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Patch Notes v498 - (3/25/14) Server Maintenance 2PM (-7 UTC)


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#26 ChampPower

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Posted 25 March 2014 - 12:24 PM

My accounts are still not DC. I saw several shop survive, too.
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#27 Leonis

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Posted 25 March 2014 - 12:28 PM

Then what's the point of the unique stealth if it shared cooldown with regular stealth? People get it on katar raider just because it doesn't share cooldown. Plus you didn't mention it is for dual swords raider, so any chance for a refund?

The unique stealth was intended for Dual Raiders. It was a player suggested unique skill. If you purchased the Tome, you can request a refund. I will let the Customer Service Team know about the change, however they may have additional requirements behind providing a refund.

 

Glad to see you're lowering attack speed across the board, to encourage more people to actively use skills rather than just point click attack.

However I feel you're doing it the wrong way. Some classes are designed to have that attack speed (the katar raider with its 185% aspd at max stacks definitely needed a nerf there but not all of them had that significantly high passive attack speed). Where I think the problem lies is the attack speed buff that the cleric has, which is outright overpowering (107% aspd at max cha). 

jerremy, take a closer look. Only the Hawker/Raider got their attack speed reduced. Other classes just had the scale changed, to start at 10% and be smaller increments, but end at the same place.

 

Balancing isn't going to be a one patch solution and it won't happen overnight. We have to continuously study, research and data mine, in addition to reviewing the player feedback regarding the experience of game play. This isn't going to be the only or last patch that has skill balances. It will forever be an ongoing potential. We just want to have enough time gaps between for certain aspects of change to settle in. There is always a tendency of when patch notes are seen and the changes first experienced, to be quick reactions and cries, for better or worse.

 

The changes of this patch are slight, with a couple solid nudges. There were far more dramatic suggestions given in the grand scheme of player feedback. This is just to help nudge in the direction we feel necessary, for now.


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#28 jerremy

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Posted 25 March 2014 - 12:32 PM

jerremy, take a closer look. Only the Hawker/Raider got their attack speed reduced. Other classes just had the scale changed, to start at 10% and be smaller increments, but end at the same place.

 

Balancing isn't going to be a one patch solution and it won't happen overnight. We have to continuously study, research and data mine, in addition to reviewing the player feedback regarding the experience of game play. This isn't going to be the only or last patch that has skill balances. It will forever be an ongoing potential. We just want to have enough time gaps between for certain aspects of change to settle in. There is always a tendency of when patch notes are seen and the changes first experienced, to be quick reactions and cries, for better or worse.

 

The changes of this patch are slight, with a couple solid nudges. There were far more dramatic suggestions given in the grand scheme of player feedback. This is just to help nudge in the direction we feel necessary, for now.

Ah, I appear to be overlooking a lot of things today. Thanks for noticing my mistake.

Anyway, I still stand with my point that you need to take a look at the attack speed values on some passives/equipment/buffs, as some classes can reach such high attack speed so easily that it makes using skills obsolete.


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#29 Nifa

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Posted 25 March 2014 - 12:37 PM

Can we get a "target friendlies" skill plonks. 'Twould be mighty helpful overall (especially for people that like to just use a keyboard mainly, with the occasional mouse click), but especially for things like the changed Puri/Cure. My aim sucks and people move too quickly (and by the time you find the name of the person in group that you want to cast the skill on he'll be long gone, far, or dead.)


Edited by Nifa, 25 March 2014 - 12:37 PM.

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#30 Leonis

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Posted 25 March 2014 - 12:42 PM

Ah, I appear to be overlooking a lot of things today. Thanks for noticing my mistake.

Anyway, I still stand with my point that you need to take a look at the attack speed values on some passives/equipment/buffs, as some classes can reach such high attack speed so easily that it makes using skills obsolete.

A nudge here, a twink there. Katar Raiders had their attack speed reduced within each attack speed passive. Their class is designed for speed. Now, at a base rate, their passives provide them 90% attack speed, with Adrenaline Rush pushing it up another 50%, for 140% attack speed at best. With available gear, buffs and such influences, there's really only so much we can do based on class build, gear would overcome already. So it isn't just class builds that are an issue. When comparing what you can get from the class skills, the adjustments we've made helps temper down the recent update's explosiveness, but they are still a cut above the rest when it comes to speed.

 

Can we get a "target friendlies" skill plonks. 'Twould be mighty helpful overall (especially for people that like to just use a keyboard mainly, with the occasional mouse click), but especially for things like the changed Puri/Cure. My aim sucks and people move too quickly (and by the time you find the name of the person in group that you want to cast the skill on he'll be long gone, far, or dead.)

Ah, interesting suggestion! I'll see what we can do for the future. :)


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#31 ChampPower

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Posted 25 March 2014 - 12:46 PM

Leonis, can you give the cleric a little more movement speed? It would be a great help for a cleric to escape the dangerous situation, such as being assassinated by the raider, and others.
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#32 jerremy

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Posted 25 March 2014 - 12:55 PM

A nudge here, a twink there. Katar Raiders had their attack speed reduced within each attack speed passive. Their class is designed for speed. Now, at a base rate, their passives provide them 90% attack speed, with Adrenaline Rush pushing it up another 50%, for 140% attack speed at best. With available gear, buffs and such influences, there's really only so much we can do based on class build, gear would overcome already. So it isn't just class builds that are an issue. When comparing what you can get from the class skills, the adjustments we've made helps temper down the recent update's explosiveness, but they are still a cut above the rest when it comes to speed.

If you take into account the unique passives fury and wired, the katar raider has a whopping 170% maximum attack speed, topping off pretty much every attack speed based class by a large amount, safe for the gun bourg which has 150% maximum attack speed (for which you need to use a buff and doesn't last all the time). The next ones don't even compare, standing at 90% (battle cleric), 85% (spear champ), 80% (dual raider), 60% (bow scout), and most of the other classes (knight, BA, xbow scout, axe and sword champ) are at 50-20% aspd.

While yes, katars should be a cut above the rest when it comes to speed, somehow the disparity between the values seems too great.


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#33 borgahutt

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Posted 25 March 2014 - 01:02 PM

my main class is cleric and i play and test it constantly and what you have just changed has probably made a cleric worse to be honest...

very few clerics (in cd i add) actually bother to use purify at all as to be honest they focus on healings. its a good skill to use in certain situations but to be honest people can die in the time you actually purify them so you might aswell of healed. i just think that the people behind some of the update think you have time to use all the skills in the world before actually dieing on most classes when thats not the case now. its pretty damn useless now with only taking away one debuff. now im sure the clerics will last way longer when its bad enough now clerics that dont use puri when im constantly muted. now there isnt even any point in the '1 debuff' chance to actually take away my mute. and the 10% of whatever this new skill or passive whatever it is; is really nothing.

 

 


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#34 jerremy

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Posted 25 March 2014 - 01:04 PM

Rather than letting it purify one effect at its 20m range, why not drop the range down to 8m and let it purify three effects? And keep the 8 sec cooldown there, or maybe drop it to a 6 sec cooldown.


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#35 borgahutt

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Posted 25 March 2014 - 01:06 PM

Rather than letting it purify one effect at its 20m range, why not drop the range down to 8m and let it purify three effects? And keep the 8 sec cooldown there, or maybe drop it to a 6 sec cooldown.

 

or just leave it to how it was before, ive never heard anyone in the whole of the game ever complain or say that purify is a OP skill. never....


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#36 jerremy

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Posted 25 March 2014 - 01:08 PM

or just leave it to how it was before, ive never heard anyone in the whole of the game ever complain or say that purify is a OP skill. never....

Cause most classes don't rely heavily on debuff effects, they won't care in the slightest about what happens to the purify skill.

Except dual raiders, but who plays dual raiders lol.


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#37 borgahutt

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Posted 25 March 2014 - 01:12 PM

Cause most classes don't rely heavily on debuff effects, they won't care in the slightest about what happens to the purify skill.

Except dual raiders, but who plays dual raiders lol.

 

i dont find it OP in any way at all... so un-muting someone (when you have the chance) is OP.... dont think so.

 

its a good skill to be able to unmute when possible and for example revert a cold-snap on a character.

 

i dont think cleric should have resistance to mute at all. thats silly aswell. thats the way to stop us healing and is needed. ( not that 10% will make a difference anyway) but the purify changes i just dont undertstand the reasoning behind that at all


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#38 Leonis

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Posted 25 March 2014 - 01:17 PM

If you take into account the unique passives fury and wired, the katar raider has a whopping 170% maximum attack speed, topping off pretty much every attack speed based class by a large amount, safe for the gun bourg which has 150% maximum attack speed (for which you need to use a buff and doesn't last all the time). The next ones don't even compare, standing at 90% (battle cleric), 85% (spear champ), 80% (dual raider), 60% (bow scout), and most of the other classes (knight, BA, xbow scout, axe and sword champ) are at 50-20% aspd.

While yes, katars should be a cut above the rest when it comes to speed, somehow the disparity between the values seems too great.

As I mentioned, class builds. Those skills are additions, things you have to work and hunt for. Though they are taken in to consideration for game play design, they are not considered in the scope of base class design.

 

borgahutt,

The reasons were explained in the spoiler. If you don't understand, there's not much more I can do for you, unless you didn't read it. In which case, please do.


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#39 ChampPower

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Posted 25 March 2014 - 01:22 PM

If you take into account the unique passives fury and wired, the katar raider has a whopping 170% maximum attack speed, topping off pretty much every attack speed based class by a large amount, safe for the gun bourg which has 150% maximum attack speed (for which you need to use a buff and doesn't last all the time). The next ones don't even compare, standing at 90% (battle cleric), 85% (spear champ), 80% (dual raider), 60% (bow scout), and most of the other classes (knight, BA, xbow scout, axe and sword champ) are at 50-20% aspd.
While yes, katars should be a cut above the rest when it comes to speed, somehow the disparity between the values seems too great.

On top of what you have mentioned, If you take in the account of glorious raptor set (30% attack speed), 4 P7, fearless Vengeance (8.4% attack speed), and accessory, you are looking at the near 300% attack speed for katar raider. If you also count the buff, the raider attack speed is still standing at a near 400%. Is it a bit much comparing with the other.
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#40 ChampPower

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Posted 25 March 2014 - 01:27 PM

Rather than letting it purify one effect at its 20m range, why not drop the range down to 8m and let it purify three effects? And keep the 8 sec cooldown there, or maybe drop it to a 6 sec cooldown.


Personally, I rarely use purify because, at the current stat of war, people die faster than the time is needed for me to purify them.
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#41 california0707

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Posted 25 March 2014 - 01:31 PM

Since tomes have shared cooldown with normal skills, can I return the skill book I just bought yesterday? I find it pretty useless since they share cooldowns.


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#42 Feuer

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Posted 25 March 2014 - 01:32 PM

Cause most classes don't rely heavily on debuff effects, they won't care in the slightest about what happens to the purify skill.

Except dual raiders, but who plays dual raiders lol.

 

Ahem.. 


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#43 jerremy

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Posted 25 March 2014 - 01:33 PM

Ahem.. 

Something wrong with your throat? I'd go see a doctor. (For the record, I actually do play a dual raider, just pointing out the fact that of all the raiders in the game, 1% is duals)


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#44 Nifa

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Posted 25 March 2014 - 01:35 PM

Rather than letting it purify one effect at its 20m range, why not drop the range down to 8m and let it purify three effects? And keep the 8 sec cooldown there, or maybe drop it to a 6 sec cooldown.

I also think making it do only 1 debuff at 8s cd is kind of...eh. Would much rather having a tiny 7-8m range that puris 2-3 debuffs. It can even keep the 8s cd. And even perhaps make it a skill that only selfcasts so that it's a small range aoe centered around the cleric, forcing the cleric to go into a danger zone to use a more powerful version of single target Puri. As I suck at using only single target Puri (always have, always will, unless I see a huge glaring MUTE), I can't say how I will react to the change in lvl 5 (normal) Puri only clearing one debuff. Hopefully it won't be too devastating when trying to unmute fellow clerics amidst the many other debuffs.

 

i dont find it OP in any way at all... so un-muting someone (when you have the chance) is OP.... dont think so.

 

its a good skill to be able to unmute when possible and for example revert a cold-snap on a character.

 

i dont think cleric should have resistance to mute at all. thats silly aswell. thats the way to stop us healing and is needed. ( not that 10% will make a difference anyway) but the purify changes i just dont undertstand the reasoning behind that at all

Ask any charm build character whether they think the AOE Puri (20m range, clears 5 debuffs) is OP and they will almost certainly say yes. A mage with low AP (1.6-1.8k) that relies on Aural Pierce (15%+1.7-2k mdef down) is pretty useless when facing a team with a cleric that uses that AOE Puri. Similarly for charm duals (perhaps more defensively built (high dodge)) and their Accu debuff. Even champ's berserker's cry was completely nullified by that AOE Puri. It was especially OP because many debuffs have CDs that were way longer (15s) than the AOE Puri's CD (...whatever it was, 2s or something).

 

Mute resistance will be 10% * skill level, and since everyone pretty much gets Mystic Armor (lvl 5), clerics will have 50% mute resistance, which should (unless you are insanely unlucky) make quite a difference.

 

Cleric

Mystic Armor

  • New Effect - Mute Resistance 10% * SkillLevel
    Mute Resistance will reduce by the % rate of success chance of any Mute attempt.

 


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#45 Leonis

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Posted 25 March 2014 - 01:36 PM

Since tomes have shared cooldown with normal skills, can I return the skill book I just bought yesterday? I find it pretty useless since they share cooldowns.

You can submit a request for a refund. The Customer Service Teams have been informed regarding the situation. The skills not having a shared cooldown was never an intended design of the skill, as the skill itself is an advancement.


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#46 borgahutt

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Posted 25 March 2014 - 01:38 PM

As I mentioned, class builds. Those skills are additions, things you have to work and hunt for. Though they are taken in to consideration for game play design, they are not considered in the scope of base class design.

 

borgahutt,

The reasons were explained in the spoiler. If you don't understand, there's not much more I can do for you, unless you didn't read it. In which case, please do.

 

what you explained is not true at all i dont know who has gave you feedback to think that...

you realise as a cleric you dont have time to go around checking everyone for different debuffs and purifying them all. your getting attacked/slept/muted yourself which on top of that you have to stay alive and keep your team healed. in the specific situation; un-muting someone or for example getting rid of a slow on someone trying to run away is fine and it helps but to claim what you said about it is 100% true and i cant see any cleric i play with in leonis backing this at all... just saying, from my years of playing cleric

 

+ to add in. cleric is loosing the fun part of how it used to be. i dont know if the cleric 'vivito' is on this forum but she would agree that it used to be so much fun before when things were able to be timed and your positioning of where to stand as a cleric was vital... now its rather a spam fest in the crystal with as many fires as you can get for most clerics. aswell as that before puri played a good part in supporting your other cleric too


Edited by borgahutt, 25 March 2014 - 01:40 PM.

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#47 Phish

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Posted 25 March 2014 - 01:41 PM

While I can see why it was done the Stealth change was kind of lame because Katar Raiders which obtained the skill can't even use it anymore. (Yes I know they can still caste the skill, but with a shared cooldown and no other difference there is no point in having the skill).

 

I don't think I like the Cleric changes either. It just makes combat more luck based, with their mute resistance and single debuff purify. Unique purify was very powerful but I think either reducing the radius, or increasing the cooldown (or a slight mix of both) would have been sufficient. 


Edited by Phish, 25 March 2014 - 01:44 PM.

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#48 borgahutt

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Posted 25 March 2014 - 01:46 PM

While I can see why it was done the Stealth change was kind of lame because Katar Raiders which obtained the skill can't even use it anymore. (Yes I know they can still caste the skill, but with a shared cooldown and no other difference there is no point in having the skill).

 

I don't think I like the Cleric changes either. It just makes combat more luck based, with their mute resistance and single debuff purify. Unique purify was very powerful but I think either reducing the radius, or increasing the cooldown (or a slight mix of both) would have been sufficient. 

 

you got it!!! agree with everything you said. a reduced radius for unique purify would of been fine or increased cooldown


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#49 ChampPower

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Posted 25 March 2014 - 01:47 PM

what you explained is not true at all i dont know who has gave you feedback to think that...
you realise as a cleric you dont have time to go around checking everyone for different debuffs and purifying them all. your getting attacked/slept/muted yourself which on top of that you have to stay alive and keep your team healed. in the specific situation; un-muting someone or for example getting rid of a slow on someone trying to run away is fine and it helps but to claim what you said about it is 100% true and i cant see any cleric i play with in leonis backing this at all... just saying, from my years of playing cleric

+ to add in. cleric is loosing the fun part of how it used to be. i dont know if the cleric 'vivito' is on this forum but she would agree that it used to be so much fun before when things were able to be timed and your positioning of where to stand as a cleric was vital... now its rather a spam fest in the crystal with as many fires as you can get for most clerics. aswell as that before puri played a good part in supporting your other cleric too


From the response, I think it was Nifa, who gave him that idea. According to him, he said that asking any charm build cleric and everyone of them will tell you that AOE purify for multiple de buff is OP. Well, I am a full charm build cleric and I do not think it is OP at all. Like a said earlier, I rarely use that skill because, at the current state, I rarely find the time to cash that skill when everyone are dying fast if I do not concentrate in keeping them alive.
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#50 borgahutt

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Posted 25 March 2014 - 01:51 PM

From the response, I think it was Nifa, who gave him that idea. According to him, he said that asking any charm build cleric and everyone of them will tell you that AOE purify for multiple de buff is OP. Well, I am a full charm build cleric and I do not think it is OP at all. Like a said earlier, I rarely use that skill because, at the current state, I rarely find the time to cash that skill when everyone are dying fast if I do not concentrate in keeping them alive.

 

i play cleric tons and id like to see who this nifa is as a cleric to think that? its 100% true that you dont even have the time to even bother with it. most classes drop like flies and even if im spamming say a mage and they have a few on them they will even die with me using every heal at them so using a puri would just drop them quicker. as i said its good for certain situations and is used in certain situations. for them to listen to one guy saying that is a bit ridiculous imo.


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