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Team Inubashiri Headgear Package Preview [Preview 3]


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#1 Inubashiri

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Posted 26 June 2012 - 06:18 PM

Each headgear has been uniquely tuned to its own class.
Each headgear will involve an extremely long epic quest in order to obtain it. Once of obtain it has certain feature ready to use.
If the user so desires they can do a sister quest for an accessory that will unlock further features of the hats.
If the user so desires as well they may upgrade to 7 or 9 for additional effects.
Each headgear targets or attempts to target a niche build that is not of the mainstream (if possible, not all will come out like this).

My team and I have been working on these for 9 months+ and several iterations, the worst of which was the balance patch, the whole project was scrapped nearly.

Today I will be releasing the last set of previews, you're welcome to post opinions that are constructive but any attempts to insult me or my team members will be dealt with swiftly. The objective is to show the community a few of these and possibly get some feedback. If your class is not listed, don't worry more previews will come in the days and weeks to come.

Suggestions are welcome but do not be upset if your suggestion is not added, this is how democracy works, not everyone gets what they want. Please do not suggest ridiculous or outrageous things. Also some things are just simply NOT possible, so don't take offense if I or someone else says that its not.

So without further delay...

Preview 1 - Headgears & Accessories

Preview 2 - Headgears & Accessories

Preview 3 - Headgears & Accessories

Complete Specification Document

By no means are these set in stone yet, so don't despair.

I would like to re-iterate the point of these are for PvM and not for PvP or WoE so don't even try to suggest otherwise as it will be ignored.

**Pay no attention to bad formatting from Google Docs.

Please only suggestions/feedback for preview 3 only!
 

Update

Magician's Night Cap [1]

87534177025604326762.png09537935791771892798.png


Ordinary Magician's Hat [1]

83750667480007428712.png89844703548308945878.png


Shrine Maiden's Hat [1]

11794593499898311637.png96134284824022255246.png


Night Sparrow Hat [1]

98128522728660342408.png43029593695864405091.png



Here are the rest, label them later:

Hitaikakushi1.bmp
Inconspicuous-Hat-1.bmp
Lyrica-Hat.bmp
Oni-Horns1.bmp
Sea-Captain-Hat.bmp
Ascendant-Crown1.bmp
Autumn-Headband.bmp
Black-Ribbon1.bmp
Divine-Guard-Hat1.bmp
Focus-Beret1.bmp
Harvester-Hat.bmp

Edited by Inubashiri, 18 December 2013 - 12:56 PM.

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#2 Azyrk

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Posted 26 June 2012 - 06:25 PM

Wow the super novice one has a little of everything.

But these all look very nice. Shadow spell looks nice a fun build.

Edited by Azyrk, 26 June 2012 - 06:28 PM.

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#3 xFireize

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Posted 26 June 2012 - 06:27 PM

I was wondering why the old previews were gone. Finally yay! :p_love:
*reading*
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#4 RennaSaintsworth

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Posted 26 June 2012 - 06:31 PM

Finally, my trapper ranger can have fun again :p_love: :p_love:
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#5 xFireize

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Posted 26 June 2012 - 07:04 PM

The Shadow Chaser gears are nice. I like the hat and the accessory combo effects.

Although, there's one thing I personally would change. I have never seen a Spell Chaser raising INT until 120. I believe the reason is because it's simply not worth it. It's better to allocate the stat points to LUK, which gives 1 MATK for every 3 LUK.

Raising AGI to 120 has been more considerable than raising INT to 120. So here is my suggestion, as a replacement of that effect:
+10% ASPD if base AGI is 100. Additional +1 ASPD if base AGI is 120.

At high ASPD, raising one single point requires a hell lot of AGI. It would be great if raising AGI above 100 gives a better reward. This also encourages Spell Chasers to wear a shield.

Edited by xFireize, 26 June 2012 - 07:09 PM.

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#6 Serigeese

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Posted 26 June 2012 - 07:23 PM

  • Inconspicuous Hat [1]

A simple hat that would look inconspicuous in any crowd. Its very helpful to anyone who is trying to blend in.

-Increases magic attack by 10%
-Increases MATK by 50 if wearer’s base INT is 120.

-If upgraded to +7 or higher, increases ASPD by 2.
-If upgraded to +9 or higher, increases MATK by 10 for every upgrade above 9. (starting at 9)

**Set Bonus** Ring of Sealed Shadow [0]

-Increases MATK by 2 for every 5 base AGI.
-Increases magic attack by 1% for each level of Shadow Spell learned.

15 Defense
20 Weight
Upper Only
Shadow Chaser Only
Requires level 100



Posted Image

The Shadow Chaser gears are nice. I like the hat and the accessory combo effects.

Although, there's one thing I personally would change. I have never seen a Spell Chaser raising INT until 120. I believe the reason is because it's simply not worth it. It's better to allocate the stat points to LUK, which gives 1 MATK for every 3 LUK.

Raising AGI to 120 has been more considerable than raising INT to 120. So here is my suggestion, as a replacement of that effect:
+10% ASPD if base AGI is 100. Additional +1 ASPD if base AGI is 120.

At high ASPD, raising one single point requires a hell lot of AGI. It would be great if raising AGI above 100 gives a better reward. This also helps Spell Chasers to wear a shield.


I also agree with xFireize, Getting 120 INT is pretty steep but it could have merits. If we want to be to be Spell Chasers then we have to pay the cost. all the added MATK I hope will help to push Level 5 Spells damage a lot because I don't know for SURE but hopefully it will be enough. But I guess that's what testing is for ~ We will see soon enough.

Only thing I don't like is how we would have to push the headgear beyond +9, maybe if it just gave us another flat rate would be fine? Like it's refined to +9 then another +X% MATK or +X MATK would be ok. Other than that, This is really some amazingly awesome work you guys did here.

:D


EDIT - For me the 120 Int isn't too bad since I'm already going more for like a Spell Caster Chaser with Shadow Spell but for some shadow chasers out there are going more STR with their builds so that might cause some clashing of ideals? I

m just thinking there could be more options for the hat because the class itself is so versatile with that it can do with what stat points and such. Because Shadow Spell isn't really set in stone. For me, I'm more Int and Dex and than others. Some chasers are more STR and INT. Rare few chasers are basing on AGI LUK and INT for Shadow Spell.

So just some more information for you to understand the class and build a little more when you might want to edit it or what not :o

Edited by Serigeese, 26 June 2012 - 07:31 PM.

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#7 michaeleeli

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Posted 26 June 2012 - 07:26 PM

I agree with the two above. The hat is perfect for my SC - how it scales with matk, agi, and such. But, seeing shadow chasers are usually dex-oriented and all-rounder, it is rare to see any stat (besides dex) to reach 120. My int goes to 99, but 120 int requires too much sacrifice for any solo/training. Maybe an all-rounder like [if int is 90+, adds 20matk. if agi is 90+, adds 1 aspd].

Also, the most important thing I wanted to see with the hat contributing to training/solo'ing pvms is the SP reduction cost for Reproduce. Even reducing it by 25% sp cost is extremely helpful - rwh's and nid garbs only rarely give me help, as it is not 100% reliable.

Lastly, this is more harder to describe....since the hat is already designed for chasers to solo pvm with auto-shadow spell, I think it's best if we replace the 120 int requirement to a skill-delay reduce or damage-reduce effect. Reason is because all skills that chasers auto-shadow with gives delay - and besides using items, they can't do anything else. They can't fly away with teleport skills or heal or back slide while ASS-ing. The most viable way for people to survive is using rudolf hat - and while equipping the awesome new hat on, it doesn't feel as nice to switch hats to heal while in-battle. Therefore giving some reductions will help alot in soloing.

Edited by michaeleeli, 26 June 2012 - 07:31 PM.

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#8 michaeleeli

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Posted 26 June 2012 - 07:34 PM

For the super novice hat - awesome effects lol. Too awesome. Just don't know how that specifically contributes to solo pvm'ing. It seriously buffs him up in every aspect. I don't play super novice so I don't know how weak it is, but its guaranteed you can see super novices wear this during pvm/pvp/woe (if ppl use him in it)

*Cough* the hat looks wonderful. =p some people will be extremely happy about it ^^

Edited by michaeleeli, 26 June 2012 - 08:07 PM.

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#9 Senkasa

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Posted 26 June 2012 - 07:40 PM

For super novice... I had a different effect in mind.. I thought about +100 HP/+20SP for every level above 100 instead of the 15% upgrade for HP/SP. It would give em more of a fighting chance and what's +5000 HP/+ 1000 SP gonna hurt for buffing up a Super novice at 150? The current 15% Each upgrade would add about.... +600 HP and +30 SP for my super novice? It's a little underwhelming, overall I like the REST of the effects.

Though I was thinking of this effect at +9 so it wouldn't be so easy to earn firsthand.

If it's too much I understand, I did want to give my thoughts on it as well though.

Edited by Senkasa, 26 June 2012 - 07:51 PM.

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#10 Serigeese

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Posted 26 June 2012 - 07:41 PM

I agree with the two above. The hat is perfect for my SC - how it scales with matk, agi, and such. But, seeing shadow chasers are usually dex-oriented and all-rounder, it is rare to see any stat (besides dex) to reach 120. My int goes to 99, but 120 int requires too much sacrifice for any solo/training. Maybe an all-rounder like [if int is 90+, adds 20matk. if agi is 90+, adds 1 aspd].

Also, the most important thing I wanted to see with the hat contributing to training/solo'ing pvms is the SP reduction cost for Reproduce. Even reducing it by 25% sp cost is extremely helpful - rwh's and nid garbs only rarely give me help, as it is not 100% reliable.

Lastly, this is more harder to describe....since the hat is already designed for chasers to solo pvm with auto-shadow spell, I think it's best if we replace the 120 int requirement to a skill-delay reduce or damage-reduce effect. Reason is because all skills that chasers auto-shadow with gives delay - and besides using items, they can't do anything else. They can't fly away with teleport skills or heal or back slide while ASS-ing. The most viable way for people to survive is using rudolf hat - and while equipping the awesome new hat on, it doesn't feel as nice to switch hats to heal while in-battle. Therefore giving some reductions will help alot in soloing.


^This

I totally forgot about the ever constant delay that is tagged on when we active the spell through Shadow Spell. Even more so for Storm Gust, the 5 second delay from it can be dangerous. At sometimes we need time to recast Shadow Spell or Preserve, mobs are still punching us down and there isn't anything we can do about it. There been times I did lost my spells because the delay was too long, the mobs didn't freeze from the SG, and I have to Bwing back to get SG again or be forced to Fwing away.

Maybe something like that can be tagged on? I also like the Idea he had about having the stat requirements being more well rounded because that's how the build is currently done. Because we focus A LOT on 4 Stats, AGi, INT, Vit, and DEX. something is going to suffer if we have to push the INT to 120.
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#11 Hrishi

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Posted 26 June 2012 - 07:44 PM

If you are releasing a Soul Linker hat, it would be nice if you released a TKM hat as well :(
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#12 xFireize

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Posted 26 June 2012 - 07:46 PM

Maybe an all-rounder like [if int is 90+, adds 20matk. if agi is 90+, adds 1 aspd].


Yeah, I agree all-around effect. I was just messing with stats calculator to see how 120 AGI looks like. It's actually tougher than I thought, you barely get enough STR/DEX/VIT if you raise AGI to 120 and having high INT.

+30 MATK if base INT is 90, +1 ASPD if AGI is 100 (or +10% ASPD if AGI is 90)

Edited by xFireize, 26 June 2012 - 07:51 PM.

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#13 Serigeese

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Posted 26 June 2012 - 07:46 PM

If you are releasing a Soul Linker hat, it would be nice if you released a TKM hat as well :(


Patience ! ~ I'm pretty sure they are working on something for each class.

Speak of which ~ When you gunna make one for Gunslingers <3 ~~~
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#14 Senkasa

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Posted 26 June 2012 - 07:49 PM

After rethinking the Super Novice hat, How about:

If Upgraded to +7: +50HP/+10 SP for every Level Above 100 (Should not stack with +9 effect)

If upgraded to +9: +100 HP/+20 SP for every Level Above 100 (They should not stack, just increase)

Sorry if it appears to be too much, just want my SN to be able to survive more :p_swt:

It can be flexible and/or adjusted accordingly if it appears to be too much, it's almost perfect though! :p_laugh:

Edited by Senkasa, 26 June 2012 - 08:04 PM.

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#15 Serigeese

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Posted 26 June 2012 - 07:52 PM

Yeah, I agree all-around effect. I was just messing with stats calculator to see how 120 AGI looks like. It's actually tougher than I thought, you barely get enough STR/DEX/VIT if you raise AGI to 120.

+30 MATK if base INT is 90, +1 ASPD if AGI is 100 (or +10% ASPD if AGI is 90)


:p_idea: They could copy the Heroic Backpack a little bit ?

If your AGI Is at 90/100/120, You get more MATK and magic damage bonuses.
If your INT is at 90/100/120 you get more ASPD and magic damage bonuses

When upgraded to +7 you get the basic improvements, and then upgraded to +9 you get the better improvements. if you get the ring to complete the set you finish it all up

:rice: This way, no matter what kind of Spell Chaser you running, you can get something for investing into the stats for the bonuses? We can then modify the other set bonuses and other benefits so it's not too overpowered.

EDITED!~

Edited by Serigeese, 26 June 2012 - 07:55 PM.

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#16 michaeleeli

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Posted 26 June 2012 - 08:05 PM

Yes! Tbh (even told otherwise) I built my SC around heroic back pack lol - to benefit the most of it. I have 99 in int, vit, (110) dex, and agi - this allows me to do almost anything, which is a perfect balance and make-up of SC's lack of offensive and survival skills. Having an all-rounder effect from hat will even make it MUCH better in solo'ing. And it won't be used in woe since survival hats (demi human reduc) are better =p

I did cry a bit how I just made a high grade red pom...I made it purely for pvp (not woe), and i guess i could have fun with the hat in some pvm/pvp too now =p! Good thing they didn't go atk-based equip lol like the new siege set, or any other new SC equips >.> we no need atk...


As for the ranger, I KNEW it was gonna be focused on traps, so my pure-trap ranger that I just made will not be wasted =p Although its not even meant for woe (the -50% AS damage lol), I will be working a way around it and try use in woe hehe...better not say it out loud tho or they might nerf it once again =X

Edited by michaeleeli, 26 June 2012 - 08:22 PM.

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#17 Senkasa

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Posted 26 June 2012 - 08:10 PM

The SC Set honestly does look a LOT better to be used... same with ranger. I could finally solo possibly without relying on arrow storm so much anymore. (Assuming opposite element monsters for fire/ice trap)

Geneticist I never had problems with CC but Its nice to see that getting a boost too.

Mechanics... They finally get some love with Axe Tornado~ 50% Does seem nice. I was hoping a little for 75% Kinda like the ranger set has for their traps but these all work.

I just wanted opinions on my Super Novice headgear suggestion whether it's good or I jumped the gun and thought it out very badly :p_swt:
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#18 TwilightsCall

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Posted 26 June 2012 - 08:16 PM

After rethinking the Super Novice hat, How about:

If Upgraded to +7: +50HP/+10 SP for every Level Above 100 (Should not stack with +9 effect)

If upgraded to +9: +100 HP/+20 SP for every Level Above 100 (They should not stack, just increase)

Sorry if it appears to be too much, just want my SN to be able to survive more :p_swt:

It can be flexible and/or adjusted accordingly if it appears to be too much, it's almost perfect though! :p_laugh:




To be completely honest, we all knew that % based buffs for HP and SP on a super novice was a terrible idea from the start, we just never got around to actually changing it.

If I were to change it, I would probably do something like....

At +7, increase SP by 8 for each base level acquired. (+1200 at 150)
At +9, increase HP by 70 for each base level acquired (+10500 at 150)

The super novice HP mod is absolutely ludicrous, and I see no justification for it at all. They still are going to have much less HP than any other character at 150, but at least this way they can survive an attack from a random monster once they get past level....10....
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#19 Raghu

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Posted 26 June 2012 - 08:40 PM

Wow, just seeing this now. I like the idea of bringing in new gear, but i believe this is going to undo what the balance did for rangers and maestros, which was to almost nullify their solo-ing ability(maestro/rangers with their hp/sp proc with HF cards and RWH). I have both a ranger and a maestro and the balance pissed me off bad - i couldn't solo any more anywhere, no more (solo)MvP. And so i partied for the first time on the ranger and guess what, i enjoy this better than solo-ing - be it for leveling or MvPing.

I know the numbers aren't set in stone yet, but i hope they are changed.
*wonders if we'll get a free reset so i could reset my ranger to a trapper again*
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#20 Seffisaur

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Posted 26 June 2012 - 09:08 PM

Like Senkasa I'm super psyched for the Super Novice gear. The others look mighty promising considering that most of them will be, shall we say, made more modest once they get passed along.
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#21 ItsMoonie

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Posted 26 June 2012 - 09:15 PM

I like the yuyuko hat.
Makes me wonder if there will be a youmu ribbon too :3
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#22 Chorvaqueen

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Posted 26 June 2012 - 09:58 PM

Lyrica hat...wtf sundae?
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#23 Senkasa

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Posted 26 June 2012 - 09:59 PM

To be completely honest, we all knew that % based buffs for HP and SP on a super novice was a terrible idea from the start, we just never got around to actually changing it.

If I were to change it, I would probably do something like....

At +7, increase SP by 8 for each base level acquired. (+1200 at 150)
At +9, increase HP by 70 for each base level acquired (+10500 at 150)

The super novice HP mod is absolutely ludicrous, and I see no justification for it at all. They still are going to have much less HP than any other character at 150, but at least this way they can survive an attack from a random monster once they get past level....10....


I have NO problems with any of the other effects. I'd like to see the % Swapped out with Definitve HP/SP Numbers instead and following upgrades. As stated before their HP/SP Mods SUUUUCK so the %s wont be a very noticable difference... :p_swt:

Overall I approve of 90% of it. If we can swap out the HP/SP %s with upgrade numbers then I can happily go on my way with my novice :p_hi:

Edited by Senkasa, 26 June 2012 - 10:01 PM.

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#24 TheSquishy

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Posted 27 June 2012 - 01:02 AM

Well i'm kinda sleepy so the only thing i can articulate clearly is the need for a different hp/sp bonus for super novie.
Characters with under 10k hp usually benefit more from fixed bonuses.
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#25 Sully

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Posted 27 June 2012 - 01:17 AM

Oh Genetic :D ! Thorn seeds wont have to cost 100k if this is implemented :3 awesome
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