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Vile

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Everything posted by Vile

  1. ADD IT TO THE WHITELIST! IT'S A FALSE FLAG FROM THE NEW CLIENT PROTECTION! REDNIM IS WORKING ON GETTING IT PASSED NORMAL CHECKS!
  2. I fully acknowledge meme builds, but they're not an official build so I left em out of this particular one. Boxer Hawker is still one of my favorites.
  3. I've done it before for the memes but it's precisely that, a meme. If the AP and Attack Speed proc worked, it'd be a viable option
  4. Just curious, what do you guys think is the least common Class+Weapon combo in ROSE. Aggregate across PvP and PvM. Edit: I personally think it's somewhere around Bourgeoise: Gun or Artisan: Launcher, but Champs nowadays seem pretty low pop, not gonna lie.
  5. Vile

    AOE Build Artisan

    Cannons don't have inherent AoE. It's on skills only.
  6. I'd originally intended to make some separate build guides but never got around to it. This guide specifically is for Mage and understanding what they do, what their stats do, and what their skills are or look like.
  7. Spears can gain Damage, HP/DEF and Dodge from STR. Sure it lacks accuracy, but it's AoE so Accuracy isn't as needed outside of 1v1s. But I understand your point
  8. Vile

    Muse's buffs

    If your desire to play the game was that tenuous, It'd probably be best to be fair. Hopefully you can find some enjoyment in the game again in the future, if not a fond farewell to you.
  9. I think the Artisan is pretty fair. They are good at damage, but a good frame of reference I always use is that Artisans and Visitors have the same number of defensive passives. That being 0. Lol They can blast though in the right hands, not like a Mage, even though they're squishier than a Mage. But still blastin
  10. Yeap, another case of "bring back charge" solving some balance instability.
  11. Artisan is not hard to imagine at all lol It's a Visitor with some offensive gun skills. Champion, specifically sword, does kind of shock me. Axe is booty cheeks and Spear is for larger groups so a 3v3 makes sense why it's not too popular.
  12. Not a single team without a Cleric, VERY interesting. Hopefully I can catch this event in person/stream or what not, seems like it could be fun to witness
  13. For me ROSE was always about going farther, and exploring more. When I very very first started, the progress was so slow and the level cap was so high that simply getting to Luna was a mission. I feel that sense of there being so much to look forward to in terms of worlds and maps to explore has already been lost, and the prospect of exploring new worlds has stagnated almost into obscurity. I look forward to large updates of new maps and level cap increases, new sets to farm and new rare weapons to hunt down, back wings, mounts, gemstones etc. Sense of exploration, that's what ROSE always was to me.
  14. Out of curiosity, why not update the default ones? [increase the resolution while you're at it ;D]
  15. Time gated powerful weapon with customizable stats. 5-7 weeks of weekly goals including killing, content or farming to get the second to last step, 21-31weeks to finish maxing it via doing variety of tasks that you chose to do.
  16. Vote for the idea here: Discuss in this thread please, not the vote thread.
  17. Mythic Weapon System I've seen what seems to be a now notable increase in player boredom, and a sense of lacking content or progression goals cropping up lately. Something that shouldn't be too little known is I was a proponent for Paradigm Runes system in NA (That doesn't mean I liked how they turned out mind you). I've mentioned it before, but they provided a long-term progression system that I see many people who participated in it; now missing it. Even players who never experienced it are voicing concern about activities to keep them busy. So, I started from a point of redesigning Runes into something everyone likes more than sparkly gemstones, Weapons. Goals I'd like the system to be designed to achieve: 1: Long term goal item 2: Something to provide a weekly and/or daily task 3: Unique visual collectable 4: Flexible Weapon to fit custom builds, you chose the stats you want. Below is a rough draft of what I'd envisioned the outline of the system to look like. "Upon getting max level, visit a class tutor/lore NPC to pick up bread crumb quest. Learn about a fabled weapon from history, lost to time along with the forging instructions." Step 1: Track down rumors/documents/lore on a weapon from various parts of the world[s] associated with said weapon. This quest would lead you on a narrative journey providing backstory and exposition on a little-known figure in the far away past, where you visit sites and try to collect knowledge on the weapon. Throughout the quest, you will be given a sub-quest to acquire the base resources to craft a weapon. This weapon is known as your Draft weapon. Step 2: Craft a draft weapon Draft Weapon: +0 Mainstat 1: 1x max-tier sub Mainstat 2: 1x max-tier sub Tertiary 1: Tier 2 sub Tertiary 2: Tier 2 sub RuneStat 1: Grade 10 Tier Runestat 2: Grade 10 Tier Non-socketable As shown above, the weapon initially starts out, not so good. Hardstats only to the level of a max tier sub-stat roll, and sub-stats from tier one. However, you'll hopefully notice a new set of stat lines. I refer to these as "rune stats" purely for design purpose, as they'd borrow the same stat-values of runestones from those upgrade tiers. I'd prefer they be known as something else, perhaps you can give me ideas what these mythic weapon specific stats could be called. Step 3: Learn about Mana-Tempering process. A brief narrative exposition on the basics of weapon production that lead into a time-gated quest. Once you pick up the quest, a timer will start to count down 1 weeks IRL time. You will also be given a list of various items you'll need to collect. Once the timer has elapsed, returning with the Draft weapon, materials for the quest, and your weapon would be upgraded to a Tempered Weapon tier. Tempered Weapon: +4 Mainstat 1: 2x max-tier sub Mainstat 2: 2x max-tier sub Tertiary 1: Tier 4 sub Tertiary 2: Tier 4 sub RuneStat 1: Grade 20 Tier Runestat 2: Grade 20 Tier Non-socketable You'll see that the difference between a Tempered and Draft weapon is approximately 1 tier on substats for hardstat total. Tier 4 sub-stats, and "rune stats" increase to tier 20 or 2/10'ths the old systems progression values. Step 4: Learn about Mana-normalization. Similar to Mana Tempering, starting this quest begins a timer counting down 1 weeks IRL time again, however this time in addition to materials that you'll need to collect, you'll be given a list of tasks to achieve, possibly killing certain overworld bosses, completing a specific number of game modes, etc. Open to creativity here, while also open to keeping it more "grind" focused. Like before, returning after the timer has zeroed out, with your materials and/or tasks complete would reward you a Normalized Weapon. Normalized Weapon: +8 Mainstat 1: 3x max-tier sub Mainstat 2: 3x max-tier sub Tertiary 1: Tier 6 sub Tertiary 2: Tier 6 sub RuneStat 1: Grade 40 Tier Runestat 2: Grade 40 Tier Non-socketable Step 5: Learn about Honing weapon, stat customization unlocked. Now that you have forged a draft weapon, tempered it and normalized it, it's time to hone it. Similar to honing an edge, the goal to completing this step should be several forms of activity. Once you've completed the activity [time gated 1 week] return to the NPC to proceed. The goal of the honing process is not for the weapon, but for the wielder in this instance. You'll be sent to an NPC to learn about "Mystic Honing". A fancy title for an extremely simple concept: you can now customize the stats on the weapon. Up until this point, each weapon would have a predetermined set of stats. Now that you're ready to hone your skills with this weapon, using "Mystic Honing" will allow you to set the stats you want. You will also be upgraded to your Honed tier weapon. Honed Weapon: +12 Mainstat 1: 4x max-tier sub Mainstat 2: 4x max-tier sub Tertiary 1: Tier 8 sub Tertiary 2: Tier 8 sub RuneStat 1: Grade 60 Tier Runestat 2: Grade 60 Tier Non-socketable Step 6: Honing phase 2: Precursor Immediately after achieving your honed weapon, you will be given instructions that further honing could produce remarkable results, perhaps opening the way to craft your very own mythic weapon. As this is now entering uncharted territory, the instructions aren't as clear. Perhaps you could find more clues on how to progress your honing? Criteria: Unknown. Criteria: Achieved rewards Precursor Weapon tier. Precursor Weapon: +16 Mainstat 1: 4x max-tier sub Mainstat 2: 4x max-tier sub Tertiary 1: Tier 10 sub Tertiary 2: Tier 10 sub RuneStat 1: Grade 80 Tier Runestat 2: Grade 80 Tier Socketable The intent behind this is for the developers to get creative, and not spoil how this next step is achieved. It will be up to the players to initially discover the process behind these mysterious upgrades. One thing is certain, discovering the secret to this definitely opens up something: a socket! However, this socket is unique, as it does NOT over-ride your tertiary stat lines. Truly a powerful advantage. Step 7: Ascending weapon You've entered the realm of legends now. You've crafted, tempered, normalized, honed, and further enhanced a weapon that itself encroaches on the realms of the deities. Rejoice, for this is truly a remarkable achievement. Ascended Weapon: +20 Mainstat 1: 5x max-tier sub Mainstat 2: 5x max-tier sub Tertiary 1: Tier 12 sub Tertiary 2: Tier 12 sub RuneStat 1: Grade 100 Tier Runestat 2: Grade 100 Tier Socketable As you can see, the final version of the weapon provides the end results of: Five times the value of a Max-Tier sub-stat roll for two lines. Sub-stats of max tier quality for two lines that aren't over-ridden by the Gemstone slot. Max-tier "Runestats" for 2 lines. All of which are able to be picked by the player. and something else I've not yet mentioned, the weapon is guaranteed upgraded to max refine along the entire process. [refine materials are used as quest items along the way, the reward is removing the RNG of the upgrades, not bypassing the materials]. The final step, is the long game. Step 8: Grind %'s to cap 20%-30%? Each weapon having a max stat of 20-30% range, where 1 week = 1% upgrade to PvE and PvP percentages. Initially I wanted 1% to a SINGLE percentage, but 80 weeks low-end seemed.... excessive. I do want to say, in my mind I'm internalizing that you can reset the custom stats for free once a week, with an "oopsie" bonus reset once per week, for a fee. [in-game currency] So, that is the foundation upon which I present the community. I have attached polls to this thread to address so things that I made assumptions on, particularly are things like: Time-scales. Part of this system is designed to combat a lack of feeling that you're not being rewarded in the long term, or you have nothing to achieve by participating in various activities in the game. I made the assumption that the system should take roughly 5~6 weeks to get to precursor step, depending on the decisions of the unknown steps, this could add another week or not; up to them in the end and I encourage them to go with their gut if this idea ever remotely is considered. Another thing I didn't specify at all, is the quantity of the items needed at each step. I'll provide some ranges but if the ranges provided aren't what you want to see, leave a comment with that included as a part of it. Lastly, just what do you guys think. Is this something that could motivate you to play the game? I don't want to pollute to many opinions by asking too many directed questions so I'll leave it all open to interpretation. Lets chat.
  18. Vile

    Gun bourg stats

    Every 1 SEN, 4 DEX and 5 CON If your at 75 SEN for example, your CON and DEX should be around 375 and 300 respectively. You mostly eyeball the ratio as you level until max level, where you can calculate the more optimal distributions, at least that's what I always did. I was also very much into have a "flawless" distribution, with hitting as many breakpoints as possible, while having exactly 0 points remaining. It took a very long time to find* all those but it was fun, the first time.
  19. Interesting it's almost always Mage's debuff that gets targeted for a nerf, and not the Knights shield slam. Almost like it's not exactly the dispelling of buffs that's the crux of the annoyance, and hinges on the combination of factors. So, is the removal of dispelling of buffs going to resolve it? Probably not. We had a period of debuff meta in NA, and people just made buffing warbuilds that specialized in providing strong buffs, and survival in order to constantly maintenance the buffs. In my opinion this is just a facet of any game with buffs providing a near permanent long-term impact to combat. You could fix it by having very powerful buffs, that are active cooldowns. So the need or impact of dispelling them isn't as detrimental to dispelling long duration medium to strong buffs. But, would that ever happen? Food for thought I guess.
  20. The removal of GA energy. Massive. One of the best decisions, huge props!
  21. Alternatively you could combine the total points the team earned, and distribute them evenly or in a ratio based on some metrics. But here's my problem or concern depending on how you look at it. If knights aren't doing enough damage to earn the points, if they're not healing enough to get the points, and they're not able to force tanking damage for points...... what are they contributing. Assuming the activity to reward ratios are the same across all classes, if Knights aren't getting points, it's possible it's because they're just not able to contribute in any meaningful way with the current situation. So, you could artificially give them a bonus and let the status quo stay the same. Or, you could adjust them or their role to be more capable of contributing to the team victory. That's for ya'll to decide.
  22. So, back in NA Rose I had a trick to help ever so slightly with getting points on Knight. You get points for healing [or at least did at one point] regardless of class. So what I did was built a very high CHA Knight, and put Healpower Gems in my shield and other socket. This was in order to boost the Absorptive Strike healing as much as possible, so I could get a very small bonus to my points lol. Sounds like Knights need a personal aura that increases/modifies their points per damage dealt.
  23. Have you guys considered an over-supply bonus? adding extra materials beyond the minimum to increase the success? Future negative moments like this one could be avoided. While preserving the chance to gamble lower material amounts for a success.
  24. Yeah, they could both also quit with their friends! Lmao, I'm just joking. On the point of the topic, definitely should be listening to what the complaint here is, from my interpretation it seems it's a content issue. There also seems to be an issue where players feel there isn't enough people around to hang out with, duel, run dungeons with, or even just flex their achievements to. End game activities are definitely in need of revitalization, and expediting getting new players, and maybe alts, to that end game should be a consideration. Largely, you want the majority of your players in the same general area of progression to get a lot of "cross pollination" of activities.
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