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#76 Leonis

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Posted 08 October 2015 - 03:25 PM

KatsuraKujo,

Those are excellent suggestions and we will be working on improving their recognition, thank you!

 

Feuer,

I can appreciate your pointing things out from your observation, attention to detail and testing. With that, something you may not be aware of is that the Crossbows did not get this "MASSIVE MASSIVE hit to their attack rate" like you think. The indicators on the live server are completely arbitrary, as we discovered when reviewing how to convert over and actually display their attacks per second.

 

Crossbows were always slower than the Bow, you just didn't know it because you were looking at an arbitrary value of +1. It was a pretty odd thing for us to discover this, because it was both disappointing and upsetting, something we came to trust, was an outright lie to our faces. It reinforced our desire to give the attacks per second indication, to provide real information to players.

 

So, we're not going to be changing the power of Crossbows at this point, now that the veil has been lifted and you get to see actual data.

Now I will admit that while we were dispelling this illusion, we looked at the weapons and our expectancy of speed and adjusted them both based on actual speed, and design intended speeds.

Between the Crossbow and Bows, nothing was really changed and the relationship of speed was kept very close.

But for other weapons, such as the One-Hand Sword and One-Hand Mace, for example, did not meet our design expectations and were slowed a little, now that we were able to see actual data.

 

Now the thing with Crossbows, is that they are one handed, and you gain the benefit of a shield/offhand item. They aren't damage dealers, they're sacrificing that for the ability to hold a shield, and be more defensive. They shouldn't be comparable offensively to that of a bow, and when you compare it to a one handed weapon, your advantage is now that you have range, so again, not going to make it comparable to that either.

 

You may have noticed, I included "offhand item" as a general term, because we have the future desire to offer an "offensive" offhand item, specifically for those who use the Crossbow, which would help make up for the choice of weapon, without wanting to take up a defensive stance with it. More on that will be announced in the future, until then, I'll just leave it as that for concept and thought.

 

As far as the status down effects, I'll have to take a look, because when a lot of skills had their effects changed, it's very likely some were done improperly, because the skills are virtually the same, with very minor differences, it is easy to accept that they were inversely updated thinking one was for the other weapon, and vice versa.

 

But please refrain from things like "this needs to be fixed asap." We're on a test server, and still working on a number of things in addition to your own observations and feedback.

 

DoubleRose,

As mentioned, the attack speed ratings were completely arbitrary to the live server. And in my own opinion, no I wouldn't think a sword could be swung as fast as you could land blows with a fist weapon. So the difference in speed is accurately represented and correct by design.

 

As for the power of Crossbows, again as mentioned, you gain differences in advantages, depending on what your alternative is and we have future plans otherwise to help cater to those who with to be more Crossbow based offensively.

 

The power of the skills, as you and I have discussed, is a bug and I did correct it for the next patch that will go up. Trying to get that in today. :)


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#77 Leonis

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Posted 08 October 2015 - 04:22 PM

Pegasus Patch v115

Bug Fixes

  • Corrected stat buffs to their intended 3/6/9/12/15 values as thought to have been done in previous update.
  • Updated numerous tooltips to display element symbol next to element name.
  • Corrected confirmation messages when applying elemental stats to equipment.
  • Updated ammo tooltip to display elemental attribute.
  • Corrected issue with weapon element not being recalculated when elemental ammo is equipped.
  • Updated Junon Cartel to clear buffs/debuffs/arua's fairy on zone entry and respawn.
  • Elemental Scrolls can now stack in inventory, as long as the scroll is the same item.
  • Corrected some missing portion of descriptions to the Defensive Elemental Scrolls.
  • Corrected a number of Skill Power changes that were not done intentionally.
    • Skill Power +% skills corrected:
      Aimed Shot (Crossbow), Double Arrow (Crossbow), Stun Arrow (Crossbow), Clamp Arrow (Crossbow), Shackle Arrow (Crossbow), Triple Arrow (Crossbow), Entangling Arrow (Crossbow), Poison Arrow (Crossbow), and Arrow Shower (Crossbow)
    • Skill Power +# skills corrected:
      Voltage Bolt,Voltage Jolt, Soul Shock, Soul Electric, Voltage Storm, Focused Impact,Flame Slash, Crazy-style Slash, and Screw Attack.

 


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#78 DoubleRose

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Posted 08 October 2015 - 04:25 PM

"Having range" is part of a power budget, but you also have to look at how much range. Crossbows are ranged, but they are not long ranged. The 27 range of the best crossbow is a whole lot less than the 43 range a bow scout can muster through passives and a good bow. Furthermore, crossbows have inferior attack power and accuracy.

 

Before this update you thought crossbows were weaker in those areas but attacked just as fast as bows and could use shields. Looking at the two weapons on paper they seemed even, but the arbitrary attack speed system that you fully trusted in hid the truth from you. It turns out crossbows have been weaker all along. Upon discovering that the answer should be to use the new system to make the two types of weapons actually equal, not just say that it turns out crossbows have always been worse and now we get to know that.

 

I think it's a topic to be discussed, but not a pressing issue while the elemental system still needs testing.


Edited by DoubleRose, 08 October 2015 - 06:30 PM.

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#79 Feuer

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Posted 08 October 2015 - 05:54 PM

Requested update:

Can you include the element + icon for the crates of ammunition in the crafting window? please and thank you. 

Can you update the Dealer Passive Cannonier to display 'Melee Hit' instead of just 'Hit", it sounds like it should work with skills and doesn't. 


Edited by Feuer, 08 October 2015 - 06:12 PM.

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#80 thetrangdamvn

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Posted 08 October 2015 - 06:41 PM

suggestion for elemental scroll

you can use the icon for mobs as the element so its easier to tell the difference.

 

Where as for whether its weapon or armor

for weapon you can use a sword or something

armor use a simple armor icon (like a really small one right beside the element)

 

that would kinda help identifying it i think.

 

Or a shield, as armors are meant to be defensive.
 


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#81 Leonis

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Posted 08 October 2015 - 06:50 PM

Patch notes v116

 

 

Crossbow vs Bows

Attack Power scaling has been redone for Crossbows and Bows.

Crossbows should now be stronger for the level tiers, compared to a bow.

 

Bug Fixes

  • Icons for Elemental Scrolls have been updated to be more unique and recognizable for their effect and use.
  • Elemental scrolls can really be stacked now, promise and for realsies.

 


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#82 Feuer

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Posted 08 October 2015 - 06:54 PM

Now that they're stackable, you can't see the element icon on the items rofl. 


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#83 Leonis

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Posted 08 October 2015 - 07:05 PM

Requested update:
Can you include the element + icon for the crates of ammunition in the crafting window? please and thank you.

We can work towards including the Ammunition Boxes, and updating them with elemental icons in a future patch.

Can you update the Dealer Passive Cannonier to display 'Melee Hit' instead of just 'Hit", it sounds like it should work with skills and doesn't.

No, but I can fix the bug. It is supposed to work with skills. I'm surprised this was never reported before now.
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#84 MonnaLise

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Posted 09 October 2015 - 03:12 AM

I reinstalled Pegasus but when i opened the client, its still the Arua Server client that showed..?-?
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#85 KatsuraKujo

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Posted 09 October 2015 - 06:06 AM

Or a shield, as armors are meant to be defensive.
 

i thought of that at 1st but then, i think again, it might get confused with the shield/magic tool, which is why i said armor instead


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#86 Feuer

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Posted 09 October 2015 - 06:45 AM

I reinstalled Pegasus but when i opened the client, its still the Arua Server client that showed..?-?

 

it's the test server, it just shows that because the patcher isn't configured to show Pegasus' status 


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#87 littlekami

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Posted 09 October 2015 - 07:36 AM

maybe its possible to show the incrase of Defense/AtackPower against the single Element if i hold the mouse curser over that stat?

 

so for example ..if i use a ghost element on my Armor...and hold the mouse over my defense stat..it show my defense in numbers against the different elements. The same for AP.

 

so for the player, that doesnt play every day/hour..to farm valor. they may can find a element which is a good midway to hold,insteed of buying and changing teh element at every boss/mob group.

 

For my Knight. as long as i testet, i dun find a way to be a Tank with some modorate dmg dealing. even if i use the right element for ap/def, it feels i cant be as good as on live server. so with the higher cooldown on skillz..and high cooldown on Sacrifice..its also hard to manage the agrro as Tank. so may u can change the Taunt effect from "Impact Wave " to " sowrds of divinity " ?


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#88 Feuer

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Posted 09 October 2015 - 07:57 AM

Well, there will be tooltips or a guide of some kind posted with the benefits/short comings of each element in the very near future. But I do like the idea of an in-game option for that.

 

As for the AP/Def increase it's nothing complicated.

Fire [offense] vs Water [defense] = does 85% Damage. [-15% total* damage]

Water [offense] vs Fire [defense] = does 110% Damage. [+10% total* damage]

Fire [offense] vs Fire [defense] = does 100% [normal amount] of damage.

 

Total Damage. Element is calculated VERY very last, After crit, AP, skill power, enhance everything, so it truly increases your damage by the % listed [once the full chart is posted]. 


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#89 KatsuraKujo

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Posted 09 October 2015 - 08:49 AM

question

Is the all stat for cleric suppose to be just 10? or follows the stat buffs as well to 15?

cuz now cleric is 10 and stat buffers is 15


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#90 borgahutt

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Posted 09 October 2015 - 12:03 PM

Yes if elemental can be updated so you are able to see the effects of each - whether it's offensive or defensive

Also the paragon gems ! Can I say I LOVE this idea !! Such a great input , is there going to be anything additional added to enhance the % rate of succession . I know there probably will be - however I love the way how it works now and how that no one will have 100 straight away and it will be Such a great think to work towards !!! I think it should be kept such a small percentage - as it is - on how to level it up after a certain time , I like the fact it takes more runes as you level up too! GREAT IDEA!!

Also what will be the live price of these runes? And the variations of stats on them ??
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#91 littlekami

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Posted 09 October 2015 - 07:32 PM

 

is there going to be anything additional added to enhance the % rate of succession

yes there will . one of my clanmates droped it..i dun remember the name or the mob.


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#92 KatsuraKujo

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Posted 10 October 2015 - 12:31 AM

oh i forgot another suggestion

Tooltips on the top. Please like seriously please, give us the ability to hide it. Its so god damn annoying when playing cuz i can't see the stacks and timer ==

A lot of people wants this cuz of how annoying it is


Edited by KatsuraKujo, 10 October 2015 - 12:31 AM.

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#93 Feuer

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Posted 10 October 2015 - 05:16 AM

Request:

The skill [Axe Mastery Attack Power] feels very under whelming compared to it's older '20% Enhance Damage' stat it used to provide.

Given that I personally felt this change [coupled with the old berserk enhance damage] was significantly dramatized when everyone was coming to the realization that over-all damage in PvP was too high, reduced the Axe archetype's single target damage too significantly in PvM Scenarios. 

 

I'd like to ask that we test a change to this skill temporarily.

[Fury: On Melee Hit, have a [25-30-35-40-45%] chance to gain 1 stack of Fury. [12% Critical Damage and -10% MP Cost*] Max 5 stacks, cannot gain stacks while effect is at 5 and does not refresh itself.

Mp Cost -% means it cost more MP to cast skills.

 

I'd like to test this on Pegasus just to see if the new changes in PvP Critical Defense can prevent it from being too strong, but allow the PvM side to feel like a proper Duelist Archetype. After all, the change was due to PvP Concerns, and not a single thought was given to PvM from the community. Now looking at it's past effects, to the current one, im stunned at how all the recent changes have destroyed this Archetypes capability and role it used to serve. 

 

 

Also, can we get a refresh on the resets? Many of the chars im testing with have now had the skill expire. 

-------------

Update:

The Passive Skill [Cannonier] still isn't proc'ing off skill effects. 

Can we add 'HP/MP Received" to the tooltips HP/MP Recovery? It's lost listed anywhere so you have to add the effects up manually. 


Edited by Feuer, 10 October 2015 - 06:26 PM.

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#94 TheFireDragon

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Posted 12 October 2015 - 01:46 AM

I had to come here to post it. I was watching feuer's video and...

 

01001001 01100110 00100000 01100001
01110100 00100000 01100110 01101001
01110010 01110011 01110100 00100000
01111001 01101111 01110101 00100000
01100100 01101111 01101110 11100010
10000000 10011001 01110100 00100000
01110011 01110101 01100011 01100011
01100101 01100101 01100100 00101100
01000000 01100011 01100001 01101100
01101100 01000000 01101001 01110100
01000000 01110110 01100101 01110010
01110011 01101001 01101111 01101110
 
If at first you don’t succeed,@call@it@version
 
I am curious about what it really means xD

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#95 Feuer

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Posted 12 October 2015 - 09:41 AM

It's probly just a little easter egg because the item is called 'rune of debugging'. 


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#96 Feuer

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Posted 13 October 2015 - 09:27 AM

Additional Request

 

2rlyhzk.png

 

Left: Rain of Anger (5)

Type: Physical Damage Action . . Target: Any Hostile

Skill Power: 176% + 150 . . Cast Cost: 102 MP

Area of Effect: 15m

Cooldown: 14.0s [in line with Pegasus CD's at v116] . . Success Rate: 75%

Applies: Taunt

 

Right: Rain of Fire (5)

Type: Physical Damage Action . . Target: Any Hostile

Skill Power: 176% + 150 . . Cast Cost: 102 MP

Area of Effect: 15m

Cooldown: 14.0s [in line with Pegasus CD's at v116] . . Success Rate: 100% . . Duration: 5 Seconds

Burning: 200 Damage per Second

 

Update: Please change One Hand + Knight 'Crossbow Piercing' to include Pierce Magical. The Two end tree Knight single target spells are Magical Damage, negating the purpose of this skill if it doesn't even function with the end-game skills of the Class/Archetype. 

 

I'm requesting the AoE's for one main Reason. Dungeon Support.

The AoE Taunt is to compete with the 1H Tree's ability to maintain Aggro, something that the Crossbow tree hugely lacks [group aggro control]

The second [Burning] is to apply a 'mechanical' taunt. Some of the AI checks I've noticed over time will aggress a Mob onto a target if it applies a status. So, this would be an indirect taunt via using the AI checks to sometimes provide the effect. Which should also largely leave PvP alone in terms of 'too many taunts'. 

 

Hope to see these make it in-game, it would significantly increase the Knights repertoire and functionality of being the Group Tank in PvM scenarios. 


Edited by Feuer, 13 October 2015 - 09:28 AM.

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#97 Leonis

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Posted 13 October 2015 - 12:16 PM

question

Is the all stat for cleric suppose to be just 10? or follows the stat buffs as well to 15?

cuz now cleric is 10 and stat buffers is 15

Angelic Charm/Chant was updated to 3/6/9/12/15 as well.

 

Yes if elemental can be updated so you are able to see the effects of each - whether it's offensive or defensive

Also the paragon gems ! Can I say I LOVE this idea !! Such a great input , is there going to be anything additional added to enhance the % rate of succession . I know there probably will be - however I love the way how it works now and how that no one will have 100 straight away and it will be Such a great think to work towards !!! I think it should be kept such a small percentage - as it is - on how to level it up after a certain time , I like the fact it takes more runes as you level up too! GREAT IDEA!!

Also what will be the live price of these runes? And the variations of stats on them ??

So far, we haven't included any influences on the success rates at this point in time. It was designed to be solely as an in-game feature, to help with having more long term goals that can grow with you, instead of needing to be replaced, within the Honor/Valor currencies.

 

As for the price, nothing is set yet. The current concept was, they would be granted as a reward for accomplishing daily tasks. And the variation of stats is something we've been still trying to work out and put together for players.

 

It would be helpful, to provide the kinds of stat combinations you would like to see, based on any build design you wish. And we can begin working on creating the gem type. The first restriction is, you may only have up to 2 stats per Paragon Gem. Scaling of power will be determined by a guideline we've already laid out for various stats. There are some stats we are unable or unwilling to add to the Paragon Gems, but I look forward to seeing your suggestions and requests. :)

 

 

oh i forgot another suggestion

Tooltips on the top. Please like seriously please, give us the ability to hide it. Its so god damn annoying when playing cuz i can't see the stacks and timer ==

A lot of people wants this cuz of how annoying it is

Those aren't "tool tips" they're notices, and part of how we provide in-game information. Unless we take the time to separate the automatic general notices, from announcements, there's a low chance we'll ever provide a means for you to disable it. But I can take it under consideration the annoyance factor it has and see what we can try to work towards in the future.:)

 

Request:

The skill [Axe Mastery Attack Power] feels very under whelming compared to it's older '20% Enhance Damage' stat it used to provide.

Given that I personally felt this change [coupled with the old berserk enhance damage] was significantly dramatized when everyone was coming to the realization that over-all damage in PvP was too high, reduced the Axe archetype's single target damage too significantly in PvM Scenarios. 

 

I'd like to ask that we test a change to this skill temporarily.

[Fury: On Melee Hit, have a [25-30-35-40-45%] chance to gain 1 stack of Fury. [12% Critical Damage and -10% MP Cost*] Max 5 stacks, cannot gain stacks while effect is at 5 and does not refresh itself.

Mp Cost -% means it cost more MP to cast skills.

 

I'd like to test this on Pegasus just to see if the new changes in PvP Critical Defense can prevent it from being too strong, but allow the PvM side to feel like a proper Duelist Archetype. After all, the change was due to PvP Concerns, and not a single thought was given to PvM from the community. Now looking at it's past effects, to the current one, im stunned at how all the recent changes have destroyed this Archetypes capability and role it used to serve. 

 

 

Also, can we get a refresh on the resets? Many of the chars im testing with have now had the skill expire. 

-------------

Update:

The Passive Skill [Cannonier] still isn't proc'ing off skill effects. 

Can we add 'HP/MP Received" to the tooltips HP/MP Recovery? It's lost listed anywhere so you have to add the effects up manually. 

First off, some changes can be made in sole consideration of one aspect of game play, because it is out of scope of design. But to say we give not a single thought to the impact that change may have to another aspect to game play, is in reality, false, and your opinion. 10% Attack Power, is completely applicable to all types of game play and a benefit to anyone who wishes to have that additional edge the skill tree provides for that weapon type.

 

Now, your suggestion isn't bad, but will take some time to setup to see how it may alter the class' play style for both PvP and PvM, while falling within its tree design and scope.

 

And resets have been reset for all characters.

As for the new skill requests/suggestions. It'll have to be considered, making new skills wasn't necessarily part of the scope of testing.


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#98 TaeNiMiku

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Posted 15 October 2015 - 09:36 PM

Hello, I'm having a bit of confusion regarding the elementals. Correct me if I'm wrong in understanding these, but there seems to be some discrepancies.

 

One case is this. Let's say I want to imbue Fire element into my weapon:

fireweapon_by_fatwave-d9d9agx.jpg

 

As it says here, I'm supposed to deal more damage against Earth, but less against Water, and Ghost.

But looking at the Water Defensive Elements Scroll,

 

waterarmor_by_fatwave-d9d9agz.jpg

 

it seems that I'm gonna deal more damage to someone wearing Water armor since, as it says here, it's weak defending against Fire.

Another case is this: Holy weapon versus Sorcery armor

 

holyweapon_by_fatwave-d9d9agu.jpgsorceryarmor_by_fatwave-d9d9agr.jpg

 

If I have my weapon's element set to Holy, then it should deal more damage against Sorcery, as it is strong against it.

However, looking at the defensive Sorcery, you can see it's strong defending against Holy, then that means Holy attacks should deal less damage to my Sorcery armor.

 

Did I understand that right? Now I made a simple table plotting the elements, so...

 

weaponarmortable_by_fatwave-d9d9ahb.png

 

Top table is based on the Weapon Enchantments, while the lower table is based on the Armor Enchantments. Some contradictions can be seen.

 

Anyway, I hope I understood it correctly. i really like this addition, especially since I also play a game with elements like Grass, Fairy and Steel, hahaha

 


Edited by TaeNiMiku, 16 October 2015 - 01:38 AM.

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#99 Feuer

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Posted 16 October 2015 - 12:25 AM

Bug Report:

Soldier 2H Tree

Overhead Trounce and Sword Force do not show the proper arrow requirements for these skills.

Overhead Trounce requires rank 5 Axe Storm, but no arrow to indicate it.

Sword Force requires rank 5 Quake Impact, but no arrow to indicate it. 

 

Champion Tree: Axe Archetype

Champion Strike + [PvM] Champion Strike are still not converting Damage to HP if the target is killed with the skill. With the incredibly large cooldown on this skill, having it not heal you because the minion died and the king is still on you is incredibly frustrating. 

 

Soldier: Common Tree

Battle Howl, Battle Cry, Battle Scream are not applying status down effects to monsters. 

 

Comparative Issues:

Soldier's 'Common Tree' Battle Shouts are stronger status downs than 'Champion Tree' Combat Shouts due to the first tree having scaling %'s influenced by stats, while the Combat shouts do not scale. This seems counter intuitive. Can a small scaling % be added to the Combat shouts to give them a slight* increase over the first tree versions? 


Edited by Feuer, 16 October 2015 - 02:10 AM.

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#100 MonnaLise

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Posted 17 October 2015 - 04:25 AM

Freezing assault [Dual Raider skill]  in Pega is Very very very weak. Its sick. before its nerf it was plain fine, but now its like wtf. On 22sec CD and 5 seconds Duration, feels like nothing.

 

Im Ok bout the increase of cooldown, but not with the decrease of 20% aspd down -_- srysly

 

 

[PVP] Geon archangel crumpler : Dodge down 5%

Geon archangel crumpler :Dodge down 25%

 

Is this intentional?

 

 

Another, i just logged into pega and had my free resets down to 8 hrs. Same what happened to my other characters in the live server before. Well a bug that was ignored. https://forums.warpp...e-reset-timers/

 

JJzzc9r.jpg


Edited by MonnaLise, 17 October 2015 - 05:10 AM.

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