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RoseOnPlayer

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Posts posted by RoseOnPlayer

  1. On 10/11/2022 at 7:56 PM, Roubaix said:

    Something to contribute in groups without having to invest in attacking skills. Make it so only the Artisan can use his own land mines/grenades. They would scale with his crafting ability.

    I want Artisans summoning sentry gun (immobile summon but deals decent damage).
      

    14 hours ago, Rebus said:

    Resetting your skills will not be behind a paywall anymore, so all Artisans can level with combat skills and do not have to pay real money to switch to a full crafting build at later levels. I do not think, that a leveling Artisan can expect to have all crafting skills, but they should have enough points to get some.

    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.

  2. 4 hours ago, Zeror said:

    I personally would ditch the party level completely. You just have a party to play with other people and challenge foes together. And simply no other benefits.

    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.

  3. 9 hours ago, Bobbity said:

    The game does support class-restricted items, it just doesn't restrict often enough for us to remember that. A raider could buy as many of my turrets as he wants, it's free zulie as long as he doesn't know an artisan that can deploy those turrets. They might even have stats requirements, so he could be even worse off. I could even password-protect them!

    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.

  4. 2 hours ago, Bobbity said:

    The items don't need to be char-bound or locked; they could simply require an arti to deploy.

    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?

  5. 2 hours ago, Kayuchi said:

    Thanks ! I mean in Irose chars had 5-10 second stuns. In that time you needed to kill someone, because the stunned char couldnt pot. Here it seems you have lots of 1-3 sec stuns and massive hp. So how can you kill someone? They cant use pots or something?

    Pots are used in duels. As I observed, first to commit mistake in skill order/combo goes behind at HP disadvantage.

  6. 16 hours ago, Kayuchi said:

    Hello everyone looking forward to play here once the server opens :).

    Ive played Irose for about 15 years, and never playd evo. Guess that makes me a newbie here 😉

    ruff,7h,titan, and 'the others'.

    Ign: kayuchi, OhNoez, BabyIra, SimplyWild.

    So I have a few quistions :

    What are the rates?

    Pvp seems meh, how somebody wins without stun?

    wich class is the strongest?

    how much gems are ingame? 

    What does charm do here?

    Is bourg the farming class here aswell?

    Thanks 🙂

    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.

  7. 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).

  8. 1 hour ago, Bobbity said:

    Some of you might know I've suggested landmines for Dealers (proximity mines and remote-detonated mines) and that I'm not the first or only one to do so. You're likely also aware that Scouts had traps that worked decently in PvP. Once again, there's a conceptual overlap, except this time between something that used to exist and another thing that does not (except on one pserver out there; it's currently used as a Bourg level 200 PvP skill).

    How do we resolve this?

    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.

    • Like 1
  9. 1 hour ago, Avatar said:

    Oh, that’s a pretty cool concept actually. You can use both until level 100, then have to specialize. 

    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.

  10. 10 hours ago, Averybee24601 said:

    I think player's are rushed too fast to pick a certain weapon, and don't even really understand what that weapon may be better or worse at, or that it even exists and is able to be used with their class.  I think there should be some sort of simple instructions and introductions for each weapon type, telling people what their strengths and weaknesses are. I think this would be teach players more about the game and what playstyle they want to do, and what kind of build they want for their character. I think in general this game needs alot more introductions for game mechanics and systems. 

    Yes i know that most of us are rose vets that already know all of this, but it would be very informative to new players and would help them decide which to play and in general is good to teach players about the game rather than making them figure it out for themselves.

    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.

    • Like 3
  11. 2 hours ago, Avatar said:

    Not necessarily. 

    Clerics are typically standing by the characters that are leveling and they don’t charge zulie for the buffs. The artisans would craft the potions and sell them to players. I don’t like using the term slave, but the free aspect of that is what makes it that way (in my opinion). 

    I think what needs to happen is the game needs to be reworked. As it stands, there’s like no way of fighting normal without buffs. It’s like a necessity. 

    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.
     

  12. 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.

    • Like 3
  13. 23 minutes ago, Zeror said:

    But we are enemies of each other. We have different agendas of what we want to achieve. World of Warcraft, for example, doesn't allow players of opposing factions to chat with each other. This way players can coordinate without that enemy player know their plan. So maybe there could be an Arua-chat and a Hebarn-chat so each side can chat there without of the other side knowing.

    But I like this idea so much that I would take this idea even further.

    Arua players would start on planet Junon, just like it is now. Nothing changes for them. Hebarn players start on planet Skaaj. We haven't seen this planet yet. Skaaj is supposed to be a vacation resort with a love theme. But since Hebarn invaded the place the love here cannot be found anywhere on this planet. It has become a place of hatred.

    Arua players advance from planet Junon to planet Luna. Junon was safe and fully controlled by Arua, but Luna is partly controlled by Arua and is in conflict with Hebarn. Hebarn players, on the other hand, advance from planet Skaaj to planet Karkia. Same story there. Skaaj is safe for Hebarn players and Karkia is in conflict with Arua.

    Both sides advance then to planet Eldeon. After that to planet Oro. And at last they go to planet Hebarn. This planet is very unsafe for both Arua and Hebarn players. Here are the worst entities of the evil Hebarn, which aren't even friendly for the Guards of Hebarn. This planet is the ultimate endgame.

    Both sides can visit each other planets. But be aware of the risks. An arua controlled planet is not safe for Hebarn and vice versa.

    Check this map i made:

    AruaHebarnFlow.jpg

    While the idea (within the map) is good, I disagree with the love planet being Hebarn's territory. Skaaj is the world of love.

  14. 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.
    • Like 3
  15. On 9/11/2022 at 3:15 PM, Vaztuz said:

        HoneyBuns and I talked about this a few days ago where I said that I don't like the idea that CHA affects buffs. With this said, I'm okay with Clerics still being buff slaves as long as they don't exceed the class specific buffs. Soldier class buffs should give higher ATK/DEF/MAXHP buffs to the party compared to when clerics give the buffs and so on. If cleric gives full buffs, make the non-class specific buffs at the same level with potion buffs. Now if CHA still affects buffs, make it so that only the class specific buffs would be affected.

       Buff clerics are okay, they help new member, low level members of clans to level faster. But, it seems like it's stuck in a 'default build'. One reason I also like the idea of a battle cleric, but the battle cleric builds i saw seems like it's still dependent on the full buffs that clerics has.

    You are okay with Clerics as buff slaves but the devs are avoiding that. And I too do NOT WANT Clerics as buff slaves.

  16. On 9/21/2022 at 4:02 AM, prettywomanlover said:

    I love this idea and players could see what others rated that quest and determine on weather it’s worth their time depending on what grade it got. This would definitely help players know what is worth the time and what is not. And to add theM being added to leaderboards, players could compete to do that quest the quickest. 
    Love the idea  I hope the devs keep an eye on it! 

    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.

  17. 5 hours ago, Fezzy said:

    Agree. If this rose version makes it that you have to have a second account with a cleric as a buff slave im not going to play it. Your ideas are good. 

    I actually wrote this in suggestion forums based on naROSE skill tree.

  18. 6 minutes ago, Zeror said:

    Yeah, i get that. But what needs to be rated?

    How fast you complete it?
    How many you complete it?
    With how many party members you complete?
    Quest level - player level difference, or in other words difficulty ratio?

    Most probably the speed of completing the quest.

  19. 7 minutes ago, Zeror said:

    I'm not sure how this would work. Can you give another example?

    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).

  20. 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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