3 points mdf / psy
1 point mdef / int
also lol @ppl thinking strellan is Souljar xD
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3 points mdf / psy
1 point mdef / int
also lol @ppl thinking strellan is Souljar xD
My agi dhan name is SoJung and when I am playing her I hardly ever die and even if I do die its not a big deal because its easy to buff back up and go again.
Templar:
DPS-Highest in the game.
Defense- High boost in pure PD from Mental Barrier, Shield for more pure Pdef, Block Rate, good Mdef, Elemental Resistances means that you will almost never ever take damage from Frozen, Blazing, Divinity, or Darkness.
Tactical Defense/Survivability- Reflection, Heal, Group Heal Instant Heal, Euphoria, Group Euphoria, Release from Roots AND Stuns every 30 seconds (Vanishment > cd of most Roots and Stuns.)
Tactical Offense- 1 long-duration root, 2 stuns, single target debuff.
Scout:
DPS- Average
Defense- Lowest Pdef of all builds, only Dark Elves have lower Pdef because of their armor... but DE's have Shields. Their Magical Defense is not worth mentioning.
Tactical Defense/Survivability- A 10% boost in mobility that almost never saves you, Sprint, which has a 10 minute cd, while Dhans have a 5 minute CD. A Root release with a 3 minute cooldown time, this is crap. Cold Wave has a 20 second cd, Mind Blast is 20, Piercing Root is 40, Rangers can release from Stuns AND Roots, AND have WF.
Tactical Offense, 1 Root, and a combination of skills that can put a target at over -100% mobility, keeping them in place for a few seconds. However, this takes a long time to use, does not work 100% of the time, and your target can reach you while doing this. Then again it doesn't matter much when people have Sprint Scrolls.
So, in EVERY aspect, Templars are superior to Scouts. Tell me again how Templars aren't OP, classes are balanced, and people just don't know how to play.
I'll tell you what the problem is with ALL classes and why balance is so out of whack - too many percentage boosts across the board.
If you look at many other mmos you will find that any % boosts you find in them aren't common and provide much lower boosts. I've played WoW for a couple of months (and subsequently got bored) but I took a lot of inspiration from it and have tried to apply it to Rohan.
What I've looked into is the removal of melee/ranged/magic % from weapons and replacing it with the equivalent amount of + stat. This means around 4000 str/dex/int are needed when you look at "classic" 5th tier loadouts. I've spread that out onto earrings, eyewear, rings and weapons and this means weapons will have around +1400 when ancient using a max stat new ring. The drawback of this means reconfiguring skills from top to bottom, specifically those that draw their power from + stats like wizards and such. Buffs are reduced to 10% boost at level 7. I was lucky and managed to get my first guess at most adjustments right, meaning that tanks have pretty much the same amount of HP as before but normal builds have more (compared to non-epic/upgrade classic gear) meaning the HP gap between tank and normal is smaller.
http://www.youtube.com/watch?v=WhbMxCmNyXI
Both have a "max" strength weapon, 4x Artisan V +30, +300 str eyes and ears.
The interesting thing is that despite all the extra int, due to the lack of % bonus on weapons the templar no longer has access to their triple % boost and they're balanced. That's balanced to everyone but tempfags of course.
And before Steve Lee starts getting his thong in a twist, this is NOT an active pserver, just a proof of concept exercise identifying where YOU went wrong and what YOU have failed to deal with time and time again.
dat name plug :D
I think some %age is nice like I have been playing tera with one of my friends recently and my rings (im max lvl) give 3% damage and 2 "power" or my weapon will deal 9.5% more damage and give 8 "power". I think instead of making weapons with 1400 str why not change the str stat to give more attack atm its 1 str/dex/int = 3 attack what if it was 8 or 12 instead
Still haven't found an mmorpg where any class felt as fun to fight as the guardian class in Rohan Online - sigh.
I think the warrior class in tera reminds me a lot of guardians but harder since you cant target people always have to manually aim.
I can't change stat outputs that way myself but with what I've changed so far I can't believe myself how balanced it all is and how everything is just slotting into place. Multiple high % stacking is the root cause of all Rohan evil but there wouldn't be anything wrong with the odd % boost here and there.
I think one thing I like the idea of is the big numbers. Even if the output would be the same I would much rather see 1000 str as opposed to 200 str. The larger numbers also have another advantage in that the stat spread of dropped items is increased. There's just not enough gear varieties or possibilities when the drops go 1-2-3-4-5-6-7-14%, it's max or nothing. When you change it to str with a max of 300 on a level 100 drop and 30 equal increments, the lion's share of stat drops being around 60-80% max with higher ones very rare, you start to see a lot more usable parts and a continuing desire to squeeze out a few more points of str.
Craft items now come perfectly into play because their +30 values match perfectly with the stats needed to counteract the lack of %. This is what surprised me the most. What if reinforce rates were 100% success and you were only limited by farming time to upgrade those crafted parts? Forged parts for focused stats, craft gear for hybrid builds.
Everything is already there. It just takes someone to realise it.
p.s. Alternatively I could just make + melee/ranged/magic attack appear on weapons instead of % which would require less str/dex/int but this would mean a more difficult rebalancing of skills and buffs.
p.p.s. I hate you Strelley, you just made my creative juices flow again. My problem with + attack forms would be templars getting dual stat pieces but then I realised I can assign + attack to use 2 points out of the possible stat pool instead of the usual 1 so that for + attack to drop it would first need to be a dual stat piece and if it rolled + attack then it could only have + attack on it.
This would mean going back to working out what stats are needed for the same output but that's bread and butter to me. It's a lot more work overall though because the stats available on accessory items need to be looked at again and reworked followed by a LOT of skill and buff changes... again.
oh my the p.p.s is just so confusing haha
how hard would it be to hard wire base stats into the weapons?
like what if each tier 5 sword had 11.5% increase in melee with a bonus 1% per rare and a bonus 2% for uni and a bonus 4% for ancient (total would be 53% melee for having the ancient weapon) then all you are doing is gathering weapons with the big stat range like 10-50 <stat> or 2-7% <non DD options> (attack speed move speed damage reflection weapon attack etc) or 1-3% crit.
To make this work you would have to make 2 versions of each weapon one with their attack force (melee for swords/maces/axes/daggers/duals/polearms, range for bows/xbows and magic for staves) and one with hp (for all weapons)
This would make weapons more unique for sure and easier to obtain so people can get into pvp as fast as possible and not have to get their butt kicked for 6 months while they farm a weapon.
I am worried that you would have to make more memory space for these weapons since we might go over the maximum unique options you can have.
the easiest way(not the best) to balance this version of rohan is:
-remove ALL scrolls (this is what make templars and avangers hit so hard, 30% melee/magic(or 50 LOL), 30% all stat, 30% crit)
-nerf spirit stones (55% attack, 45% attack speed on temp lol), event server with glacial weapons? - for me it would be pretty balanced
ATZIGAN CAN YOU CHANGE FARKHANS FOR GLACIALS +11 WITH 60% TO 1 ATTACK OR HP AND 50% DD ON EVENT SERVER, YOU WILL SEE HOW MORE BALANCED IT WILL BE
-nerf blunt a bit - remove attack speed from it - we know ynk won't rework it, nerf templar's debuff
-fix heroic power
and we have almost balanced server
There isn't any way to properly balance this version of Rohan any more.
Strelley yes it's possible to hardwire weapons to drop with set + or % attack forces, just the same as staves are hardwired with mana %. To be honest though if you're going to have a set amount of + attack per weapon part it would just be easier to increase the base weapon damage itself, although of course having the stat there looks nicer :) Unfortunately + attack isn't a possible random stat for drops which is annoying so back to the drawing board, however I'm doing a bit of experimenting with craft gear.
A +30 crafted weapon has near enough the same damage output as a max % 5th tier weapon. I wonder how intentional that actually was eh. At the end of the day I need to remove as much % attack as possible from the system and replace it with + be it stats or attack. Gathering and producing is boring and expensive to say the least and way too challenging for people with low defence and mobility. I need to find some way of incorporating crafted weapons into the forging system or somehow get sockets working on non-crafted gear. None of that is as simple as you'd hope and probably beyond what I can do.
Can you take a look at armour penetration? the stat you can get on power arena weapons I dont know how potent it is at "penetrating armour" but I wonder if giving the weaker classes weapons with this base stat (bows and xbows mainly) this armour penetration stat just like staves have mana % would change rangers much.
They could make it a ton better with a few minor changes. Looking at what you've suggested and showed in your video, the guards hitting about 400 damage regulars and the berserker about 300 damage regulars but critting harder. This is vs toons with roughly 35k hp, meaning their average regular is roughly 1% of total hp.
Now translate this to live Rohan...if you have two decently geared toons beating on eachother with dd glacials for 1200 damage a whack...it would play almost exactly the same as your version as long as people were to have 120k hp. This is where the new talismans and costumes could come into play nicely if they'd make them more defensively focused, like the 500 vit costumes people seemed to give overall positive feedback on.
Only differences between live and your version really is that on your version more of your stat total comes from gear, where as on live its from buffs, so debuffs seem like they'd be less crippling on your version. Also, like you mentioned, the whole templar thing, where they are able to unfairly benefit from % boosts way more so then other classes. Its not so much that they couldn't vastly improve this version...its just that they won't, because they'd have to do something drastic with scrolls, nerf spirit stones, and actually fix blunt mastery, and well...it doesn't seem like any of those changes have any chance of happening here.
So if ran is so balanced i have better solution. Make new epic glacial weapon, give 1 weapon of choice to everyone. The game is dead anyway so it isn't a big deal for ynk to give just 1 endgame item (instead of that new talismans that will change nothing)
pros: u just made 98% of existing players happy and acuqired tons of new players
cons: i don't see any
See what EA did with bf 3, they gave it for free to everyone and the game is alive again. Players bought dlcs and ea made money from their old game that noone was buying anymore. Even i bought it before i wasn't mad that it's now for free.
Before u answear consider that Rohan is OLD and DEAD.
There is a big difference between a game where you always start at 0 and a game where you are in an ongoing adventure. It doesnt have to be free but if done my way would make it so its rather easy for people to earn ecash to buy them. If they are 2 upg parts then people can sell the other 2 parts + rings + crystals + crones and by selling those you will be able to make enough ecash to buy them.
You want to remind me that the game is old and dead but thatst he difference between mmorpgs like rohan and wow and tera and fps games like bf3 cs:go and tf2. We are in an ongoing adventure and there every new map you start at 0 kills 0 deaths, choices you made in the past have no impact on the future compared to here where gadwin83 made the wrong choice going to jin and its hurting his perception of pvp balance that he doesnt participate in.
where can i get one of those talismans?
Locking thread at this time.