RoseOnPlayer
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Posts posted by RoseOnPlayer
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Sales and trade tax is the way to control inflation.
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If you hadn't seen my suggestion about cleric, I would love if you will check it out.
The problem with buff slave cleric is not the buff itself but how the buff is designed. Cleric buffs are designed to have strong and significant effect with significant duration, the reason why they become buffs slaves. To fix this, there are ways to make makes buffs interactive in plays.
But before that, in my suggestion, I divided cleric into 3 main type: Heal-Specialist, Enhancer, and Battle Cleric. They can also have sub-types like mix of these qualities: Healer, Buffer, Summoner, Defensive, Offensive.
Let's discuss about the Enhancer type which is my proposal to fix cleric buffs. Enhancer clerics have the ability to cast short duration stackable buffs. This means that clerics must continue using abilities to maintain significant effect and focus on it. For example, casting between AP buff and DEF buff to maintain these buffs for your party.
You can check my full suggestion in the Suggestions forum. -
Crowd controls should be specialty of Mages and Knights. Clerics should be heals and buffs.
ROSE is a very old game, but I feel like it can adopt to modern class systems (usually found in MOBAs).
Soldiers are fighters. They deal good amount of damage but can sustain themselves defensively.
Knights are tanks. They initiate team fights, absorbs damage especially strong skills, and protects members from utility abilities. One form of this utility is crowd control as tank's way of peeling of attackers from DPS classes.
Mages are casters. They either deal burst damage or AoE damage and mastered in crowd control to protect themselves as they lack mobility.
Clerics are supports/enhancers/healers. They specialized healing and protecting through defensive buffs and can enhance ally's damage through offensive buffs.
Raiders are assassins. The thing with assassins is that they can focus to kill a target and move out of battle easily. In modern class systems, assassins deal burst single target damage while raiders deal continuous basic attack damage. Although there are still notable assassins (Master Yi, Zilong, etc) that relies on basic attack, so raiders are still good as they are.
Scouts and Bourgeois can fall into the marksman class. They are ranged damage dealers with strong basic attack and ability damage.
Scouts can be assassin-type marksman, focuses on fast attacks and can move out of battle with their mobility. Scout can be the best role for kiting, or a kiting DPS/marksman.
On the other hand, since Bourgeois lacks mobility, they can be considered as glass cannon DPS. Lacks mobility and a little bit medium speed attacker with strong critical damage. Might not be able to kite well but can kill faster than Scouts. Bourgeois can be divided into fighter-type marksman (canon) with strong critical damage and defensive capabilities and sustain, and pure DPS marksman (gun) with faster attacks and frequent critical hits.
Artisan can be a hybrid role, a support and DPS. Support in a sense that they provide strong weapons for allies. Battle Artisans and Battle Clerics can be similar roles.- 1
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Yeah. Turn dance scrolls into skill books. We need to have collection of funky dance moves.
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I'm up for this. Collectibles in-game are fun. Maybe some sort of costume rewards when completing sets.
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On 9/14/2022 at 10:48 PM, Whoop said:
I want to one shot smack poeple with my hammer.
Since iROSE beta, I've been a Dealer fan.
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On 9/12/2022 at 11:34 PM, trytoguess said:
I like this idea. My one hope if that if we need to do a quest to get the 2nd character build slot, then make the quest doable even if you have a non combat build like a craft only Artisan.
I'm kinda off-topic but I would prefer it if crafter Artisan should still have strong combat ability. Like for example, Weapon Craft passive should have a combat-side effects like bonus attributes or attack effects. Then Weapon Craft passive is the prerequisite for weapon crafting actives.
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On 4/22/2022 at 5:34 AM, lazypenguin said:
Adding more dungeons is something the team would like to do. Especially instanced dungeons available from the world (rather than from a menu). Thanks for the suggestions!
That's better. RPG is about running around the map. Doing dungeons through menu is just plain boring. Places aren't even visited.
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I mean, let me rephrase my second idea:
1. If you don't have any weapon equipped and you try to equip any ammo (gun, bullet, cannon), it will be marked as equipped (with E and weapon icon on the upper right) while it is in your inventory. For example, if you equip a bullet, it will be marked as equipped with E and gun icon.
2. If you a weapon type, the marked ammo will be equipped into the ammo slot along with it. For example, if you equip a gun, it will also equip the bullet with E and gun icon. -
On 8/3/2022 at 12:55 PM, Guppi said:
I do not entirely agree with the merging of those 3 slots. I can imagine that while walking around showing off your costumes/uniques (something I don't do as I have nothing to show off with ), it is nice to switch weapons and be able to immediately use it without also having to change the ammo.
In addition, it is also nice to carry other ammo without having it take up a slot in your already quite limited inventory space, e.g. when you are delivering higher quality arrows to a new player/char (argument only applies if inventory space would not be revisited).
With regard to the set up of the slots, I think the current is quite logic. I am a fan of other optional set ups but would stick with a very logical one as default, meaning that e.g. the hat/face is somewhere above, the body in the middle, shoes below, etc.
Or let's just ditch ammo slot and integrate ammos to weapons. I mean, if you are wearing a gun and you equipped an ammo, it will be placed into the gun's slot. And if you remove the gun, the ammo is still in the gun.
ORRRRRR, if you wear a gun and equip a bullet, the bullet will go into the ammo slot. But if you unequip the gun, it will be removed from there. Then if you equip a bow and equip an arrow, the arrow will go into the ammo slot. But if you unequip the bow, it will be removed from the slot. THEN if you equip any other gun, the same ammo will be re-equipped automatically. like, the system will remember that if ANY GUN is equipped, this BULLET will automatically be equipped (equipped ammo will have a mark that if the right weapon is equipped, the ammo will be equipped with it).
Eh. I hope I made myself clear lol -
5 hours ago, Angelo said:
No sorry discord sucks! I dont want to use it so there shouldnt be one there!
Nobody's encouraging you to use Discord. If you want to suggest, you can suggest in this forum.
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The purpose of this suggestion is to introduce diversification for the Cleric class, such as Heal-specialist (knows specialized healing skills) and Buff-specialist (knows specialized buff skills). These new skills also allow Clerics to play an interactive and strategic role in teamplays.
In this suggestion, there will be five types of buffs:
- Blessed buffs, are buffs with long duration same as traditional Cleric buffs.
- Charm buffs, are traditional Cleric buffs redesigned with longer cooldown and stackable efficiency (up to 150%).
- Healing skills with buff, are regenerating skills with minor buffs.
- Blessings buffs, are strong buffs with short duration and long cooldown.
- Chant buffs, are stackable and spammable buffs (up to 600% efficiency).
HEAL-RELATED SKILLS (MUSE)
Consists of basic single-target and party healing skills.
Heal
Restores the target's HP.
Cooldown: 3 seconds
Basic single-target healing skill.
Pros:
- High strength healing
Cons:
- Single target
Party Heal
Restores nearby party member's HP
Cooldown: 5 seconds
Basic party healing skill.
Pros:
- Affects party members
Cons:
- Moderate strength healing
BUFF-RELATED SKILLS (MUSE)
Consists of traditional Cleric buff - Blessed Body and Mind, and charm buffs. Charm buffs can now stack once for 150% efficiency, have shorter duration, but have longer cooldown. Some charm buffs are now 2-in-1, for a total of two blessed buffs, two solo charm buffs, and three 2-in-1 charm buffs.
Blessed Body and Mind
Increases nearby party member's max HP and max MP for 15 minutes. Effects do not stack.
Cooldown: 5 seconds
Basic buff skill. Only the strongest source within the same effects will activate.
Pros:
- Long duration
- Short cooldown, spammable
- 2-in-1 buff
Cons:
- Moderate strength buff
Hustle Charm
Each cast increases nearby party member's movement speed for 60 seconds. Additional stacks are only 50% efficient.
Cooldown: 30 seconds
Basic buff skill. Only the strongest source within the same effects will activate.
Pros:
- Moderate strength buff
- Moderate duration
Cons:
- Long cooldown
Wallop Charm
Each cast increases nearby party member's attack power and accuracy for 60 seconds. Additional stacks are only 50% efficient.
Cooldown: 30 seconds
Basic buff skill. Only the strongest source within the same effects will activate.
Pros:
- Moderate strength buff
- 2-in-1 buff
- Moderate duration
Cons:
- Long cooldown
HEAL-RELATED SKILLS (CLERIC)
Consists of advance healing skills, one of which is a single-target regeneration healing, and three stackable and spammable regeneration healing with buffs.
Restoration
Restores a huge amount of the target's HP, affecting allies within a huge area around it.
Advanced healing skill.
Cooldown: 15 seconds
Pros:
- Very high strength healing
- Affects allies
Cons:
- Moderate cooldown (probably)
Purification
Removes a few negative effects from the target and restores its HP.
Cooldown: 15 seconds
Specialized single-target healing skill.
Pros:
- Cleanse effect
- High strength healing
Cons:
- Single target
- Moderate to long cooldown (probably)
Redemption
Removes a few negative effects from nearby party members and restores a slight amount of their HP.
Cooldown: 30 seconds
Specialized party healing skill.
Pros:
- Cleanse effect
- Affects party members
Cons:
- Moderate to low strength healing
- Long cooldown (probably)
Regeneration
Each cast regenerates the target's HP for 30 seconds.
Cooldown: 5 seconds (starts a 3-second shared cooldown with stackable buffs and heals)
Specialized single-target healing skill. Only the strongest source within the same effects will activate.
Pros:
- Stackable healing
- Short cooldown, spammable
Cons:
- Low strength healing
- Single target
Aspiration
Each cast regenerates nearby party member's HP and increases movement speed by 5% for 30 seconds.
Cooldown: 5 seconds (starts a 3-second shared cooldown with stackable buffs and heals)
Specialized party healing skill. Only the strongest source within the same effects will activate.
Pros:
- Stackable healing with stackable buff
- Short cooldown, spammable
- Affects party members
Cons:
- Low strength healing
Motivation
Each cast regenerates nearby party member's HP and grants 5% additional damage for 30 seconds.
Cooldown: 5 seconds (starts a 3-second shared cooldown with stackable buffs and heals)
Specialized party healing skill. Only the strongest source within the same effects will activate.
Pros:
- Stackable healing with stackable buff
- Short cooldown, spammable
- Affects party members
Cons:
- Low strength healing
Salvation
Each cast regenerates nearby party member's HP and reduces damage taken by 5% for 30 seconds.
Cooldown: 5 seconds (starts a 3-second shared cooldown with stackable buffs and heals)
Specialized party healing skill. Only the strongest source within the same effects will activate.
Pros:
- Stackable healing with stackable buff
- Short cooldown, spammable
- Affects party members
Cons:
- Low strength healing
BUFF-RELATED SKILLS (CLERIC)
Consists of advance buff skills such as charms, blessings, and chants. Blessings buffs are strong 2-in-1 and 3-in-1 buffs with longer cooldown. Chant buffs are stackable and spammable buffs, one of which is a solo party buff, and three 2-in-2 party buffs.
Haste Charm
Each cast increases nearby party member's attack speed for 60 seconds. Additional stacks are only 50% efficient.
Cooldown: 30 seconds
Basic buff skill. Only the strongest source within the same effects will activate.
Pros:
- Moderate strength buff
- Moderate duration
Cons:
- Long cooldown
Lucky Charm
Each cast increases nearby party member's critical hit and dodge rate for 60 seconds. Additional stacks are only 50% efficient.
Cooldown: 30 seconds
Basic buff skill. Only the strongest source within the same effects will activate.
Pros:
- Moderate strength buff
- 2-in-1 buff
- Moderate duration
Cons:
- Long cooldown
Protective Charm
Each cast increases nearby party member's defense and magic resistance for 60 seconds. Additional stacks are only 50% efficient.
Cooldown: 30 seconds
Basic buff skill. Only the strongest source within the same effects will activate.
Pros:
- Moderate strength buff
- 2-in-1 buff
- Moderate duration
Cons:
- Long cooldown
Blessed Soul
Grants additional damage to nearby party member for 15 minutes. Effect does not stack.
Cooldown: 5 seconds
Advanced buff skill. Only the strongest source within the same effects will activate.
Pros:
- Long duration
- Short cooldown, spammable
Cons:
- Moderate strength buff
Holy Blessings
Greatly increases nearby party member's attack power, attack accuracy, and critical hit rate for 30 seconds.
Cooldown: 60 seconds (starts a 15-second shared cooldown with blessings buffs)
Advanced buff skill. Only the strongest source within the same effects will activate.
Pros:
- High strength buff
- 2-in-1 buff
Cons:
- Short duration
- Long cooldown
Sacred Blessings
Greatly increases nearby party member's movement speed, attack speed, and dodge rate for 30 seconds.
Cooldown: 60 seconds (starts a 15-second shared cooldown with blessings buffs)
Advanced buff skill. Only the strongest source within the same effects will activate.
Pros:
- High strength buff
- 2-in-1 buff
Cons:
- Short duration
- Long cooldown
Divine Blessings
Greatly increases nearby party's defense and magic resistance for 30 seconds.
Cooldown: 60 seconds (starts a 15-second shared cooldown with blessings buffs)
Advanced buff skill. Only the strongest source within the same effects will activate.
Pros:
- High strength buff
- 2-in-1 buff
Cons:
- Short duration
- Long cooldown
Inspiring Chant
Each cast increases nearby party member's attack speed for 30 seconds.
Cooldown: 5 seconds (starts a 3-second shared cooldown with stackable buffs and heals)
Specialized buff skill. Only the strongest source within the same effects will activate.
Pros:
- Low to high strength buff
- Stackable buff
- Short cooldown, spammable
Cons:
- Buff strength dependent on stacks
Empowering Chant
Each cast increases nearby party member's attack power and accuracy for 30 seconds.
Cooldown: 5 seconds (starts a 3-second shared cooldown with stackable buffs and heals)
Specialized buff skill. Only the strongest source within the same effects will activate.
Pros:
- Low to high strength buff
- Stackable buff
- 2-in-1 buff
- Short cooldown, spammable
Cons:
- Buff strength dependent on stacks
Encouraging Chant
Each cast increases nearby party's critical hit and dodge rate for 30 seconds.
Cooldown: 5 seconds (starts a 3-second shared cooldown with stackable buffs and heals)
Specialized buff skill. Only the strongest source within the same effects will activate.
Pros:
- Low to high strength buff
- Stackable buff
- 2-in-1 buff
- Short cooldown, spammable
Cons:
- Buff strength dependent on stacks
Embracing Chant
Each cast increases nearby party's defense and magic resistance for 30 seconds.
Cooldown: 5 seconds (starts a 3-second shared cooldown with stackable buffs and heals)
Specialized buff skill. Only the strongest source within the same effects will activate.
Pros:
- Low to high strength buff
- Stackable buff
- 2-in-1 buff
- Short cooldown, spammable
Cons:
- Buff strength dependent on stacks
SUMMON-RELATED SKILLS (CLERIC)
Consists of summons as an alternative to Salamander Flame and Mana Flame. These are stronger version and mobile but can easily get destroyed when hit by enemies.
Summon Salamander's Eye
Summons a red orb that restores nearby ally's HP every second.
Cooldown: 60 seconds
Advanced summon skill.
Pros:
- Follows the caster
- Regenerates more HP than Salamander Flame
Cons:
- Can be easily killed
- Can only summon one due to high summon gauge consumption
- Long cooldown
Summon Frost Wyvern's Eye
Summons a blue orb that restores nearby ally's mana every second.
Cooldown: 60 seconds
Advanced summon skill.
Pros:
- Follows the caster
- Replenishes more mana than Mana Flame
Cons:
- Can be easily killed
- Can only summon one due to high summon gauge consumption
- Long cooldown
CONTROL-RELATED SKILLS (CLERIC)
Consists of controlling skills, especially for self-protection such as self-peel and zoning out sticky enemies.
Heaven's Judgment
Calls upon the power of lightning from the sky, electrocuting nearby enemies and stunning them for 3 seconds.
Cooldown: 15 seconds
Advanced control skill.
Pros:
- Long stun duration
- High damage
Cons:
- Moderate cooldown
Divine Protection
Unleashes and channels divine power, knocking away enemies and continuously healing nearby allies. Lasts for 5 seconds.
Cooldown: 30 seconds
Advanced control and healing skill.
Pros:
- Unique controlling effect (knock away)
- Continuous healing
Cons:
- Long cooldown
- Channeling
PASSIVE SKILLS (CLERIC)
Healer's Touch
Increases healing power and max MP. Casting a healing skill applies a stack of Healing Touch to affected allies for 5 seconds, up to 6 stacks. Each stack increases ally's regeneration and healing received by 5%.
Specialized passive skill.
High Priest's Gift
Increases buff power and regenerates 1.5% of max MP every few seconds. Casting a buff skill grants a stack of Holy Gift for 5 seconds, up to 6 stacks. Each stack increases movement speed and dodge rate by 5%.
Specialized passive skill.
Note: Texts in blue are figures subject to balance adjustments. Please give feedback based on concept.- 2
ideas for cleric Suggestions
in Suggestions
Posted
I understand and I agree that the changes for cleric was to prevent the "buff slave" meta. The reason why buff slaves exist is because of the long duration and highly efficient cleric buffs. So, splitting these long duration buffs (15 minutes) to other classes is the right way BUT cleric must still have buffs.
These are my proposed buff mechanics:
1. Sustainable buffs are stackable and maintained to be significant enough. These are short duration buffs (10 to 15 seconds) with short cooldown (3 to 10 seconds) that can stack up to 3 times for maximum effect. These buffs is used interactively and must be maintained to give strong effect.
2. Strong buffs are buffs of significant strength. These are very short duration buffs (3 to 5 seconds) with medium cooldown (15 to 30 seconds). These buffs are used strategically and interactively for well-timed situations.