Simply put, the game got too easy with renewal, Lowering the EXP curve to level faster at 90~99 was a GREAT change, making it so you can get the exp without even trying? Terrible.
I shudder to think how easy NI might be right now, I know thors can be still pretty mean, but even then there damage is still slightly lower than it is now, and you'll be able to dish out way more in return on there now-lower HP and such.
I agree, and even Thor's is easy. As a 120 AGI Minstrel with a mocking, I was able to walk around level 3 and kill things in 1 or 2 hits of Severe Rainstorm (with a bad weapon). I was dodging all the normal mobs (including the sword guarding and salamander in frenzy) and only died when Byrogue came and wiped me (I'm glad to see he's a lot stronger than pre-renewal).
I would much prefer more challenging maps such as Bio3 pre-renewal. The reason why monster attack became so broken (12K damage from centipedes), is because of the broken trans skill Assumptio. Now that Assumptio is fixed, adjust the monsters attack accordingly. Don't make so a frenzied sword guarding only hits me once every 5 seconds on a Minstrel.
All in all, Renewal is a step ahead, and I like the game much better now than pre-renewal. It certainly has its flaws but they can be fixed and tweaked. Things that need to be revised are:
* Experience chart/EXP rates - Leveling would be perfect with 2x-3x rates during early~mid levels; however, it is still harsh for the higher levels, especially that monsters of lvl 115+ have much more HP and atk. 0,02% per monster is not really a way to go.
* Party-Share system - Needs serious overhaul. Bonus for each member of the party should be much higher or soloing will be much more efficient.
I agree with these two most of all. Considering how little EXP you get per monster at higher levels of the 3rd class, I would suggest the following which should promote party play without the negative aspects of losing EXP per hour or having a build that isn't party friendly:
1 person - 100% EXP
2 people - 60% EXP per person
3 people - 65% EXP per person
4 people - 70% EXP per person
5 people - 75% EXP per person
6 people - 80% EXP per person
7 people - 85% EXP per person
8 people - 90% EXP per person
9 people - 95% EXP per person
10 people - 100% EXP per person
11 people - 105% EXP per person
12 people - 110% EXP per person
This would work better, IMO, before iRO sanctioned multi-clienting, but I suppose if 4 people want to triple-client and drag 2 alts each, then they can be rewarded as well.
Last but not least, I was hoping that RO will get a new fresh look with introduction of renewal, I am glad that we got upgraded interface and booking system, but the thing that I was waiting for was DX9 support since RO uses only DX7 files - Flame me if I am wrong. Having a Day/Night system, changing weather and some fancy lighting in the game would make RO's graphic richer and even more unique. I hope that this day will come sometime in the future.
I would love this.
One things that stands out to me as something that should be changed in renewal is status immunity. They changed it so it's impossible to get insta-cast(as far as I know at least), which is a good change, but it's still very possible to get status immunity, and with the easiness of getting 100vit on most characters now along with other useful stats, it seems to make a lot of the new, and old, status inflicting skills almost useless and pointless to invest in. Could this possibly be reconsidered so that a lot of skills don't become completely useless when someone has 100vit? Unless they have a card that gives immunity of course. Sames goes for statuses affected by int and other stats.
What they need to do is give better rewards for going over 100 base in any particular stat, that will lean people away from trying to make a completely status resistant character (I predict a lot of level 150 Shadow Chasers with this type of build).
^
People are over stressing this complete immunity to "every status" thing. First of all, it's 100 total [Stat] assuming that your base level equal to the enemy's base level, which will happen when everyone eventually gets 150. But before all that, you're not guaranteed status immunity just from your stats alone. Aside from that, I don't know how many GXs, Mechanics, Rangers, RGs, and possibly RKs would incorporate 100 total int in their builds for freeze immunity. Theoretically, you can get 100 total in a lot of stats, but there's the question of how well it will actually perform in WoE.
And on the bright side, this means that we're no longer confined to unfrozen/deadly armors, which will allow for more diversity in what armor we use.
Besides, Vit status immunity isn't exactly that big of a deal. Sure in preRenewal, Stun and Curse were the main statuses, and vit nicely countered that. But in Renewal, there are a ton of other nastier status effects that are countered by int, dex, agi, luk and even str, and I doubt people could spread out enough points to cover all that.
The fact that you can be 150 with 100 in most of your stats is what I don't like about the new status resistance formula. Status effects are the 1 equalizer in the game regardless of base level. Now, if you're a lower level than the person you're fighting, you can almost completely forget about using status in order to gain any sort of advantage. It then just turns into a DPS battle with little skill or thought involved.