Okay Roserians and testers!
Pegasus data was updated today during maintenance, with a new patch of adjustments based on various feedback, and our wishes to test a few additional changes based on that feedback.
Cooldowns were not changed from the last update. To explain myself why those were done, it is to make use of skills have more thought behind them instead of just using them all in sequence. If you do, you have a higher chance of running out of skills to use, essentially you exhausted yourself and your payload up front. We still have some balancing to do with some of the status effect strengths, and duration. Shorter duration should mean, a stronger effect, but I may not have gotten around to it, so please feel free to question skills with weak effects, if it has nothing else to offer. If it's a combat skill, mostly its not intended to be an effect that suppresses your target, or should, indefinitely, and only helps sway the outcome of combat from its use.
One thing to note is that only the combat skills should have been really given the increased cooldowns. Skills that only supply a status effect, should not have been changed, if they were, there was likely a special reason related just to that skill. Otherwise, the fact that a skill does damage, makes it a 'combat' skill, by my definition and use of the term.
Charm was set back to live server standards. (1 Charm = 1% Influence increase to the base value effect)
- Previously it was set to 2 Charm = 1% as a test. We'll test this rate to see if it still places buffs out of intended design, and find a middle ground if necessary.
Perhaps something like 1 Charm = 0.75% instead.
- Also Charm or stats still do not affect Stat Buffs, this is currently and very likely going to remain this way, because as we see it, it's a simulated level gain to have stats added in such a way. Releasing the passive skill requirement that causes the skill to have a high Skill Point cost to obtain, further assists with our decision to keep this skill flattened in this manner. It's no longer 15 Skill Points to master, but 5.
Critical Defense was reduced in its generation from 1 Charm = 1 Critical Defense Rating, to 2 Charm : 1 Critical Defense Rating.
Attack Speed has been updated to display differently now for weapons, and on the Character menu.
On the Weapon Tooltip, it should now display the base attacks per second, the weapon provides.
On the Character Menu, it should now display the number of attacks per second, after bonuses. (so, your actual attacks per second)
- Attack Bonuses still use a percentage based increase, but will now show the total bonuses in the tooltip, if you hover over the Attack Speed value.
(We're still tweaking with the display a bit)
Attack Speed bonuses on equipment were set back to either their old values or better. The total amount of attack speed that was being given through gear, was not enough to warrant the reduction's given.
Skill Passives were also restored for many attack speed bonuses, only selective skills were given reductions.
And last but not least, we've implemented our first efforts to accessing the Junon Cartel, same as you would for the Training Grounds, but there should be a new option to enter the Junon Cartel.
The Junon Cartel is strictly intended to be a PvP zone, that fully simulates the Game Arena restrictions of item use. There will be nothing more done in regards to this area, to give it additional rules, as that would defeat the purpose of its intention. If you want to have matches that simulate the conditions of being in a PvP Mode from the Game Arena, this is where you can do it. If you wish to have a 'no rules, no restrictions' area to PvP, the Training Grounds is still your place to go..