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RoseOnPlayer

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Everything posted by RoseOnPlayer

  1. They still need it. Maybe you'd want something like this too?
  2. Great idea. I'm up for any suggestion that makes all areas of the game useful.
  3. I want Artisans summoning sentry gun (immobile summon but deals decent damage). It would really be best if crafting skills are limited into one per category then just have passives to level them up (for example, level Weapon Crafting active from crafting skill tree should allow for different types of weapons, but leveling the passive should allow to level different levels of weapon. Then when you reach 2nd class, you only need to level the passive to level higher level weapons). Then the rest of their kit goes to indirect combat skills like class-exclusive item crafting, turrets, etc.
  4. I would really want maps to be divided into party-specific and solo-leveling. I really wanna see a strategic play when leveling even if it is not a dungeon. One party strategy that exists and aged well is the lure and aoe combo. But I want to see more than just that.
  5. The game REALLY DOES support class-restricted items, popularly known as armor equipments. Although class-restricted consumable is really rare. But indeed, class restriction is a better way to make those grenades etc exclusive to Artisan/Dealer than having it character-bound.
  6. The reason for it being character-bound is for exclusivity of capability to Artisans. It's their UNIQUE way of combat. You wouldn't want a Raider using your grenades against you in duels, arena, or war?
  7. Pots are used in duels. As I observed, first to commit mistake in skill order/combo goes behind at HP disadvantage.
  8. What are the rates? Standard rates, base rates. Pvp seems meh, how somebody wins without stun? If you're talking about duels or 1v1 scenarios, damage isn't bursty so you will definitely survive stuns but places you in an obvious disadvantage. wich class is the strongest? If you're talking about duels or 1v1 scenarios, Raiders are popular. Duels are still matchup. Battle Clerics are somehow strong as always. how much gems are ingame? If you're talking about how many, there are lots of different variants of gems. What does charm do here? Charms used to affect buffs and quest rewards during NA Rose. We'll be surprised what it does in this version. Is bourg the farming class here aswell? Farming with kings for epic drops, Raider are popular due to their basic attack capabilities and mobility.
  9. I wouldn't really like Artisans to be too dependent on their crafted items. Remember, crafted items are consumables. Consumables and crafting materials are limited. That will make Artisan in a very bad or costly position combat-wise. BUT, it is still a cool concept nonetheless. As a solution, these items should be character-bound (so that it will be exclusive for the crafter himself and not for other classes), cheap to produce (mostly NPC-sold materials), and produces in bulk (eg. crates of 100 or 999 quantity).
  10. I'd rather have the Artisans know these Land Mine skills. Artisans should be indirect damage dealers like Land Mine, Grenade, Auto-attacking immobile machine gun or rail gun, etc. Let's not make Artisans purely for crafting. They should still have combat abilities. Launcher Bourgs are fine as physical counterpart to Mages and with stronger crits, while Gun Bourgs are fine as heavy attackers with slight ASPD and crits.
  11. Watched some stream esp when I saw dealer offensive skill tree. You already have to choose either gun expertise or launcher expertise. You can use both but you will need different skills. Waste of SP to experiment which one is good.
  12. Yes. And also not forcing each class into the more specific weapon already (except maybe for Hawker) before 2nd class. For example, dealers should be able to use Gun or Launcher. Soldier should be able to use any sword, whether one-handed or two-handed. Muse should be able to use either wand or staff. Hawkers should have skills that are shared between bow and melee type, such as Sprint, Camouflage, attack-based passives, self-buffs, etc. These classes should be able to switch between their other weapon options before actual specialization on 2nd class so as they won't be limited on choices while playing throughout the game.
  13. Does make sense. I was thinking that players will make their own crafter just for these buffs (the same way everyone made a buff slave). But with these being sold in the market, you don't have to make your own crafter. Indeed, a player should be more reliant on their own buff skills rather than external buffs. That needs to be looked into.
  14. Doesn't that just shift the slave mechanics from Cleric to Dealer/Artisan?
  15. The purpose of this suggestion is to reduce (if not totally remove) the practice of clicking to learn, clicking to confirm, and clicking a lot when learning a skill, and to gain a preview when learning certain skills beforehand. These suggestions are for quality-of-life features when leveling skills: 1. Hover to preview - This allows you to hover a skill in your skill tree and highlight ALL prerequisite skills before learning it. This will also give you previews on how much SP will be used. When pressing SHIFT while hovering, you will be allowed to pseudo-level the skill as a preview of prerequisites and SP cost for succeeding levels. 2. Skill Leveling Guide - Allows you to map your skill path at early levels, giving previews on prerequisite skills and total SP cost. 3. Skill Leveling Preview - Allows you to level a skill then shows a preview of affected prerequisite skills that must be leveled as well and total SP cost before one-click leveling a skill. 4. Skill Draft - Allows you to save skill path so you can auto learn skills or be guided after skill reset.
  16. While the idea (within the map) is good, I disagree with the love planet being Hebarn's territory. Skaaj is the world of love.
  17. My concept of Dealer vs Scout Artillery vs Mobility - Dealers should have longer weapon range than Scouts, as Scout class is a mobile class and can kite easily. While Dealer should lack the mobility but should be able to pin down enemies before they approach. Burst attacks vs Barrage of attacks - Dealers should be heavy hitters, should deal stronger critical damage but slower, compared to Scouts that should be able to shoot barrage of arrows (faster attack speed). How would they differ in terms of critical? Dealers should deal stronger critical damage while Scouts should do frequent critical hits (including critical bashes or inability to move when bashed). True damage dealer (DPS carry) vs Picky damage dealer (assassin) - Scouts come from the class Hawker which are assassins. Meaning, scouts should be preferred when eliminating squishy backlines such as Mage, Cleric, Bourgeois, Artisans. While Dealers should have defense penetrating passives to kill frontlines such as Champion, Knight, Assassins, Scouts (should be able to kill Scouts because of their high hit rate). Difference in summons - Artisans should also be able to summon such as artillery summons that cannot move. They should be able to summon defensive summons, much like Bonfires but instead of healing, provides defense or shield to nearby allies. While Bourgeois should maintain their high class summons, both melee (defensive, tank) and ranged (DPS, carry) mercenaries, and should summon Knight Terror (typical defensive splash heavy damage dealer). Scout's Hawk should instead apply a debuff against enemies that helps him in dealing damage such as defense down and dodge down. Scouts should also be able to summon invisible traps as they are hunters.
  18. Updated post. - Specified suggestion, focused on heals and mostly buffs - Improved layout and format - Added more details on each skill
  19. You are okay with Clerics as buff slaves but the devs are avoiding that. And I too do NOT WANT Clerics as buff slaves.
  20. I would like Cleric to be changed BUT WITH MORE BUFFS and NOT LESS BUFFS (not in any poll options). Cleric buffs can be changed without the need to remove them. They just need to be adjusted and these buff skills should be interactive and strategic instead of just passive buffing.
  21. It will keep players busy at certain levels instead of just focusing on getting into endgame content. This helps players not to be bored after completing quests.
  22. I actually wrote this in suggestion forums based on naROSE skill tree.
  23. Most probably the speed of completing the quest.
  24. Just some bold idea lmao. So here is how it is, imagine getting a quest (gold ! for acquiring quest) and completing it (gold ? for quest reward). Quests finished/completed are logged into the Quest tab and allows you to repeat it for re-rating (base reward is not granted for non-repeatable quests).
  25. After a certain quest is completed (episode quest and repeatables), allow it to be rated (S+, S, A, B, C, D, E). Quest ratings may vary depending on how the devs want it (mostly speed of completion). Quest rating also affects rewards equal to 100% base reward plus (for example) 150% for S+, 50% for S, 25% for A, 15% for B, 10% for C, 5% for D). After completion, quest can be repeated (no more base reward for episode quests). For example, you completed quest for S, you get 50% bonus reward. When completing it again for S+, you get 100% reward (150% - 50% = 100%). This can also be added to leaderboard and achievements.
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