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#1 Oda

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Posted 16 December 2011 - 03:59 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 effect
Post-patch effect

Why you would like to see this changed/changed back


This is the section for the effects of skills that have side effects, like "when you use this skill it deactivates this other skill" 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 Dinosexy

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Posted 16 December 2011 - 04:21 PM

[Monk]
Guillotine Fist

Pre-patch effect:
Disables Natural SP regeneration for 5 minutes

Post-patch effect
Disables Natural SP regeneration for 5 minutes
Disables SP recovery for 10 seconds.

Why you would like to see this changed/changed back:
I reccomend changing the 10 second disabling of SP to a 20 (or more, I guess) second disabling of fury status. This would take away their ability to do any rapid kills as Gfist and GoH both require it, but still leaves them other options, as opposed to making them a free kill.

Edited by Dinosexy, 16 December 2011 - 04:23 PM.

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#3 gl101

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Posted 16 December 2011 - 04:38 PM

[Shadow Chaser]

Reproduce

Pre-patch effect:
When copyed skill is use twice the sp consume

Post-patch effect:
When you copy skill the original sp is consume

Why would you like this changed/changed back:

I dont know if this topic goes here but I would like this to go back to the original effect as It is too much sp consuming. Also some skill consume 100 sp (crimson rock) and when u copy it with reproduce u will use up twice the original sp.

Oda: You might post that here: http://forums.warppo...ffect-requests/

Edited by gl101, 16 December 2011 - 04:43 PM.

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#4 Mowi

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Posted 16 December 2011 - 04:49 PM

[Monk]
Guillotine Fist

Pre-patch effect:
Disables Natural SP regeneration for 5 minutes

Post-patch effect
Disables Natural SP regeneration for 5 minutes
Disables SP recovery for 10 seconds.

Why you would like to see this changed/changed back:
I reccomend changing the 10 second disabling of SP to a 20 (or more, I guess) second disabling of fury status. This would take away their ability to do any rapid kills as Gfist and GoH both require it, but still leaves them other options, as opposed to making them a free kill. (Perhaps not Fury but the Guillotine Fist skill itself? Even a 30~60 seconds delay wouldn't be too terrible if people are worried about Suras quickly using the 10~20 seconds to recast Zen/Fury and GFist immediately)


Edited by Mowi, 16 December 2011 - 04:50 PM.

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#5 Hoeee

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Posted 17 December 2011 - 02:09 AM

[Maestro/Wanderer]
Skill name: Deep Sleep Lullaby
Pre-patch effect: Does not affect on party member/ Does not affect on guild's mates when WoE.
Post-patch effect: Affect all target

Why you would like to see this changed/changed back

Well, it's quite annoying our allies also affect in deep sleep status too. Sometimes i will scold by my allies because deep sleep them.


Edited by Hoeee, 17 December 2011 - 02:11 AM.

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#6 TheSquishy

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Posted 17 December 2011 - 03:58 PM

Monk

[Guillotine Fist]
Pre-patch-No natural SP regeneration for 5 minutes

Post-patch No Natural SP regeneration for 5 minutes,No SP recovery from items for 10 seconds.

Why you would like to see this changed...
The nerf was needed, but there should be some homogeneity in how skills work.


Recommendation:
No natural SP recovery for 5 minutes
7-10 sec Global cool down on all skills
1 minute skill cool-down for Guillotine Fist

This would make Guillotine fist function as other skills do, yet properly prevent it from being spammed
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#7 Darkeshi

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Posted 18 December 2011 - 12:07 AM

[Rune Knight]

Dragon Howling


Pre-patch effect:

inflict fear status

Post-patch effect

same

Why you would like to see this changed/changed back:

before patch no rk use this skill ever, and after the patch its pretty much still useles and noone is really interested in waste 5 skillpoints in this skill, inmovilization for 2 sec isn't too much actually for the reuse delay of 15 secs, maybe if you can increase the inmovilization from 2 to 5 seconds according to skill lvl, also adding the fear status icon Attached File  Fear_Status.jpg   12.43KB   5 downloads and the timer and make it decrease hit as it supossed to be

lvl1 - 1 sec immovilization

lvl2 - 2 secs immovilization

lvl3- 3 secs immovilization

lvl4 - 4 secs immovilization

lvl5- 5 secs immovilization

Edited by Darkeshi, 18 December 2011 - 12:10 AM.

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#8 frankSG07

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Posted 18 December 2011 - 02:59 AM

Skill name Gfist

About sp delays

Im not complaining about the 10sec delay, im cool with that, but the thing is, while on 10 sec delay, I can still use my sp pots( of course without gaining sp).
is that how its suppose to be? Its a waste of money :)
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#9 Alicesaurus

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Posted 18 December 2011 - 10:01 AM

Skill name Gfist

About sp delays

I am not complaining, but I am complaining about all the whiners who will whine like the earth is about to end and want this balance change reversed. This would be unreasonable as other classes were brought into line with where sura's are currently and had their damage toned down too. The sp disable for 10 seconds makes sura have to carefully consider when to use gfist as opposed to snapping into a guild -> fisting -> snapping away. Also with mvp'ing their main comp 'genectic' had their acid bomb damage halved. If you change the sp gain on gfist you disturb the balance between classes that kro has crafted when they made this intentional change. Changing this intentional change would make you need to make a number of other changes to other classes to make up for the class imbalance deficit this would create.

I would ask that the gm's to carefully consider this issue as opposed to listening to he who whines loudest and make an informed decision regarding this issue.

Edited by Alicesaurus, 18 December 2011 - 10:03 AM.

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#10 ultra39

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Posted 18 December 2011 - 10:54 AM

Skill name Gfist

About sp delays

Im not complaining about the 10sec delay, im cool with that, but the thing is, while on 10 sec delay, I can still use my sp pots( of course without gaining sp).
is that how its suppose to be? Its a waste of money :)


Let's be honest here... since you're the one gfisting, you should be perfectly aware when you should and shouldn't be able to recover sp. I was originally going to say it'd be understandable to request a debuff icon that tells you when you can't regain sp, but i just tested it out and it does give you an icon.
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#11 frankSG07

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Posted 18 December 2011 - 11:41 AM

Let's be honest here... since you're the one gfisting, you should be perfectly aware when you should and shouldn't be able to recover sp. I was originally going to say it'd be understandable to request a debuff icon that tells you when you can't regain sp, but i just tested it out and it does give you an icon.

Oh ididnt notice thanks .
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#12 Allysia

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Posted 20 December 2011 - 02:00 AM

Skill name: Gfist

About sp delays

I would like the skill as pre-patch. Using it only in Summoner room or BB, my husband is forced to use more pots on his bishop while he tank the boss, waiting that I can use again GFist, also dying more times in the procedure.
This change is troublesome not only for the Sura, but also for the Tank and when it is a your relative that is fine, but when it is another person isn't so good to see him die only cos now your skill has this malus.

I agree also with frankSG07, regarding the use of pots when is supposed that you have the sp delay. If you want keep the skill like now, well at least avoid that the ppl use blue pots or Ygg seed/berry for nothing.
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#13 rayo2nd

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Posted 20 December 2011 - 02:48 AM

Skill name: Gfist

About sp delays

I would like the skill as pre-patch. Using it only in Summoner room or BB, my husband is forced to use more pots on his bishop while he tank the boss, waiting that I can use again GFist, also dying more times in the procedure.
This change is troublesome not only for the Sura, but also for the Tank and when it is a your relative that is fine, but when it is another person isn't so good to see him die only cos now your skill has this malus.

I agree also with frankSG07, regarding the use of pots when is supposed that you have the sp delay. If you want keep the skill like now, well at least avoid that the ppl use blue pots or Ygg seed/berry for nothing.

I think that's not the way MVPs should be killed and i'm glad they're changing it. MVPs should only be defeatable by a bigger party, not only 2 Chars, they should be a challenge.
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#14 cold0ero

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Posted 20 December 2011 - 06:34 PM

[Monk]
Guillotine Fist

Pre-patch effect:
Disables Natural SP regeneration for 5 minutes

Post-patch effect
Disables Natural SP regeneration for 5 minutes
Disables SP recovery for 10 seconds.

Why you would like to see this changed/changed back:
I reccomend changing the 10 second disabling of SP to a 20 (or more, I guess) second disabling of fury status. This would take away their ability to do any rapid kills as Gfist and GoH both require it, but still leaves them other options, as opposed to making them a free kill.



As my main character is a Sura, this person would know that Fury is linked with snap (used to get away) and with SP recovery down, you can't even cast those things anyways until you have moved away and sit down. I think it's fine as it is now (with the Disable SP recovery items for 10 seconds) as it effectively shuts down the ability to spam GF without making a Sura an auto easy target for using one skill. On another note, for all those crying about GF, I should remind you that if you take away the GF so hardcore, you still haven't dealt with GoH, which then all Suras will use till you cry enough about that. GF will just end up being the "Need it dead now with guarantee" move instead of the slaughter the room move. Added bonus, Suras will not be able to hog all the MVPs (sorry, can't really fix the problem of weaker MVPs without breaking the character). All in all, I say nice change for Suras without breaking the class.
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#15 Hokubokosni

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Posted 21 December 2011 - 10:53 PM

I agree with the Guillotine Fist requests to a degree - I find the 0 SP thing EXTREMELY frustrating as a sorcerer - every time a sura in my party Gfists, I need to count to 10 before I can cast soul exhale, otherwise we BOTH wind up with 0 sp (I can't tell you the number of times I've cast exhale 1 second early last week in bio 3). It's even more annoying when the Sura throws up a chat or starts spamming party chat after 10 or 11 seconds when I still haven't exhaled...I think the best solution is to give them a 20-30 second cooldown on Guillotine Fist itself and allow them to regen their SP using pots and exhale at the very least that way it can't be spammed which I assume was the intended effect of the nerf?
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#16 Moyton

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Posted 23 December 2011 - 07:49 PM

[Shura]
Guillotine fist
Pre-patch no cool down, no SP block
Post-patch SP block.

Why you would like to see this changed/changed back

Keep the sp block 10 sec and Add 30 sec reuse for this skill.
Every body know this skill is not normal. Well if you don't change the damage.
Keep the 10 sec block sp and add 30 sec cool down- :angry:

This is how it should be. We should not even think about removing this 10 sec.

Edited by Moyton, 24 December 2011 - 06:55 AM.

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#17 HayrohsLegacy

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Posted 09 January 2012 - 06:41 AM

[Royal Guard]

Skill name: Reflect Damage (Kaahi)

Pre-patch effect: (Reflects magic, range & melee at 100% unlimited til duration expires) stacks w/Kaahi

Post-patch effect: (Reflects only melee damage at 80% proc rate -limited reflects) stacks w/Kaahi

Why you would like to see this changed/changed back: Change it back to 100% proc rate, all magic, range & melee can be reflected, I'm fine w/reflect limits but just "don't let it stack with Kaahi", this skill became so lame and IMO, The non-3rd class skill Shield Reflect is better after RD was nerfed, even this is not AoE but with 100% proc rate to reflect same 40% damage at Lv 10.

*And block the Reflect Damage skill useage for PVM (This is what jRO did months ago to avoid mob training/abuse)

Skill name: Inspiration

Pre-patch effect: Doesn't take .1% EXP when you're already Base Lv 150

Post-patch effect: Still requires .1% EXP "even you're already Base Lv 150" :thumb: edit: 1% thx for correction Phil (Yea it sucks since it gets more)

Why you would like to see this changed/changed back: Most RG's rushed to go 150 before to get rid of the EXP penalty as their goal, and gaining EXP is too harsh when already 150, this skill's buffs were already nerfed, 5 mins cooldown for reuse, short duration effect = already a torture PLUS gaining EXP :thumb:

Edited by HayrohsLegacy, 19 January 2012 - 08:46 AM.

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#18 Pril

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Posted 09 January 2012 - 10:02 AM

^ Takes 1% now instead of 0.1%, no? Most of us wouldn't be complaining if it were that low.
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#19 Akin

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Posted 10 January 2012 - 08:30 PM

So I was making a second Sura for fun and I thought: "Hey, I'll make an AGI combo Sura!"

But then I realized that the Sura combos can only be used after Dragon Punch, and Dragon Punch can only be used either alone or after Raging Trifecta Blow. This basically rules out the need for any of the monk/champion combos because of the low damage and lack of AoE (the name of the game in renewal) without a linker.

So here's a silly idea:
1. Make Trifecta Blow and Dragon Punch the combo starters.
2. Make Guillotine Fist and Gates of Hell the combo finishers.
3. In between, let the Sura use any skill in their skill tree that A ) does damage and B ) they have enough spheres and sp to cast.
4. Remove cast times for combo'd skills but keep skill cooldowns/global delays if there are any.
5. No skill can be used twice in a row.
6. The combo ends when the person fails to trigger the next skill, they don't have enough SP/Spheres, or the finishing move is used (GF/GoH). If the enemy is dead, they can still be beat on until the sura chooses to use a finisher.
7. Prereqs in the combo chain still matter for skills like TC and GoH, but FE and SNB can be used after Trifecta Blow.
8. At least 2 skills have to be used between the combo starters and finishers.
9. Area skills like TC, RB, Windmill, Lion's, etc, could only be used after two single target skills are used. So if do RTB, RQB, RT, and then TC, I'd have to use TSS, and OI before I could use RB for instance.
10. Once the combo finisher is unlocked (able to be used after the starter and 2 other skills), Sura gains +50 equipment attack for every combo afterwards if using a fist weapon.

And yes I mean all skills: Occult Impaction, Throw Spirit Sphere, Raging Quadruple Blow, Raging Thrust, Raging Palm Strike, Glacial Fist, Chain Crush Combo, Gentle Touch: Silence, Earth Shaker, Fallen Empire, Tiger Cannon, Lightning Ride, Howling Lion, Sky Blow, Rampage Blaster, Windmill, and Knuckle Arrow.

Seems like it could be OP, but only when fighing single enemies which is what Suras should be good at. No one's going to lock themselves into a long combo during WoE anyway though, so it's really just for PvM and PvP. Besides, without being able to stop to SSS, Zen or RD, Suras would have to rely on weaker skills like RQB and OI in hopes to get spheres from energy gain so they could continue the combo. It'd be fun to see who could get the longest combo.
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#20 HayrohsLegacy

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Posted 19 January 2012 - 08:46 AM

Hope these feedbacks are being red :blaugh:
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#21 Scott

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Posted 28 January 2012 - 02:38 AM

[Mechanic]
Maximum Overthrust
Status stays on when changing headgear
Status dispells when changing headgear

It's meant to be on weapon changing that it gets removed. It's sort of very annoying, especially as it's 5k per use. I presume it also affects Mastersmith.
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#22 Handersen

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Posted 02 March 2012 - 06:25 AM

[Monk, Champion, Sura]
Skill name
Zen, Call spirit
Pre-patch skill
this skill supposed to adds 3 atk for every spirits and will make it never miss [well still miss but still hit damage based on how many spirit]so let say u have 5 spirit balls and u hit monster but miss and it will only hit 15 damage instead of normal damage
Post-patch skill
completely miss although u have 15 spirit balls


i'm not sure though coz i come from diff server, just joined like 3 months ago
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#23 Pres

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Posted 04 March 2012 - 04:20 PM

[Ranger]
Camouflage

Pre-patch effect:
Deactivates when normal attack is used

Post-patch effect
Stays active when normal attack is used

Why you would like to see this changed/changed back:
This should be changed, because camouflage at its current state is extremely limited to only Arrow Storm builds, especially for pvm use. The skill remains completely useless for ASPD/auto-warg builds since it deactivates when a normal attack is used, and consequently not worth the skill points. The skill shouldn't be exclusive to AS builds, but should also allow ASPD builds to use camouflage with normal attack as well.
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#24 CeruleanGamer

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Posted 04 March 2012 - 05:53 PM

[Ranger]
Camouflage

Pre-patch effect:
Deactivates when normal attack is used

Post-patch effect
Stays active when normal attack is used

Why you would like to see this changed/changed back:
This should be changed, because camouflage at its current state is extremely limited to only Arrow Storm builds, especially for pvm use. The skill remains completely useless for ASPD/auto-warg builds since it deactivates when a normal attack is used, and consequently not worth the skill points. The skill shouldn't be exclusive to AS builds, but should also allow ASPD builds to use camouflage with normal attack as well.


To add to that proposal:

When using teleport, giant fly wing, or regular fly wing, user on camouflage should return to normal state and not retain camouflage mode that has no effect.
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#25 Knightlazarus

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Posted 11 May 2012 - 08:31 AM

Hundred spears costs way too much SP. Before, rune knights could single target kill level, by using 30 SP to kill the monsters. Now it costs 60 SP. You cut the leveling ability of rune knights in half, so please make hundred spears use 30 or 40 SP. 60 SP is way too much for a single target attack. Dragonbreath only costs 75 SP, it makes no sense. Speak with Heimdallr please, afterall, I am the one who suggested how the kvm fist should exactly be nerfed and he understood that my idea was balanced.
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