 second after cast delay.

Desired Change:

Please remove the after cast delay to put this skill on par with the other 1st tier magic skills which currently have no after cast delay.

Flip Tatami

Current Effect:

3 second global cast delay (can't cast any skills at all in the 3 seconds after casting flip tatami).

Desired Change:

0.5 second global cast delay, 5 second skill re-use delay.
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#21 pikachiquita5

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Posted 18 December 2011 - 03:30 AM

[Priest]
Skill name: Magnus Exorcismus
Pre-patch times: 1 second fixed cast time, 1 second cool down*
Post-patch times: 4 seconds fixed cast time, 4 second cool down*
*Counted the time myself, might not be ENTIRELY accurate since I couldn't remember the exact times, but it should be close. Someone correct me if I'm wrong.

This should be changed because it's impractical to level with properly. If it isn't set up properly, a Priest will most likely die to one or two monsters that could have easily been killed with the pre-patch time. The cast time and cool down don't justify it's damage output and the fact it's limited to only undead and demon monsters.

Screenshots, all post-patch:

Spoiler


Oda: good formatting on this one. We're pulling lists of the cast time changes we've made.


I second this. When I logged on after the patch to get a feel for cast times, I was horrified at what had happened to Magnus Exorcism. Before the patch, I was excited to finally have found a class I might like to solo with. Yet now, with the ridiculous cast time, I don't think it's even feasible anymore.

Please put it back to the previous cast time; such a long cast destroys the purpose of the skill entirely.
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#22 Elly

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Posted 18 December 2011 - 07:49 AM

[Gypsy/Minstrel]
Skill name: Arrow Vulcan
Pre-patch times : Almost instant/depending on dex
Post-patch times : 4 second fixed cast time

Why you would like to see this changed/changed back:Without this skill being available this class becomes quite handicapped in parties and when trying to kill on their own. Their damage would have to rely on using a bow and only occasionally using arrow vulcan ...which actually happens to be their only skill that differentiates them from being a dancer/bard in a way. I feel as if this pair has been slighted and damaged by the limitation on that skill.


This^, Please reverse it back to custom settings.
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#23 Akin

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Posted 18 December 2011 - 08:42 AM

[Maestro/Wanderer]
Skill Name: Great Echo
Pre-patch formulas: 0.5s fixed, 2.5s variable. 10 seconds cooldown
Post-patch formulas: Only damage changed. Cast time and cooldown are the same.

Why this should be changed?

After the Severe Rainstorm nerf, Great Echo is considered the best damaging skill of a performer class. But not the most reliable, guess why. Because of the damn high cooldown. As I proposed to Arrow Storm on the comment of Dawei's post, a 2 or 3 seconds cooldown would make sense. Personally I would want one second, but I know damage would be absurdely fast. Well, the skill has around 2s total cast time after the DEX... The damage would be done every 4 seconds with 2 seconds cooldown, instead of 12 with the 10 seconds cooldown.

Another reason: This can be used as a bandage fix to the performers unability to level post-balance. iRO can change cooldowns and cast times as they wish. Lowering Great Echo's cooldown could be a way to revive performers way to level, and even "create" a WOE damaging function.

I was coming to post the same thing! If there is any concern about the scaling of damage based on the number of Performers in the party, then please consider a cooldown of 2 + 2 * (NumPerformers - 2). So at the 7 performer damage cap, the cooldown would be 12 seconds, yet two performers on their own would still be dealing with a 2 second cooldown.

Here's another one:


[Maestro/Wanderer]
Skill Name: Metallic Sound
Pre-patch formulas: 0s fixed, ~1s variable. ~5 seconds
cooldown
Post-patch formulas:
0s fixed, (0.5 + 0.5 * SkillLevel) seconds variable. ( 1.5 + 0.5 * SkillLevel) seconds cooldown.

Why this should be changed?
Considering how low the damage is, and how low the SP drain is compared to the damage, and how Wanderers really have the only weapon with even a decent amount of MATK ( or nearly enough to make the skill possibly useful in the Rose vine whip), please consider lowering the cooldown to 1 second. That will give Wanderers something since they have lost the use of Dazzler. If we get the Sound Amplifier accessory and it turns out to be really OP and buff Metallic Sound to the point where a longer cooldown is needed, then remove the change..


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#24 WateryGrave

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Posted 18 December 2011 - 09:35 AM

[Mechanic]





Why is it that Genetics can have instant cast Cart cannon and do about 15-20k dmg while Arm Cannon which consumes not only cannon balls but magic fuel also

Genetic
Cart cannon has a large AoE, Can do easy 20k dmg without god items and has 0 after cast delay and also does not miss Compare this to Arm Cannon
Mechanic
Arm cannon max level 3x3, Does 15-20k Using +12 Pile bunker, Has Fixed Cast Time: (0.8 - 0.2 * Skill Level) second Variable Cast Time: (1.2 + 0.2 * Skill Level) secondshile
while having another almost 1-2 second Global delay. This skill is nearly impossible to use effectively without a Bard Class standing by.
Im not asking for arm cannon do be Stronger then cart cannon but considering it is the main attack skill of a Mado gear it should be on par with it in the least.
All im saying is that arm cannon can be easily out potted by pretty much everything in WoE only viable way to kill people is SD
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#25 VanishingPoint

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Posted 18 December 2011 - 09:29 PM

[Sura/Monk]
Skill name: zen
Pre-patch times: 1 sec

Post-patch times: 3 secs roughly estimating

Why you would like to see this changed? Because suras needs spheres to cast spell. Leveling with a slow zen cast takes a lot longer to level than before.
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