- Dec 6, 2013
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Hey guys, I thought I would ask the questions all in one place and see if we can get a few answers regarding where the server team stand on certain thoughts.
It would be great if you could find time to answer these questions and having them all in once place will be good for people who do not wish to read the pages and pages of debate.
How is the Archer skill change testing going, Have you encountered any bugs or possible unbalancing, when do you think we will see these changes implemented? (Roughly)
How is the Monk testing going, do you have any plans to increase the number of testers, when do you think we will see the Monk launch? (Roughly)
MagicBooster, there have been a number of good posts for and against a magic booster change, Sam once mentioned an MP consumption change, is this the only change the team are considering? when will it be changed? If you are considering other changes what are those changes (if you are willing to share) when can we expect to see this spell change or be stamped down and confirmed to not change?
Warrior attack speed, this has been a debate since the beginning of the server, again with great posts for and against any change. you guys have hinted in a few posts that you understand that a.speed8 on a warrior is really pushing the boundaries of melee class balancing but have never confirmed either way. Are there any plans to cap the warrior aspeed or increase the assassins cap?
50 Weapons, Have you considered that using a blanket % based increase from the level 43 predecessor offers another balance debate, Taking the melee items into example, the 43 weapons had a 25% difference in top end damage, the 50 weapons now have a 34% difference(meaning that the warrior item is a better upgrade than the sin one for that level). I can imagine that revisiting the stats again would not be the best for keeping face but can you take this into consideration for any future class specific items? perhaps including other stats if the damage itself is going to keep increasing. such as acc/slow/aspeed-aspeed..
50 Armors It was confirmed that the 50 armors would be getting a stat boost, when can we expect to see the revised stats ingame? will there be craftable ones ontop? (Can I suggest putting them at level 51 if you do for an extra goal) If you already know, what stats will both varieties have?
Defensive stats With the growing damage ingame there have been many discussions about negating or reducing some of this damage, aside from the new sebuk system that will be able top trial certain "mods" like higher HP pools, reduced damage by 50% and the like. Are there any current plans (aside from 50 armor stat boosts) to increase defensive stats in some shape or form?
Please bare in mind that TwinDrakeBlade ignores all armor with one of its strikes. any defensive boosts should ideally reduce damage received at the end of the damage calculation rather than increasing current ones that are ignored completely by certain skills so that the reduction works across every class to offer balance.
ProtectionField - was a spell designed for PvE, Increasing AC (that other warriors ignored with TDB) to reduce damage. The spell has been highlighted in the past as being one to watch for becoming overpowered against assassins. It can already negate a decent amount of damage however its not currently a big issue. However with the talk of increased defensive stats please bare in mind that this spell work on a percentage rather than fixed number so continuously gets better with each item equipped. Are there any thoughts to change the percentage into fixed numbers or to introduce a cap? (same applies to rage)
Sebuk - How close to being complete is this? I appreciate complete > implementation has no set time frame but is it still being worked on or is it ready for final stages of testing and implementation at the right time?
(edit) Ranged Turtles - They currently hit hard and paralyze, With the sunpot delay 1 paralyze can be the end of an Archer with its low HP pool, are there any plans to make this ranged mob hard hitting OR paralyzing instead of both?
If anyone else wants to add more that would be great, ideally keeping the questions as neutral as possible just seeking answeres rather than offering opinions, (i've tried so hard not to offer my opinions)
It would be great if you could find time to answer these questions and having them all in once place will be good for people who do not wish to read the pages and pages of debate.
How is the Archer skill change testing going, Have you encountered any bugs or possible unbalancing, when do you think we will see these changes implemented? (Roughly)
How is the Monk testing going, do you have any plans to increase the number of testers, when do you think we will see the Monk launch? (Roughly)
MagicBooster, there have been a number of good posts for and against a magic booster change, Sam once mentioned an MP consumption change, is this the only change the team are considering? when will it be changed? If you are considering other changes what are those changes (if you are willing to share) when can we expect to see this spell change or be stamped down and confirmed to not change?
Warrior attack speed, this has been a debate since the beginning of the server, again with great posts for and against any change. you guys have hinted in a few posts that you understand that a.speed8 on a warrior is really pushing the boundaries of melee class balancing but have never confirmed either way. Are there any plans to cap the warrior aspeed or increase the assassins cap?
50 Weapons, Have you considered that using a blanket % based increase from the level 43 predecessor offers another balance debate, Taking the melee items into example, the 43 weapons had a 25% difference in top end damage, the 50 weapons now have a 34% difference(meaning that the warrior item is a better upgrade than the sin one for that level). I can imagine that revisiting the stats again would not be the best for keeping face but can you take this into consideration for any future class specific items? perhaps including other stats if the damage itself is going to keep increasing. such as acc/slow/aspeed-aspeed..
50 Armors It was confirmed that the 50 armors would be getting a stat boost, when can we expect to see the revised stats ingame? will there be craftable ones ontop? (Can I suggest putting them at level 51 if you do for an extra goal) If you already know, what stats will both varieties have?
Defensive stats With the growing damage ingame there have been many discussions about negating or reducing some of this damage, aside from the new sebuk system that will be able top trial certain "mods" like higher HP pools, reduced damage by 50% and the like. Are there any current plans (aside from 50 armor stat boosts) to increase defensive stats in some shape or form?
Please bare in mind that TwinDrakeBlade ignores all armor with one of its strikes. any defensive boosts should ideally reduce damage received at the end of the damage calculation rather than increasing current ones that are ignored completely by certain skills so that the reduction works across every class to offer balance.
ProtectionField - was a spell designed for PvE, Increasing AC (that other warriors ignored with TDB) to reduce damage. The spell has been highlighted in the past as being one to watch for becoming overpowered against assassins. It can already negate a decent amount of damage however its not currently a big issue. However with the talk of increased defensive stats please bare in mind that this spell work on a percentage rather than fixed number so continuously gets better with each item equipped. Are there any thoughts to change the percentage into fixed numbers or to introduce a cap? (same applies to rage)
Sebuk - How close to being complete is this? I appreciate complete > implementation has no set time frame but is it still being worked on or is it ready for final stages of testing and implementation at the right time?
(edit) Ranged Turtles - They currently hit hard and paralyze, With the sunpot delay 1 paralyze can be the end of an Archer with its low HP pool, are there any plans to make this ranged mob hard hitting OR paralyzing instead of both?
If anyone else wants to add more that would be great, ideally keeping the questions as neutral as possible just seeking answeres rather than offering opinions, (i've tried so hard not to offer my opinions)
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