95% of these changes are based on my opinion/my design, most of it is inspired by changes Korea wants to make as well but I've adjusted almost everything since I think it fits our server better. They write their patches for THEIR server, which is entirely different from ours.
The green txt is all written by me (except the copy-paste from the range AOE which is directly from KR server), tekst in green is a small explanations why I have made certain changes. I simply don't have the time to design a balance patch in which I compare every skill with the korean one. I also do not deem it that important since the korean patches aren't even designed for this server, so why should I even make the comparison?
I'll post links of the two main KR patches that have been applied there, which I used as guidelines for the patch I made. They have actually had 2 balance patches after our patch. Both patches were translated and have been posted at this forum.
2016 KR patch:
http://forum.playrohan.com/forum/sho...#axzz5QYCU5eQN
2017 KR patch:
http://forum.playrohan.com/forum/sho...#axzz5QYCU5eQN
About loop: Loop isn't an issue at all as far as I see it, you can either give it to another person or to the rumir itself. If you are a dhan or anything else that's crit based you simply just focus the person without loop. Also I'm not sure how much you have PVP'ed since you're back but loop is the only ''counter'' measure to some classes and even with loop, avengers can still kill people. Loop is also the only skill that actually blocks critical damage. Every other buff in game only drops the initial crit, not the invenom. Crit scrolls, dekans crit immune, wizz crit buff etc. only drop the initial damage, not the invenoms that comes with it. People reaching 70-90% critrate on characters at the moment, without loop you're gone in a few hits. Loop just needed a tweak in which the cooldown is pretty much the same as the duration and the heal is nerfed. I think it's a bad idea to change it completely but then again, opinions can differ, that's what we're here for xD
Also the reason I want to do this on two phases is because I have to see how some changes would work out. I can predict for about 80-90% of the things I suggested how they'll work out but I'm 100% sure that some things will happen, that I haven't forseen that have to be adjusted in phase 2. Phase 2 would also focus on all the skills that are currently useless, new effects have to be designed for thos skills, this takes a lot more time than simply balancing skills, it also takes more crativity and more input from others. I'm able to write this balance patch alone because I've been playing (a lot of PVP as well as PVE) almost all classes with: 2.0/3.0 upg weapons, 4x rulers +15-18, abs +15-18, onyx set +14-15 and their lvl being at least 115+20 or higher.