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#101 LunaXavier

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Posted 23 June 2015 - 12:04 PM

Heals?  Too strong or ok as is?

 

Heals are also way too stong. I would suggest a 50% nerf on every single target healing abilities and a 75% nerf on every aoe heals abilities.

 

Survivability?

 

I do realize that my 2 proposals would completly nerf cleric s survivabilty... but to counter this side effect, I would propose to a new defensive skill ability! (It s not new at all in fact...)

New Skill : (self target) Dodge rate up 1000% Mvt Speed up 100%, last 10 sec, Cooldown 60 sec. (lvl1 : 120sec, lvl2 : 105sec, lvl3 : 90sec, lvl4 : 75sec, lvl5 : 60sec)

These suggestions?

 

Why do you think heals are too strong and a 50% nerf is needed on every single target heals and 75% aoe heals? Seems pretty retarded. Heals are fine atm really. Can you explain more in details why the nerf on heals is needed? I want to know your opinion.

 

1000% dodge skill and 100%mspd up for survivability? The numbers are hilarious...and broken. 


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#102 CharasX

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Posted 23 June 2015 - 12:24 PM

These suggestions?

 

Why do you think heals are too strong and a 50% nerf is needed on every single target heals and 75% aoe heals? Seems pretty retarded. Heals are fine atm really. Can you explain more in details why the nerf on heals is needed? I want to know your opinion.

 

1000% dodge skill and 100%mspd up for survivability? The numbers are hilarious...and broken. 

 

The heal nerf suggestion would be coupled with a huge dmg nerf, as  explicitly written in my suggestion.

 

the 1000% dodge, 100%mvt skill defense move comes from Pre Evo, wich was the time when ROSE was the most loved and played

 

once again.... really, you should stop trying to argue with me out of nowhere everytime we post on the same thread, it will not bring you anywhere.... now let s drop it and let other ppl post their opinions shall we? or do you really want to comtinue your childish and vain crusade against me?

 

Edit : I explained why I believe heals should be nerfed on previous posts... and in wich circumstances, involving a rebalance of the game dmg. You can agree, or desagree, but going smartass with big attitude will never bring you anywhere with me. (nor in life generally fyi)


Edited by CharasX, 23 June 2015 - 12:29 PM.

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#103 carlosrose

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Posted 23 June 2015 - 02:54 PM

Would be more balanced if the one that is discussing play every class and understands the pros and cons of each and every class. Not from a single biased class player

 

Why are you even bothering? Ignore him Ruuri, biased players with no inside on the FS job commenting about their tankability? .. just LOL. Let him cry and say all the BS he wants, attention seekers errwhere.... Anyone who ever bothered to play PvP matches with a FS knows how hard and challenging being a cleric can be, and how much it costs to make a "decent" build

 

 

Now back to the thing we are here for: 

 

  1. It is true that matches with NO STAT BUFFERS (Cleric included) are indeed the most "balanced" nevertheless is all about luck, and who you end up with in your team: a team full of 15 katar raiders (not as crazy as it might seem) vs a mixed team (GB, scout, mage, champs) will take them out easily (as long as they use their brain and attack as a team) mainly bcoz atm katar have the most survival advantages -> high dodge (the most reliable defensive mechanism) and 2 cloaks and there is no argue on that, it's a fact.
  2. "The heal nerf suggestion would be coupled with a huge dmg nerf, as  explicitly written in my suggestion." Oh! I know that thread, isnt it where he suggested a retarded huge nerf on skill damge but a small nerf on auto attack? was it like a 50-75% on skill dmg and like 25-35% on auto attacks? LOL Jeez what a wonderful idea! o; ... But once again that suggestion is DEFENETLY NOT BIASED BY AN AUTO ATTACK BASED JOB! lol
  3. "1000% dodge skill and 100%mspd up for survivability? The numbers are hilarious...and broken. "  Cant really say what I think about that without getting ban on forums *__* so I'm just gonna go for "1000% dodge and 100% mspeed up? luuuuuuuuuul he might be drunk"

How about we actually make decent suggestions? Such as overall dmg reduction (SAME % TO EVERYONE) then once that dmg reduction is taken care of we can discuss about nerfing the heals equally not before since atm HEALS are fine as they are.

 

Clerics dont need more skills to learn we are already tide up with our limited build options as we are forced to have buffs, adding more benefits (such as I mentioned on a precious post, like mspeed on the heal touch passive) could fix multiple cleric problems-> if we dont we will have the rage quitters who wont move from spawn, try to TT for making a "fail build"... Or ofc taling about stats clerics are expected to have AT THE VERY LEAST 60+ buffs, and automatically people will assume based on ur charm buffs if you are a good cleric or not, since apparently clerics DO NEED TO have max charm on their builds (most retarded crap ever....)

 

About gear, clerics are the only ones that dont really have a specific honor set for them (there is no decent set for them atm) so I will support LunaXavier suggestion about lumi, making skill power also affect heal power. Then FS clerics WOULD have an honor set and be more equal (in terms of benefits from sets, as well as refining!)

 

Clerics are atm playable that is true (just as canon BA) that doesnt mean that a rework aint necessary... 


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#104 LunaXavier

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Posted 23 June 2015 - 03:24 PM

The heal nerf suggestion would be coupled with a huge dmg nerf, as  explicitly written in my suggestion.

 

the 1000% dodge, 100%mvt skill defense move comes from Pre Evo, wich was the time when ROSE was the most loved and played

 

once again.... really, you should stop trying to argue with me out of nowhere everytime we post on the same thread, it will not bring you anywhere.... now let s drop it and let other ppl post their opinions shall we? or do you really want to comtinue your childish and vain crusade against me?

 

Edit : I explained why I believe heals should be nerfed on previous posts... and in wich circumstances, involving a rebalance of the game dmg. You can agree, or desagree, but going smartass with big attitude will never bring you anywhere with me. (nor in life generally fyi)

The heals do not even need a nerf, they are doing perfect. But with the new damage formula and defense curve, everyone became more squishy and the damage output went super high. The cleric heals and cooldowns need adjustments to balance out the recently increased damage output. Everyone is just dying so fast. This is my reason why the nerf on heals are not necessary.

 

Who knows, I heard they will increase the lv cap soon and maybe this will make everyone stronger again..


Edited by LunaXavier, 23 June 2015 - 05:22 PM.

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#105 kwayan19

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Posted 23 June 2015 - 03:51 PM

Charas you have been away from the game for months and you missed a couple of patch notes... heals have been nerfed already before... tanking ability? Before yea we can tank like no tomorrow but we were nerfed yet again... I just laughed at fs being so tanky now..

Why do you think your clannies group 3 to 4 fs in AA?

A solo cleric is really horrible and stressful to play... esp. If you end up with a team who doesnt know what to do

If clerics are indeed tanky as you say.. why is the cleric population low?

Edited by kwayan19, 23 June 2015 - 03:52 PM.

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#106 kwayan19

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Posted 23 June 2015 - 05:56 PM

And to add every possible nerf has been done to fs... heal power, heal cooldown, mp consumption, mp regen, buffstrength, mspeed (yea the shoe shows -10 now) block rate, block damage, charm > Int ( yes this is a nerf because fs cant invest anymore on defensive stats like dex str or sen), manashield (nerfed along with the mage nerf), flames nerfed, too much sp wasting skills

The dex passive isnt even useful because it gives a measly amount of block rate.. and we cant invest much stat points to dex... and besides dodge build is horrible now on fs.. so scrap that dex passive.
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#107 MonnaLise

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Posted 23 June 2015 - 07:42 PM

Manashield is good if you are with other clerics in your group... but when you are SOLOING its crap.. you wont have time to use it as frequently because you are too busy healing people.. and the long animation makes it even more undesirable.. it takes 2 to 3 secs for that jumping animation.. its better to invest 15 sp to somehing better... the increased block rate isnt really that appealing too..

 

Ya happens most of the time. Ive tried building a dex type cleric but obviously it would give away the high charm you gotta maintain for buffs so still crap cos doing a little dex will not really help that block rate passive thingy. (AA situations)


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#108 kwayan19

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Posted 23 June 2015 - 09:04 PM

I have a pure dex fs wih max dex gears.. with block rate of 90+ still dies fast lol
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#109 Squipy

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Posted 23 June 2015 - 09:16 PM

I have a pure dex fs wih max dex gears.. with block rate of 90+ still dies fast lol

 

what's ur ign ?


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#110 nooooodles

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Posted 23 June 2015 - 09:22 PM

sooooo charas.. who is your cleric you play AA with? just curious ;d


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#111 KatsuraKujo

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Posted 23 June 2015 - 11:00 PM

Honestly, every class to gain something, there is sacrifices. This is obvious. In exchange for clerics to be as tanky as they are now (which is not really much) they need to sacrifice their charm which would affect their buffs and heals. And if it affects the buffs, then it also affects their def, ap, accu, so on so forth. As a cleric main myself, i heavily rely on buffs to survive longer, and even so, its not much longer at all. The reason for this is as follow.

 

Clerics have low off hand def. The most my cleric can get is about 1k physical block. Compare this to the amount of damage being caused by everyone atm, which is like 5-6k in AA, and 16-20k in open pvp. It isn't much EVEN if you got lucky and block every attack.

My cleric in general has only 6k def on def gear. It goes up and down depending on stat buffs, and if i bother to change more of my armor. 6k def isn't much reduction in physical damage at all. its only about 40+% if i am not mistaken. (i can be wrong, i'm not playing right now to refer to my cleric).

 

Its the same thing with other classes. In order to gain high damage, you have to sacrifice something. Champs need to sacrifice some def for the damage they cause, raiders need to sacrifice dodge for their attack, so on so forth. Its a matter of how the build is.

 

Okay, honestly i'm going off topic, but seriously clerics now are decent enough. The only discussion about them are the buffs being too much of an influence in pretty much all sorts of gameplay. Heals, survivability, imo are logically good enough. Its just how the buffs affect everyone and everything else in the game that needs to be relooked at.


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#112 Mystiquef0rce

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Posted 24 June 2015 - 12:49 AM

def has diminishing returns.. you cant solely rely on it to be a good tanker


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#113 CharasX

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Posted 24 June 2015 - 01:05 AM

Why are you even bothering? Ignore him Ruuri, biased players with no inside on the FS job commenting about their tankability? .. just LOL. Let him cry and say all the BS he wants, attention seekers errwhere.... Anyone who ever bothered to play PvP matches with a FS knows how hard and challenging being a cleric can be, and how much it costs to make a "decent" build

 

 

Now back to the thing we are here for: 

 

  1. It is true that matches with NO STAT BUFFERS (Cleric included) are indeed the most "balanced" nevertheless is all about luck, and who you end up with in your team: a team full of 15 katar raiders (not as crazy as it might seem) vs a mixed team (GB, scout, mage, champs) will take them out easily (as long as they use their brain and attack as a team) mainly bcoz atm katar have the most survival advantages -> high dodge (the most reliable defensive mechanism) and 2 cloaks and there is no argue on that, it's a fact.
  2. "The heal nerf suggestion would be coupled with a huge dmg nerf, as  explicitly written in my suggestion." Oh! I know that thread, isnt it where he suggested a retarded huge nerf on skill damge but a small nerf on auto attack? was it like a 50-75% on skill dmg and like 25-35% on auto attacks? LOL Jeez what a wonderful idea! o; ... But once again that suggestion is DEFENETLY NOT BIASED BY AN AUTO ATTACK BASED JOB! lol
  3. "1000% dodge skill and 100%mspd up for survivability? The numbers are hilarious...and broken. "  Cant really say what I think about that without getting ban on forums *__* so I'm just gonna go for "1000% dodge and 100% mspeed up? luuuuuuuuuul he might be drunk"

How about we actually make decent suggestions? Such as overall dmg reduction (SAME % TO EVERYONE) then once that dmg reduction is taken care of we can discuss about nerfing the heals equally not before since atm HEALS are fine as they are.

 

Clerics dont need more skills to learn we are already tide up with our limited build options as we are forced to have buffs, adding more benefits (such as I mentioned on a precious post, like mspeed on the heal touch passive) could fix multiple cleric problems-> if we dont we will have the rage quitters who wont move from spawn, try to TT for making a "fail build"... Or ofc taling about stats clerics are expected to have AT THE VERY LEAST 60+ buffs, and automatically people will assume based on ur charm buffs if you are a good cleric or not, since apparently clerics DO NEED TO have max charm on their builds (most retarded crap ever....)

 

About gear, clerics are the only ones that dont really have a specific honor set for them (there is no decent set for them atm) so I will support LunaXavier suggestion about lumi, making skill power also affect heal power. Then FS clerics WOULD have an honor set and be more equal (in terms of benefits from sets, as well as refining!)

 

Clerics are atm playable that is true (just as canon BA) that doesnt mean that a rework aint necessary... 

 

 

The heals do not even need a nerf, they are doing perfect. But with the new damage formula and defense curve, everyone became more squishy and the damage output went super high. The cleric heals and cooldowns need adjustments to balance out the recently increased damage output. Everyone is just dying so fast. This is my reason why the nerf on heals are not necessary.

 

Who knows, I heard they will increase the lv cap soon and maybe this will make everyone stronger again..

 

 

Charas you have been away from the game for months and you missed a couple of patch notes... heals have been nerfed already before... tanking ability? Before yea we can tank like no tomorrow but we were nerfed yet again... I just laughed at fs being so tanky now..

Why do you think your clannies group 3 to 4 fs in AA?

A solo cleric is really horrible and stressful to play... esp. If you end up with a team who doesnt know what to do

If clerics are indeed tanky as you say.. why is the cleric population low?

 

I suggested an overall damage reduction, wich should ofc come along with a heal nerf, because you could never keep heals as they are right now and nerf drastically the overall damage output. Third time i said it within 4 posts.

 

About the "new" skill I suggested. It was THE trademark of clerics when this game started, providing them an very good tank burst during hard clashes or if they were getting too much focused, your ignorance doesn't surprise me tho, new players can't know those things. 

The cleric would transform itself into a shiny lil fairy, being able to run around and being unkillable for a few seconds. Long CD, but very strong skill that had to be used at the right time to maximize its strategical potential.

 

And yes I believe cleric could do with less SP requiered to learn buffs, as it would give more room for them to learn passive and/or defensive skills.

 

My clannie group with a maximum amount of clerics, because cleric support is so strong and important, that at some point stacking so many heals and res your team become nearly unkillable, except the oposing team stack on mages to perma stun you and kill you before you can even move.

 

A solo cleric is horrible to play indeed... if your oponents are good they ll focus you right away because cleric plays such an important role that it s the best way to cripple the whole team asap... It s just the same story as Mages, if cleric were crap, they would just always die last because noone would even bother targetting you, but muses are kinda... victims of their strength.

 

 

As for carlosrose and lunaxavier... honestly, I m wondering where will you stop. Like... seriously, it s getting uberly ridiculous.


Edited by CharasX, 24 June 2015 - 01:10 AM.

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#114 Mystiquef0rce

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Posted 24 June 2015 - 01:22 AM

Atm cleric cant even outheal the damage of those uber aoes... I often find all my heals on cooldown most especially when I am alone

Edited by Mystiquef0rce, 24 June 2015 - 01:31 AM.

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#115 KatsuraKujo

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Posted 24 June 2015 - 06:54 AM

I think i said something about that nerf thing already. Not sure if you read it or not. What i said was as follow

 

IF the damage output did get a nerf, heals should be nerf with the SAME PERCENTAGE OF THE NERF.

For example, if damage output was nerfed by 30%, then the heals should also be nerf by the same percentage.

 

The point of your posted thread was to say, nerfing damage of single target by 33% and aoes by 66%. Single heals by 50% and aoe heals by 75%.

 

That is what i don't like. You see, the damage output now, is already good enough with the current heals. Sure its high, still some are able to heals fast enough to keep a whole team alive. The point of it is, at least now people ACTUALLY DIE with a cleric on both sides.

 

Again i say, heals and survivability of clerics are decent enough, considering their potential. Only buffs need to be relooked at since it plays the biggest influence in the entire game.


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#116 Feuer

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Posted 24 June 2015 - 07:36 AM

*yawn*


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#117 carlosrose

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Posted 24 June 2015 - 07:41 AM

I suggested an overall damage reduction, wich should ofc come along with a heal nerf, because you could never keep heals as they are right now and nerf drastically the overall damage output. Third time i said it within 4 posts.

 

About the "new" skill I suggested. It was THE trademark of clerics when this game started, providing them an very good tank burst during hard clashes or if they were getting too much focused, your ignorance doesn't surprise me tho, new players can't know those things. 

The cleric would transform itself into a shiny lil fairy, being able to run around and being unkillable for a few seconds. Long CD, but very strong skill that had to be used at the right time to maximize its strategical potential.

 

And yes I believe cleric could do with less SP requiered to learn buffs, as it would give more room for them to learn passive and/or defensive skills.

 

My clannie group with a maximum amount of clerics, because cleric support is so strong and important, that at some point stacking so many heals and res your team become nearly unkillable, except the oposing team stack on mages to perma stun you and kill you before you can even move.

 

A solo cleric is horrible to play indeed... if your oponents are good they ll focus you right away because cleric plays such an important role that it s the best way to cripple the whole team asap... It s just the same story as Mages, if cleric were crap, they would just always die last because noone would even bother targetting you, but muses are kinda... victims of their strength.

 

 

As for carlosrose and lunaxavier... honestly, I m wondering where will you stop. Like... seriously, it s getting uberly ridiculous.

 

Like it or not game changed, and what might of helped in the past cant be applied on the present due to those changes. Just analizying the following SS from a recent AA match (pretty balanced both teams with at least 2 clerics (if im not wrong it was all match 2-2 until another cleric joined my side) both sides with 2 mages, and plenty of katars and champions on both sides: 

screen104_zpsjmvqq5do.jpg

 

screen105_zps8yxhbdcj.jpgscreen103_zpsysbx7izz.jpgscreen102_zpsdilqdzzp.jpg

Lets start with DODGE, as you can see on the image looking at the amount of damage taken, having a total of 15 DODGED ATTACKS seems like overly dumb to say that a dodge is a reliable defensive mechanism for a cleric if you compare it to the blocked dmg/attacks on that match, or even to the attacks absorbed! (seeing how my mana shield is just at lvl 1 and is still more efficient than dodge says a lot about what 1000% dodge up would do.)

Also seeing how the healing inflicted from my cleric barely covers the damage received on kobietka, and how If you combine the heals from the 3 clerics on defender side you can see how the damage is still 2-3x times higher is more than enough proove to say that heals are fine as they are ATM (if the dmg curve gets changed or dmg is nerfed that would be a totally different story and further testing would be needed)

 

A skill that makes clerics "unkillable" is just broken, op and defenetly dumb. Not even a decent suggestion.

 

Solo playing on cleric is defenetly challenging but is also fun (making a group before hand it's defenelty better and with a proper team a solo cleric can do wonders but still)

Atm cleric cant even outheal the damage of those uber aoes... I often find all my heals on cooldown most especially when I am alone

 

Tell me about it D: damage output is really high, but with timing on ur skills and a good team is manageable, if i had to choose who are the most dangerous aoers for a FS I would go with launcher bourg *__* those little creeps can deal easily 9k dmg criticals with a single aoe from a fairly high range D;

 

Again i say, heals and survivability of clerics are decent enough, considering their potential. Only buffs need to be relooked at since it plays the biggest influence in the entire game.

 

Defenetly I said it before, buffs atm are broken they're too game changing (both cleric and stat buffs ofc) I hate to say it since I spent billions on my charm buffers but still...there was nothing wrong with buffs before the "charm patch"

 

Before everything was based on ur stats and build choices rather than on ur buffs, now is all based on buffs... I would love to see a nerf around them so everything falls back into place more smoothly, but oh well.... Let's hope for the best.


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#118 LunaXavier

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Posted 24 June 2015 - 07:44 AM

I suggested an overall damage reduction, wich should ofc come along with a heal nerf, because you could never keep heals as they are right now and nerf drastically the overall damage output. Third time i said it within 4 posts.

 

About the "new" skill I suggested. It was THE trademark of clerics when this game started, providing them an very good tank burst during hard clashes or if they were getting too much focused, your ignorance doesn't surprise me tho, new players can't know those things. 

The cleric would transform itself into a shiny lil fairy, being able to run around and being unkillable for a few seconds. Long CD, but very strong skill that had to be used at the right time to maximize its strategical potential.

 

And yes I believe cleric could do with less SP requiered to learn buffs, as it would give more room for them to learn passive and/or defensive skills.

 

My clannie group with a maximum amount of clerics, because cleric support is so strong and important, that at some point stacking so many heals and res your team become nearly unkillable, except the oposing team stack on mages to perma stun you and kill you before you can even move.

 

A solo cleric is horrible to play indeed... if your oponents are good they ll focus you right away because cleric plays such an important role that it s the best way to cripple the whole team asap... It s just the same story as Mages, if cleric were crap, they would just always die last because noone would even bother targetting you, but muses are kinda... victims of their strength.

 

 

As for carlosrose and lunaxavier... honestly, I m wondering where will you stop. Like... seriously, it s getting uberly ridiculous.

What's more ridiculous is reading your suggestions. A skill that makes clerics invincible for 10seconds? Way too op. Seems way too godly which isn't suitable for a cleric class. And Higher % nerf on aoe damage like 66%?, less % nerf on melee damage like 33%?. And same with the nerf on cleric heals. 66% nerf on aoe damage sounds like a hardcore nerf, since every single aoe is going to be affected. Melee hitters like raider as yourself would benefit a lot from this suggestion and gonna make things worse. As i said, you should keep away some biased and ridiculous suggestions off this thread as they are not going to make things balanced.


Edited by LunaXavier, 24 June 2015 - 07:52 AM.

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#119 KatsuraKujo

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Posted 24 June 2015 - 08:15 AM

I'm surprised at how consistent the points you get are, carlos lol


Edited by KatsuraKujo, 24 June 2015 - 08:16 AM.

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#120 LunaXavier

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Posted 24 June 2015 - 08:20 AM

Lol they are probably the records from the same match but viewed from different statistics, he cant possibly be getting 332 all the time xD


Edited by LunaXavier, 24 June 2015 - 08:20 AM.

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#121 carlosrose

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Posted 24 June 2015 - 08:31 AM

Yeah it's the same match lol I was just too lazy to look for older SS (I have them somewhere though) If you really want them I can look for them o; (doubt they have all those angles though, probably just points and healing inflicted)

 


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#122 CharasX

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Posted 24 June 2015 - 12:58 PM

What's more ridiculous is reading your suggestions. A skill that makes clerics invincible for 10seconds? Way too op. Seems way too godly which isn't suitable for a cleric class. And Higher % nerf on aoe damage like 66%?, less % nerf on melee damage like 33%?. And same with the nerf on cleric heals. 66% nerf on aoe damage sounds like a hardcore nerf, since every single aoe is going to be affected. Melee hitters like raider as yourself would benefit a lot from this suggestion and gonna make things worse. As i said, you should keep away some biased and ridiculous suggestions off this thread as they are not going to make things balanced.

 

A burst tanking skill of this type would help clerics to survive throught AOE spikes and give them the chance to keep their whole team alive. I though this is what most clerics desire.... and this is the perfect solution to it. If you believe 10 sec is too long (only usable every minutes when maxed) let s make it 5 sec then.

 

I do suggest a way stronger nerf on AOE damage because it s a fact that, as in ROSE there s no restriction concerning how many targets can be affect by 1 AOE, the potential DPS made by each AOE is way.... way... WAYYYY higher than what a single hitter could ever dream dealing.

This precise fact, combined with the incredibly high AOE damages available to a few class ruined completly this game metha when it comes to PvM... pushing everyone to relly 100% on AOEs to lvl or farm mobs for drops/CPs, why do you think 95% of the ROSE population use bots non stop? AOEs is the answer. Now AOEs in PvP are completly overpowered too, didn't you experience those fights when your whole team would get yiped within 2 sec, just because you oponents have so many AOEs that it s just impossible for you to do a thing?

This cannot happen if AOE damages get heavily nerfs... and a lesser nerf on single target damage would encourage players to actually learn and use single target skills. If a few single target skill then need a slight boost for some classes to still be competitive, it s no biggie, this is no heavy thing to change. But yes, single target skills... or heals... or even generally fights, be it PvM or PvP ... should always be at the very least on paar with what is achievable with AOEs.

 

There is nothing stupid with my suggestions, there is only people being too stupid to understand them. I'm slightly guilty... because I tend to say things without explaining them enough, but there s solid reasons behind what I can say... usually.

I do hope that I won't have to explain myself again on this subject, it gets annoying.


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#123 carlosrose

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Posted 24 June 2015 - 01:22 PM

A burst tanking skill of this type would help clerics to survive throught AOE spikes and give them the chance to keep their whole team alive. I though this is what most clerics desire.... and this is the perfect solution to it. If you believe 10 sec is too long (only usable every minutes when maxed) let s make it 5 sec then.

 

I do suggest a way stronger nerf on AOE damage because it s a fact that, as in ROSE there s no restriction concerning how many targets can be affect by 1 AOE, the potential DPS made by each AOE is way.... way... WAYYYY higher than what a single hitter could ever dream dealing.

This precise fact, combined with the incredibly high AOE damages available to a few class ruined completly this game metha when it comes to PvM... pushing everyone to relly 100% on AOEs to lvl or farm mobs for drops/CPs, why do you think 95% of the ROSE population use bots non stop? AOEs is the answer. Now AOEs in PvP are completly overpowered too, didn't you experience those fights when your whole team would get yiped within 2 sec, just because you oponents have so many AOEs that it s just impossible for you to do a thing?

This cannot happen if AOE damages get heavily nerfs... and a lesser nerf on single target damage would encourage players to actually learn and use single target skills. If a few single target skill then need a slight boost for some classes to still be competitive, it s no biggie, this is no heavy thing to change. But yes, single target skills... or heals... or even generally fights, be it PvM or PvP ... should always be at the very least on paar with what is achievable with AOEs.

 

There is nothing stupid with my suggestions, there is only people being too stupid to understand them. I'm slightly guilty... because I tend to say things without explaining them enough, but there s solid reasons behind what I can say... usually.

I do hope that I won't have to explain myself again on this subject, it gets annoying.

 

Once again that is not a posible solution nor is acceptable. The ability to be invincible for 5 seconds? TOTALLY BROKEN, if you are just gonna keep on going with stupid solutions with no actual inside on the cleric job and how they are played dont even bother. This is what happens when non clerics players go to a cleric thread to make dumb solutions... Jeez

 

Aoes are a part of the game and there wasnt a problem with them until the new dmg curve (not even being that big of a deal just the criticals), I dont see any other player crying about aoes being OP saying how they need a bigger nerf than single DPS  since they have been around enough to know how to deal with them and try to avoid them. Even without aoes katars are able to burst even more total dmg than any aoer on game thx to their high aspeed and critical so quit whining, there is a reason why 80% of the time katars are always on the top of the AA scores instead of being the aoers: simple as their high dps even if it is just single target allows them to deal more dmg per second than an aoer (I mean good raiders such as binsy or siryu).


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#124 LunaXavier

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Posted 24 June 2015 - 01:31 PM

A burst tanking skill of this type would help clerics to survive throught AOE spikes and give them the chance to keep their whole team alive. I though this is what most clerics desire.... and this is the perfect solution to it. If you believe 10 sec is too long (only usable every minutes when maxed) let s make it 5 sec then.

 

I do suggest a way stronger nerf on AOE damage because it s a fact that, as in ROSE there s no restriction concerning how many targets can be affect by 1 AOE, the potential DPS made by each AOE is way.... way... WAYYYY higher than what a single hitter could ever dream dealing.

This precise fact, combined with the incredibly high AOE damages available to a few class ruined completly this game metha when it comes to PvM... pushing everyone to relly 100% on AOEs to lvl or farm mobs for drops/CPs, why do you think 95% of the ROSE population use bots non stop? AOEs is the answer. Now AOEs in PvP are completly overpowered too, didn't you experience those fights when your whole team would get yiped within 2 sec, just because you oponents have so many AOEs that it s just impossible for you to do a thing?

This cannot happen if AOE damages get heavily nerfs... and a lesser nerf on single target damage would encourage players to actually learn and use single target skills. If a few single target skill then need a slight boost for some classes to still be competitive, it s no biggie, this is no heavy thing to change. But yes, single target skills... or heals... or even generally fights, be it PvM or PvP ... should always be at the very least on paar with what is achievable with AOEs.

 

There is nothing stupid with my suggestions, there is only people being too stupid to understand them. I'm slightly guilty... because I tend to say things without explaining them enough, but there s solid reasons behind what I can say... usually.

I do hope that I won't have to explain myself again on this subject, it gets annoying.

AOE damage isn't really the problem, the real problem behind aoers like mages is the stun aoe skills that have a really high chance of completely immobilizing the entire team for 3 seconds. Drop a few aoes following this stun and the other team is pretty much dead. This 3 seconds duration cuts all the incoming heals and damage from the opposing team completely. With no heals due to stun, the team couldn't receive a single heal and hence died. Worst cases when 2-3 mages cast this Thunder Storm PvP skill consecutively, causing aoe chain stuns, which is really broken. AoE aren't OP, its the stun that is op. If a cleric can keep up the consistent heals, aoes wont be a problem. Stuns play an important role deciding matches. Although I think something should be done to decrease the chance of stun chains, maybe like a automatic stun stacking skill that gives you extra stun resistance when there are consecutive stuns, like the stacking skill "rest" for sleep chains.

 

AoE and DPS. AoEs are strong, but its not that easy to cast aoes. Aoe classes kiss the ground more than dps. Ofc aoe classes do waaaay more damage than a single hitter. but not always. Mages are mostly seen at the top of the scoreboard or at the bottom of the scoreboard. Its either they get the most points or lowest points depending on the game. The aoes are strong yes but these classes dont have any defense mechanisms in exchange for their high damage output. If they got nerf in the fields they are specialized at, they will be a nobody,pretty much useless like a visitor.

 

Nerf on mage's aoes is pretty much saying like nerf the dodge on raiders, which is their specialty. 


Edited by LunaXavier, 24 June 2015 - 01:37 PM.

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#125 CharasX

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Posted 24 June 2015 - 01:42 PM

Once again that is not a posible solution nor is acceptable. The ability to be invincible for 5 seconds? TOTALLY BROKEN, if you are just gonna keep on going with stupid solutions with no actual inside on the cleric job and how they are played dont even bother. This is what happens when non clerics players go to a cleric thread to make dumb solutions... Jeez

 

Aoes are a part of the game and there wasnt a problem with them until the new dmg curve (not even being that big of a deal just the criticals), I dont see any other player crying about aoes being OP saying how they need a bigger nerf than single DPS  since they have been around enough to know how to deal with them and try to avoid them. Even without aoes katars are able to burst even more total dmg than any aoer on game thx to their high aspeed and critical so quit whining, there is a reason why 80% of the time katars are always on the top of the AA scores instead of being the aoers: simple as their high dps even if it is just single target allows them to deal more dmg per second than an aoer (I mean good raiders such as binsy or siryu).

 

I tried to explain myself, you completly miss my points... this, I'm afraid, cannot be helped. Maybe when you'll grow up... who knows...

It s really not about you agreeing or desagreeing with whatever I can say, it s about you being on your little crusade, throwing insults to me while you are obviously completly unable to even start to understand what kind of global visions there is behind my suggestions.

 

For your info : complains about how AOEs are completly dominating the PvM scene are around since like.. 7 or 8 years? it does ofc have an impact on PvP too and we can see it on a daily basis, and trying to bring solutions to this long time ROSE design failure as nothing to do with crying. Typical teenager answer if you ask me.


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