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  1. #1

    Who thinks we'll get some new stuff this patch?

    either new or updated?

  2. #2
    Guardian of Knowledge RBNXD's Avatar
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    The upcoming update that should be coming up is The Adjusted Balance patch 1.0 if I am not wrong ofc. Just don't get your hopes up if they don't push it today if you where here for the Elf/Trinity patch you know what I mean
    LacieLane 135 Wizard
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  3. #3
    They've changed the mana sustain for mareas grace and some templar skills.

  4. #4
    Commoner pimoh's Avatar
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    only Marea's (5K sust mana) GP/ Eupho and mana Shield (2500 sust mana) <--- but I guess that sustain is not so applicable, maybe for Mareas but for temp's sustaineable mana is not much usable specially to mana shield, it only adds into total mana drained per damage recieved + 2500 mana ticks which for me is not suitable for its defensive capability in pvp since OP classes nowadays are almost 2ble or trippled the damage do than to Templar's damage before the blunt nerfed, other skills and temp's attack adjustments may take longer to apply since korea rohan is on their Major mentainance for their hardware and system replacements which the dev's proposed re adjustment patch are on hold for this month.
    Last edited by pimoh; 08-16-2016 at 11:01 PM.

  5. #5
    Colonel xXxAurorAxXx's Avatar
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    5k sustained mana is still to high. I switched back to vit the other day for some pvp. I logged in to game just now to test the changes and being vit with mace/ shield, my mana just didn't last to make using grace even useable for any decent amount of time.

    Ofc running grace with staff and being psy is doable for longer but staff/ psy priest just does not work in pvp.

    5k is still too much. But well, I alrdy gave my thoughts on the 5k mana costs. Clearly my opinions were very over looked.

    Such is life. Just gotta suck it up now.


    When you wake up..
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    But that's ok.
    We are all stories in the end.

    Just make it a good one eh?
    Because it was, you know.
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    ~ The Doctor.

    MsAbella ~ Priest

  6. #6
    Commoner pimoh's Avatar
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    in Korea now they now activate their 3rd rebalance adjustment and as what I told you before, they already adjusted the Invenom damage and Thorn's whip of noirs, meaning they reduce the damage of venom damages and it seems they modify its structure, instead of 1/4 of physical damage it turned it to 1/8 or 1/16 of physical damage and taking damage based of what physical damage giving invenom damages nerfed.

    Game bug information has been corrected. - [Invenom] , [Thorns Whip] skill dot damage calculation formula has been fixed.

    also, they modified the aura effects of + weapons based on their Aura color (meaning in korea, players can get to plus their weapons above +15 - +21 (which +21 aura color becomes pink cool) up to +30 wew!!

    -All supporting buffs like grp ALM, loop, Blessd crown (all supporting buffs) range links are increased from 30m to 60m, making your support pet character a cheer leading from far distance hehehe
    Last edited by pimoh; 08-17-2016 at 12:36 AM.

  7. #7
    Guardian of Knowledge RBNXD's Avatar
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    Quote Originally Posted by xXxAurorAxXx View Post
    5k sustained mana is still to high. I switched back to vit the other day for some pvp. I logged in to game just now to test the changes and being vit with mace/ shield, my mana just didn't last to make using grace even useable for any decent amount of time.

    Ofc running grace with staff and being psy is doable for longer but staff/ psy priest just does not work in pvp.

    5k is still too much. But well, I alrdy gave my thoughts on the 5k mana costs. Clearly my opinions were very over looked.

    Such is life. Just gotta suck it up now.
    I dont know if Koreans know what a PvP support Aura skill means doesnt matter what amount of mana a Class has the moment I get Mana Burned, Incinerated, Drained the pt looses the Aura, Healing abilities of the Priest and that Priest is 99.9999999999999999999999% dead in action. I thought 1k was ok but seeing 5k and still draining my mana like hell I have to say make it 5k activation and at least 100 per tick and done.
    The question now is Do Korean Devs want Marea's Grace as a PvE support Aura or a PvP support Aura?

    Do know with the current Priest changes I don't think Korean Devs want Vit Priests to ever come back to the game because that would mean more buff Vit meat bags running around as dual log to support a main OP class. Being a Rumir or Priest should be someone in real life playing it and knowing how to play it to support that class or pt so the removed Healing rate boost to staff mastery was needed and Rumirs Sequaia Favor being based of Psy was another thing to.

    Quote Originally Posted by pimoh View Post
    in Korea now they now activate their 3rd rebalance adjustment and as what I told you before, they already adjusted the Invenom damage and Thorn's whip of noirs, meaning they reduce the damage of venom damages and it seems they modify its structure, instead of 1/4 of physical damage it turned it to 1/8 or 1/16 of physical damage and taking damage based of what physical damage giving invenom damages nerfed.

    Game bug information has been corrected. - [Invenom] , [Thorns Whip] skill dot damage calculation formula has been fixed.

    also, they modified the aura effects of + weapons based on their Aura color (meaning in korea, players can get to plus their weapons above +15 - +21 (which +21 aura color becomes pink cool) up to +30 wew!!

    -All supporting buffs like grp ALM, loop, Blessd crown (all supporting buffs) range links are increased from 30m to 60m, making your support pet character a cheer leading from far distance hehehe
    They just implemented the Test server changes to the official server. Those shinny looking weapons is just cosmetics. I've seen +30 weapons on pservers which was that white shinny aura it gave at +21 now they changed it to purple which doesn't look bad.
    Last edited by RBNXD; 08-17-2016 at 03:59 AM.
    LacieLane 135 Wizard
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  8. #8
    Commoner pimoh's Avatar
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    Quote Originally Posted by RBNXD View Post
    I dont know if Koreans know what a PvP support Aura skill means doesnt matter what amount of mana a Class has the moment I get Mana Burned, Incinerated, Drained the pt looses the Aura, Healing abilities of the Priest and that Priest is 99.9999999999999999999999% dead in action. I thought 1k was ok but seeing 5k and still draining my mana like hell I have to say make it 5k activation and at least 100 per tick and done.
    The question now is Do Korean Devs want Marea's Grace as a PvE support Aura or a PvP support Aura?




    They just implemented the Test server changes to the official server. Those shinny looking weapons is just cosmetics. I've seen +30 weapons on pservers which was that white shinny aura it gave at +21 now they changed it to purple which doesn't look bad.

    maybe they are basing the test when only equiping basic gears, I ttalk them actually and I told them their test basis sucks, imagine without explanation why invenoms/Throns whip bugged (without telling the players that the OP inve is a bug damage and they dont explained how that happened but based to the koreans who playing dhans now the venom nerfed and fixed already they dealing 60K + 7K (invenom) now from 60K + 32K (invenom) (dd katar equiped) and 13.6K invenom damage when equiping elemental katar, and it seemd they change the dot structure from 1/4 to 1/8 and only based to total AGI not a total damage take as what it seems they explained last week, well as I comment a while ago, 2500 mana sustained to mana shield is still not defense capable in pvp due to a still high mana sustain, they dont test those in high damage character to see the fail effect of mana shield in 2500 mana drain tick. Well just gotta suck it up for now
    Last edited by pimoh; 08-17-2016 at 04:10 AM.

  9. #9
    Colonel xXxAurorAxXx's Avatar
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    Quote Originally Posted by RBNXD View Post
    The question now is Do Korean Devs want Marea's Grace as a PvE support Aura or a PvP support Aura?
    Well, clearly they want is as a pve aura which tbh is just dumb. This is a PVP game...I dont see why they had to fk with the mana costs in the first place for Temp OR Priest.


    Quote Originally Posted by pimoh View Post
    maybe they are basing the test when only equiping basic gears, I ttalk them actually and I told them their test basis sucks, imagine without explanation why invenoms/Throns whip bugged (without telling the players that the OP inve is a bug damage and they dont explained how that happened but based to the koreans who playing dhans now the venom nerfed and fixed already they dealing 60K + 7K (invenom) now from 60K + 32K (invenom) (dd katar equiped) and 13.6K invenom damage when equiping elemental katar, and it seemd they change the dot structure from 1/4 to 1/8 and only based to total AGI not a total damage take as what it seems they explained last week, well as I comment a while ago, 2500 mana sustained to mana shield is still not defense capable in pvp due to a still high mana sustain, they dont test those in high damage character to see the fail effect of mana shield in 2500 mana drain tick. Well just gotta suck it up for now
    Thats what Im thinking too. These guys prolly arent testing all this stuff with op geared chars. Prolly just basic geared chars and not like the geared chars we face/ fight each day. If they dont test with decent gear, how are they going to understand our issues?


    When you wake up..
    I'll be a story in your head,
    But that's ok.
    We are all stories in the end.

    Just make it a good one eh?
    Because it was, you know.
    It was the best.

    ~ The Doctor.

    MsAbella ~ Priest

  10. #10
    Quote Originally Posted by xXxAurorAxXx View Post
    Well, clearly they want is as a pve aura which tbh is just dumb. This is a PVP game...I dont see why they had to fk with the mana costs in the first place for Temp OR Priest.

    Thats what Im thinking too. These guys prolly arent testing all this stuff with op geared chars. Prolly just basic geared chars and not like the geared chars we face/ fight each day. If they dont test with decent gear, how are they going to understand our issues?
    I think the primary issue our players are having with Marea's Grace, is that it went from being a buff that was consistently up in it's previous version (Like a group sustained HP Buff), to a group combat trick. Obviously, the power level has changed; I think many people preferred the buff in it's previous version, however it appears the Devs wanted something different in the Priest's kit. In Korea, this ability still costs 10k mana a second; BECAUSE of player's like MsAbella and others offering their input in the skill, we have reduced it to HALF of it's previous cost. Sadly, it appears that our players are still wanting it to be like it was before. With this idea out of the window for now, we need to re-evaluate the move for what it does now.

    What good is a combat trick with the potential of earning 5 different people in the group a maximum HP bonus of 57,570 HP, or in an ideal group situation a total of 288,750 HP? Well, in many cases I would assume that the case would be just that; a combat trick. On live, 60k HP doesn't seem like very much with the power level of some of our players; in the KR version that is a significant chunk of HP. Combined with various utility abilities available to the priest to extend the duration of this buff (Mana Charge and dealing damage with Staff Mastery up are 2 examples right off the top of my head), this is a significant HP buffer to chew through, and if the priest is proactively engaged in Mana management and gaining, significantly adds to your group's survivability. The problem with this ability (to ME at least) isn't the cost; but it's power level in relation to HP buffing. With the amount of damage our players are doing, the HP bonus feels less helpful that it realistically should be. If this number was changed to something a little more powerful for our server; let's say for example something like 1000% the caster's level; that bonus would rise from 57,570/288,750 HP buffer to a 165,000/825,000 HP buffer.

    Would you consider that too powerful? Too weak? Let's get some feedback going for that.

    We do NOT want to have another rehash of the fiasco Blunt Mastery was for years. These balance patches are specifically meant to do just that; balance. With the upcoming changes to invenom/thorn whip damage being fixed, we need to look and assess the other abilities for our server. This is significantly more difficult than people give it credit for; lack of proper testing and balancing have resulted in several issues throughout the years, issues that your current GM team does NOT want to repeat. The difficulty of balancing the game for players with what you would call "regular" gear and what you would call "OP" gear makes this process difficult, but one that we are working towards anyways. We appreciate your patience as we continue to provide you guys with the best experience we can on R.O.H.A.N.!

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