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Ashura

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Posts posted by Ashura

  1. 1 hour ago, Pedro said:

    Hi!

     

    Thank you, guys! Does a Cleric can play PvM? Do they have a lil better atack damage now that they're not more the buff gods?

    Dependent on who you ask the answer will be different and highly contentious.  Cleric will always be the same low def etc.

    Playing a cleric will boils down to what your playing style is, you can play as a summoner class using your swords great for dps or even use your dragons great as a tank or you can try battle cleric which deals DoT using more stat effects (stun,sleep), crit dmg also another option to go where you just use your normal atk as your main source of dmg and you have to have a high atk spd with this one,you can even incorporate your DoT's with this build or summons. The numbers on these builds can be quite tricky because sometimes just adding an extra stat in any of your build could alter the ratio.

    If you want a more in depth discussion/explanation then i would suggest go on to discord and ask in the cleric tab under classes. Hope that will give you an idea of what it is you want to focus on but stick with your build first before trying someone else's build. 

    • Like 2
  2. 14 hours ago, zstark said:

    Screenshot2024-01-04081755.thumb.png.0e3bd1eceadc628e63a619d379a0096f.pngScreenshot2024-01-04081656.thumb.png.85e9d9e36bcd4fa0701c2221761ae3fe.png

    You can use crafting hammer as early as level 125. Also buying accessories from NPCs with con will improve success rate. Farming or buying legendary gear from other players also give con and worth investing in.

    Have you tried doing dgs?. almost 70-90 percent of players are raiders. They are simply the more dominant class. Once they use stealth they don't take damage from mobs. Clerics/mage and knight/champs are still vulnerable from mobs and still need to invest on potions and good stats (ms,dodge,def) on equipment to get to the boss. Artis and bourgs are at a huge disadvantage as they need alot of ammunition and good equipment to clear and reach the boss which is consuming a lot of resource and time. To put more fuel in the fire, I've experienced being kicked out of SC a number of times because they want to have a 'smooth run'. 

    I did not mention anything regarding buff potions and artis/bourgs needing to be tanky. I mentioned that they need more survivability and mobility skills. It's not about beating another player, its about the experience of playing the class and game generally.

    I agree that crafting ammunition can be difficult. Some crafted ammunition does have elements that deal more damage to mobs with weaker defensive element and would benefit from slight status effect as you say. However, imo, crafting crates only gives 100 ammunition, runs out quickly, takes up space in the inventory and does not sell well if you vend. Either buffs are introduced to ammunitions quantity/quality/status effects or remove them entirely. Although, I will miss the cold bullets if entirely removed 😛 . 

    100% agree on the bag feature. Also, to make artis and bourgs more popular the reload animation should be changed. Currently, the gun animation reloads every auto attack, which is not realistic. Clerics have an indicator bar for their mana shield so I think it would be nice to have an indicator for bullets before reloading. 6-9 bullets above the hp bar then the final bullet crits 100% succession before reloading. Lets make dealer/arti/bourg class great 😄 

    Nice to know i was not aware there were more hammers at lower levels available.

    Agree with your points regarding the cooldown and animation needs a review, i didn't mean tanky in the sense difficult to kill like in knight level i was referring to i meant in the sense of having to spend a decent amount of time trying to kill them. The bullets i am aware that it does a little bit more damage if used against mobs that are weak to the respective element i meant that over time it will cause a DoT effect due to excessive/frequent exposure to bullets effect especially the fire/ice/poison bullets.

    • Like 1
  3. On 11/21/2023 at 9:43 PM, CanadiansRage said:

    Are there certain types of monsters more likely to drop certain class items? 
    I have been playing up to level 97 so far now and all I ever see is soldier and muse gear... where do I find hawker gear I am level 97 in level 40 gear.

    On Luna you will most probably have to go either Yeti Hunters or Igloo Turtles for hawker gear. 

    You are most probably hunting at the party level sight penguins and bears etc.

  4. On 12/30/2023 at 2:18 AM, zstark said:

    Gems- There are gems that drop only from kings and gems that you can craft.

    advance rein/endow, - i agree

    Hardened/Darkened/Balanced/Enchanted- i agree

    Pat craft- yes carts can be obtained from events but these are not always available. Prices of carts have dropped significantly and worth investing in as they are transferable to any of your chars or accounts.

    Advanced alchemy craft- you can craft them individually using alchemy craft if you don't want to unbox them but crafting crates saves time than crafting them individually.

    Advanced subitem craft- The majority of the materials can be obtained from disassembling npc items. This saves time from farming.

    Accessory craft- I think a putting max stats on 140 accessories will be too op and probably make arua and hebarn accessories irrelevant even though the arua and hebarn stones are rare.

    Crafting- The question is. Can you wear a 160 armor if you are level 155? I think it's reasonable to have at least some difficulty crafting a higher level item. You can simply level up and buy accessories that give more con and always use a crafting hammer. I personally have successfully crafted items from as early as level 30 up to level 240s. I think the crafting system is ok but could be a lot better. I agree that the success rates needs improving and having new skills would be nice too.

    Artisan/bourg gameplay- I mainly use artisan but I can see why artisans and bourgs can be less interesting and less enjoyable than other classes. Imo, its probably due to requirement of bullets/shells to use their main weapon and less mobility/survivability skills than other classes. I've experienced and seen artis/bourgs using axe or sword when they've run out of bullets and shells in dungeons lol. I think bullets, shells and ammunition should be removed. Also, when I join cou and SC, its kinda sad that artis/bourgs always need be piggybacked by other classes or else we just die trying to go to the bosses. Clerics/mages have heals and mana shield, knights and champs have high def, scouts and raiders have stealth. bourg/arti? a movement speed passive?. Overall, artis/bourgs are unique and still fun to play but they should not be limited to being a crafter and farmer class. I've only recently started doing dgs and it seems like its mostly raiders and clerics that join dungeons. I see champs, mages and knights often however I would also like to see more of my fellow artisans in dungeons too.

    This is something to look forward to. 

    Its not just a matter of being unable to equip the gear its a matter of even when you are lvl160 the chances of you successfully crafting those items is RNG even with the success rate available, the first hammer you can equip is level 170 fortunately you are able to wear the crown which gives you a 30 Con boost and with all gear having con/sen stats you will likely craft the item but with low substats.

     

    If we delve into making arti/bourgs more tankable or have better buff potions then the rest of the other classes will moan that arti/bourgs are OP like they do with cleric/mage, i honestly don't understand why people can't just work things out for themselves on how to beat another player but yeah.

     

    Crafting should just be crafting its unnecessary to have 2 (advanced/alchemy) divisions if majority of the lower version is available in the higher tier as well.

    Bullets should be easily craftable and materials should not be a pain to gather, another benefit would be if the bullets and arrows added status effects after a while not as potent as skill status effects but at least it will be worthwhile to obtain and use a specific ammo.

    The bag dynamic should also change so that it can be used as an extra storage slot or two specifically for dealers or can be mainstreamed and is accessible for everyone to make it more popular, can perhaps also make it that only craftable bags has this effect.

     

  5. 3 hours ago, HoneyBuns said:

     

    The team is in the process of reviewing all of the job classes with the goal of balancing but also tweaking and improving skills and dealers definitely need a lot of love.  Crafting is especially brutal because a crafter can't make anything they can use themselves until they are max level. The team is aware of the problems with the crafting system.

    As for the unique skill problem you mentioned, I made this topic about a month ago to help clear up some of the unique skill confusion.  As we review each job class, we will be adjusting descriptions on many skills to make them easier to understand.  

    It's all tied together and it will take time, but we're working on improving and balancing the job classes. 

    Thank you for the response HoneyBuns.

    I am referring to the skill (Weapon Augment) in the bourg skill tree if you opt to go gunbourg route, but the unique skill Augmenting Reflection only indicates it can be used with a gun and not that it is a bourg unique skill only. This in essence make using a gun artisan null and void because the launcher atk spd will be higher than your gun atk spd considering launcher default atk spd is 0.6 and gun default atk spd is 0.7 i cant remember the thread i read regarding the base atk spd's for all classes might have been in one of the patch notes if i am not mistaken. Anyway

    The other problem is also that if you intend to go the route of an artisan who deals DoT damage/battle artisan or non-crafting artisan most of the skills are limited for choice.

     

    Screenshot2023-12-29232311.png.f8d4d26e53430a9feaf5ee29bcf23ba8.pngScreenshot2023-12-29232421.png.004d8841ff93f9cbadc8800743cf4e23.png

  6. I feel most of the dealer (arti/bourg) skills are inverted and would acutally benefit the one more than the other in my opinion it is just not interesting enough and enjoyable to play these characters because you not only miss a few skills that would make the class decent again.

    Insane cooldown of bourg skills is ridiculous i do get that the Packed Power should help with this but it is definitely not well thought through in my opinion, also the skill Cannonier's Panic which gives you added m-spd really does not make sense if the max lvl only lasts for 5sec and you have the windstep skill which give you 300m-spd when activated to run away. This should be an arti skill (Cannonier's Panic) for its lack of damage and survivability. This is also true for (Excitable Trigger Finger) which would be more beneficial for bourg's than artisan. Launcher Smash added effect should also change from m-spd down to a stun effect.

    Bourg gun skill tree should also be available for artisans or should be transfered to the artisan class as it is much more beneficial as well. I remeber asking for weeks on end on discord(supporter chat) and in my clan where i can get the skill book (Weapon Augment) and no one responded well someone said HoO might drop it but only until i leveled a bourg i found out its in its skill tree, yet the skillbook says gun but not specifying that it is a bourg skill only.

    Crafting - Honestly i do not have a really good solution for this conundrum as i feel it is not beneficial at all to artisan's if they can craft items,armor,weapons for the next level but the success rate is really low so you can't use it or craft an item i.e you are lvl155 and want to craft a new lvl160 set of armor or weapon but you craft it or the amount of materials you can't find or a low drop rate for the materials. So in that regard it will be a waste of time and effort.

    Perhaps crafting materials with higher quality mats would improve this scenario to increase the success rate but will take a hit on added sub stats due to insufficient expertise.

  7. 4 hours ago, windrell said:

    Does it cap at a certain point depending on the level of item? Or does it scale up to max?

    For example:

    Would level 30/40+ items only have the max CON bonus with max CON (425)? Or can I have a high success rate with having 130+ CON (which is probably high for a 50/60 Dealer)

    Asking because am wondering if a pre-artisan dealer can reliably craft with a high enough con score considering their level.

    Unfortunately you wont be able to craft items 10 levels higher than your current level. Well you could attempt to craft but the chance of success is quite low less than 40%.

     

  8. 18 hours ago, DoubleRose said:

    8% offense on unique vs 5% on HAB. That means all damage you do gets an extra (8-5=3) 3% amp. That said, salvation is bad for bc and not worth using. 3% bonus damage is weaker than the hardened bonus.

    Thanx for clarification on this matter, so in actual fact they are just flat rate improvement and not exponential growth with the unique?

  9. On 12/2/2023 at 11:57 PM, cactus said:

    Hey! It's great that you're exploring different weapons for your build. When comparing Salvation and HAB for damage scaling in a BC-focused build, you should consider factors such as stats, scaling mechanics, and specific bonuses each weapon provides. Gathering insights from players who have experience with both staffs can provide a clearer picture. Happy Hunting!😉🙌

    Thanx for the feedback i have looked into different viable option i am currently using a HAB(+15) with health and mana recovery 6 on my wand. I just want evidence that what they are saying regarding the damage scaling of a unique weapon is better than a hardened weapon apart from the base sub stats you get with each weapon.

  10. Hi guys i read a thread regarding honor weapons not getting enough love and i always hear a lot of OG players saying that Unique weapons are the BIC mainly for the stats on the weapon and also the damage scaling.

    Currently i am using HAB as my main weapon purely for the damage that it does because i am focusing on BC, i do have Salvation in my storage as a backup and not really sold on the MP reduction on the wand and if i compare it to the HAB i will most definitely go for the extra raw damage i get out of it.

    I haven't given any thought of the Exalted or Honor iteration of the weapon criteria, so my question i am asking: Can someone give me an explanation as to how Salvation is better damage wise in terms of scaling the longer you use it as appose to HAB or if someone can defend the other too wands and why i should go for as a BC.

    I guess what i am trying to say is for me seeing is better than just believing.

    Thanx in advance.

  11. On 1/18/2023 at 5:00 PM, RoseOnPlayer said:


    Muse job skills are technically grouped into 5 clusters, namely:

    • Common
    • Offensive
    • Supportive
    • Cleric
    • Mage

    But for the benefit of this guide, we will be grouping skills into multiple groups and clusters.

    Definition of terms:

    • Cluster - Cluster is a main group of skills based on your preference of build.
    • Core - Core is a sub-group of skills which are important within their respective clusters.
    • Extension - Extension is a sub-group of skills that usually requires core group as pre-requisite.
    • Luxury - Luxury is a sub-group that is usually purely additional/bonus.

    Important notes:

    • Numbers in parenthesis is the amount of required SP. Skill groups within a cluster may (such as Summon Cluster) or may not share the same required core skills.
    • Skills in blue are base skills without prerequisites
    • Skills in green are skills with chained prerequisites
    • Skills in yellow are final skills or skills that isn't required to learn another skills.
    • Skills in orange are standalone skills.


    MANA CLUSTER

    Mana Cluster consists of skills that benefits mana regeneration, mana consumption reduction, and max MP thickening. These skills are usually important to sustain mana for healing skills and mana shield generation.

    Mana Core - CHA (20) are group of skills that increases mana regeneration if your main stats is Charm. This sub-cluster is best for support healers.

    • Mana Crux (10)
    • Mana Convergence (10)

    Mana Core - INT (20) are group of skills that increases mana regeneration and max MP if your main stats is Intelligence. This sub-cluster is best for defensive cleric, esp for mana shield spam.

    • Meditation (10)
    • Mana Pool (10)

    Intelligence Extension (15) are group of skills to support additional Intelligence. This sub-cluster is best to support Mana Core - INT sub-cluster.

    • Knowledge Training (10)
    • Gift of Knowledge (5)

    Mana Extension (15) are group of skills to support mana usage, great for support healers and defensive cleric.

    • Mana Conservation (10)
    • Blessed Mind Chant (5)


    SUMMON CLUSTER

    Summon Cluster consists of skills that allows summoning.

    Summon Core (10) is a sub-cluster to allow summoning.

    • Summon Training (10)

    Summon Extension (7-15) is a sub-cluster for Bonfire summoning, great for any build of cleric. Requires Summon Core (10).

    • Bonfire (5)
    • Summon Mastery (2-10)

    Offensive Summon Extension - Phantom Sword (5) is a sub-cluster for Phantom Sword summoning. This skill group is highly recommended for solo leveling and single-target killing. Requires Summon Core (10).

    • Phantom Sword (5)

    Defensive Summon Extension - HP (5) is an extension for Bonfire summoning to enhance HP regeneration. This improves healing through passive HP regeneration. Ideally, keep your Summon Mastery at level 1 and Salamander Flame at level 4 to conserve SP. Requires Summon Extension (7-15).

    • Salamander Flame (5)

    Defensive Summon Extension - MP (5) is an extension for Bonfire summoning to support mana sustain. This improves active healing through passive mana regeneration. Ideally, keep your Summon Mastery at level 1 and Mana Flame at level 4 to conserve SP. Requires Summon Extension (7-15).

    • Mana Flame (5)

    Offensive Summon Extension - Firegon (10) is almost a luxury sub-cluster for summoning Firegon. I personally do not recommend this as this requires a lot of SP for minimal DPS increase. I'd rather recommend Phantom Sword sub-cluster. Requires Summon Extension (15) and Defensive Summon Extension - HP (5).

    • Summon Fire Elemental (5)
    • Summon Firegon (5)

    Offensive Summon Luxury (10) is a luxury sub-cluster to summon Ice Dragon. I haven't tried this but it requires too much SP to learn. I only see this as purely aesthetics/cosmetics. Requires Offensive Summon Extension - Firegon (10) and Defensive Summon Extension - MP (5).

    • Summon Earth Elemental (5)
    • Summon Ice Dragon (5)


    OFFENSIVE CLUSTER

    Offensive Cluster consists of skills that increases wand melee attack damage and wand skills. This cluster is recommend for both melee-based and skill-based battle clerics.

    Offensive Core (80) are group of skills that increases wand attack power both for melee-based and skill-based

    • Wand Mastery (10)
    • Wand Speed (10)
    • Wand Accuracy (10)
    • Wand Range (10)
    • Wand Control (10)
    • Wand Speed - Cleric (10)
    • Wand Piercing (10)
    • Cleric's Intensity (10)

    Enhancement Core (15) are group of skills that enhances damage through additional damage buff and reducing target's magic defense.

    • Valkyrie Chant (5)
    • Mental Focus (5)
    • Mana Bolt (5)

    Skill-based Core (30) are group of active skills mainly for skill-based battle clerics. Requires Mana Bolt (5).

    • Spirit of the Magi (10)
    • Mana Wave (5)
    • Voltage Bolt (5)
    • Voltage Jolt (5)
    • Voltage Storm (5)

    Skill-based Extension - Ice (10) is an extension for skill-based cleric for Ice skills. This sub-cluster is good for kiting as it reduces target's movespeed.

    • Ice Bolt (5)
    • Frostbiter (5)

    Skill-based Extension - Fire (10) is an extension for skill-based cleric for Fire skills. This sub-cluster is good for dealing damage-over-time, especially with Charm stats.

    • Fire Bolt (5)
    • Hellfire (5)


    DEFENSIVE CLUSTER

    Defensive Cluster consists of skills that increase defensive capabilities.

    Defensive Core (45) consists of skills that allows damage blocking through magic tool, esp if your main stats is Dexterity.

    • Mystic Deflection (10)
    • Mystic Guard (10)
    • Mystic Deviation (10)
    • Mystic Safeguard (10)
    • Resistance Chant (5)

    Defensive Extension (30) consists of skills that increases defense and magic resistance, esp if your main stats is Intelligence.

    • Mystic Armor Training (10)
    • Dragon Skin (10)
    • Mystic Armor (10)

    Mana Shield Extension(5) is a core skill for Mana Shield, synergizes best with Mana Core.

    • Mana Shield (5)
    • Mana Shield Force (5)


    HEALING CLUSTER

    Healing Cluster consists of skills that allows healing, highly recommended for support healers but can also be useful for battle and defensive clerics.

    Healing Core (25) is a sub-group of skills for single-target healing, required and important for support healers but can also be great for defensive and battle clerics.

    • Cure (5)
    • Heal (5)
    • Restore (5)
    • Recovery (5)
    • Integrity (5)

    Healing Extension - Party (25) is a sub-group of skills allowing party heals, best for support healers. Requires Healing Core (25).

    • Heal - Party (5)
    • Restore - Party (5)
    • Recovery - Party (5)
    • Integrity - Party (5)
    • Heavenly Grace (5)

    Healing Extension - Revive (5) allows reviving of fallen allies. Requires Restore (15).

    • Soul Revive (5)

    Healing Luxury (10) enhances healing. Recommended for support healers but can also be good for single-target healing.

    • Healer's Touch (10)


    SUPPORTIVE CLUSTER

    Supportive Cluster consists of buff skills.

    Supportive Core (20)

    • Resistance Chant (5)
    • Blessed Mind Chant (5)
    • Gift of Knowledge (5)
    • Valkyrie Chant (5)


    CONTROL CLUSTER

    Control Cluster consists of crowd controls.

    Sleep Core (10) allows sleep control.

    • Sleep (5)
    • Sleep Cloud (5)

    Purify Core (10) allows unbuffing and muting.

    • Purify (5)
    • Soul Doubt (5)


    HOW TO CUSTOMIZE YOUR BUILD?

    You can customize your build by mix-and-matching clusters for as long as your total SP will not exceed your usable SP (241 SP at max level). Some sub-clusters can be mixed together. Note that all skills within a cluster may or may not be included depending on your preference.

    For example, FULL SUPPORT CLERIC may consider the following skills:

    Cluster-based skill preferences:

    • Healing Core (25) allows healing.
    • Healing Extension - Party (25) allows party heal.
    • Healing Extension - Revive (5) allows revive.
    • Healing Luxury (10) enhances healing.
    • Summon Core (10) allows summoning.
    • Summon Extension (7) allows bonfire and bonfire upgrade.
    • Defensive Summon Extension - HP (4) allows salamander flame.
    • Defensive Summon Extension - MP (4) allows mana flame.
    • Mana Core - CHA (20) allows mana regeneration through CHA.
    • Mana Core - INT (20) allows mana regeneration and max MP through INT.
    • Intelligence Extension (15) increases INT.
    • Mana Extension (15) reduces mana consumption and increases max MP.
    • Defensive Core (45) allows magic tool blocking.
    • Defensive Extension (30) increases defensive capabilities.

    Individual skill preferences:

    • Valkyrie Chant (5) allows additional damage buff.
    • Sleep (1) allows sleep.

    Total: 241

    This build is capable of full healing skills, full mana sustains, full supportive buffs, full defense, and some single-target sleep control.

    Another example, FULL DEFENSIVE CLERIC may consider the following skills:

    Cluster-based skill preferences:

    • Defensive Core (45) allows defensive capabilities with magic tool.
    • Defensive Extension (30) allows defensive capabilities.
    • Healing Core (25) allows healing.
    • Healing Extension - Party (25) allows party heal.
    • Intelligence Extension (15) increases INT.
    • Summon Core (10) allows summoning.
    • Summon Extension (7) allows bonfire and bonfire upgrade.
    • Defensive Summon Extension - HP (4) allows salamander flame.
    • Mana Core - INT (20) allows mana regeneration and max MP through INT.
    • Mana Extension (15) reduces mana consumption and increases max MP.
    • Sleep Core (10) allows sleep controls.
    • Purify Core (10) allows unbuffing and muting.

    Individual skill preferences:

    • Mana Shield (5) allows mana shield
    • Voltage Storm tree (15) allows stun
    • Valkyrie Chant (5) completes supportive buffs

    Total: 241

    This build is capable of full defense with mana shield and full healing and can also take advantage of sleep (and aoe sleep), unbuffing, muting, and stun.

    Lastly, MANA SHIELD BATTLE CLERIC may consider the following skills:

    Cluster-based skill preferences:

    • Offensive Core (80) allows wand attack power, attack-based and skill-based.
    • Enhancement Core (15) allows enhanced damage.
    • Skill-based Core (30) allows enhanced skill damage.
    • Skill-based Extension - Ice (10) allows skills that slows target's movespeed.
    • Skill-based Extension - Fire (10) allows skills that deals damage-over-time.
    • Intelligence Extension (15) increases INT.
    • Summon Core (10) allows summoning.
    • Summon Extension (7) allows bonfire and bonfire upgrade.
    • Defensive Summon Extension - HP (4) allows salamander flame.
    • Mana Core - INT (20) allows mana regeneration and increases max MP through INT.
    • Mana Extension (15) reduces mana consumption and increases max MP
    • Sleep Core (10) allows sleep controls.
    • Purify Core (10) allows unbuffing and muting.

    Individual skill preferences:

    • Mana Shield (5) allows mana shield.

    Total: 241

    This build is capable of attack-based and skill-based offense with Salamander flame and Mana Shield. Also capable of unbuffing, muting, stuns, sleep (and aoe sleep).


    CLOSING REMARKS

    Let's wrap this up. Maybe some other guides will help you with stats. But as a rule of thumb, this is the summary for stats:

    • For support cleric with maximum (or near max) healing/buffs, INT = level, rest CHA.
    • For battle cleric with highest AP, DEX = level, some SEN for critical, rest INT.
    • For defensive cleric with balanced defenses, DEX = INT.

    Note: If you find any incorrect info in this guide, please feel free to point them out for correction.

    Nice summary like the breakdown of everything some skills are useful some are not.

    Just have to find the right balance of what we want to focus on. 

  12. On 11/6/2023 at 9:58 PM, lazypenguin said:

    It's been a big discussion in the team for some time right now. Right now players get a drop rate penalty for being out of range of the mob but it doesn't go to a 100% drop rate penalty so that is how higher levels can still drop loot from low level mobs albeit at a lower rate. I think there's a good chance we'll make some adjustments here but we haven't finalized what that would look like.

    Drop penalties gets negated via the amount of time it takes a high level char to kill a low level mob. Perhaps a penalty regarding the amount/quantity of an item/s should also be added as a deterent? Or specialized gem effects get negated if player-mob level exceeds a specific level.

  13. 2 hours ago, Avatar said:

    Unannounced nerf? The information on removing all the buffs from cleric job has been stated for a very long time all over Discord and several topics on the forums. No where were these changes unannounced. 

    The status effects being reduced from 10-15 to a mere 5 seconds is a major problem which was not announced (Mana Bolt amd Hellfire both reduced to 5sec effects and Voltage Jolt/Storm 2sec) 

    I do not mind the longer cooldowns for spammable skills but status effects drastically down when a ghosts or shamans effects lasts for 20secs is definitely unfair.

    • Sad 1
  14. Nothing will change as the community is in control of the market although you are not forced to buy the items being advertised, it will be detrimental to you as a new player if you are falling further behind with the ever changing market.

  15. No one is forcing anyone to do repeatable quests or hog the best spots in a certain area. I for one know of many different areas where the xp is great and the mobs are a little bit tougher the game is made to explore not just rinse repeat what you have been doing for years. 

    It may not be the same areas people are camping in previous iterations but it follows the same narrative. Find a place with uniques then that can become a Hotspot or this area gives more zulie let's camp there, this place gives better xp let's camp here. 

     

    It's a player flaw not a game design flaw. I can't bet you 1m zulie that when people make alts they follow the same route because it's easier for them. 

    I am not gonna go into the mobs section because I feel I will argue this and feel stupider at the end eventhough I am right. 

  16. On 12/5/2022 at 3:33 AM, Majestic said:

    bro official its official and should never change like a pserver
    and  thats total BS to say they want socializing.... when i was a buff slave i was always Socializing how bout that bro??
    i was always looking for someone to help and talk i was always welcomed to a party
    and even if someone had a cleric in party he would take his cleric out and invite my cleric
    no one was selfish everyone was nice! and we always making new friends CLASSES HAE NOTHING TO DO TO THE GAME ISSUE!
    LEAVE CLERIC ALONE I WAS HAVING A GREAT TIME WITH IT AS IT IS
    its not a pserver for it to change so much from the original and bend the crap out of the game
    there was a uniqueness and beauty as it was.... refine is needed yes improvements adding content fixing issues bugs
    but not changing the whole secnery sir... and whole meta by remove the most important buffs and make him so useless and now in pursue after all classes just for been buff
    its out of the question

    just look at other people mind and commenting on this!

    "It was awesome being able to stack up your friends to help with leveling progression. But without their buffing tools they become a heal bot. /:

    I understand the switch to making them more active party members, but that changes their function into basically a second mage which I think is redundant  Its kind of deterring me from playing the game when it releases again. "

    "Ive read a few points on this, and id be sad to see the clerics identity completely changed, making the cleric basically mage 2.0."

    "And now it's return have been announced, only for me to be disappointed by such an extreme change in classes, which doesn't feel like rose anymore.

    Cleric is a support class, and should remain as such. "

    "If you remove that from the game - there will be a significant portion of players who either won't be able to enjoy that part of the game, or won't be able to contribute for that part of the game.

    If this is going to be a long term project, changing parts of the game which have been like this for almost 20 years is not the solution - everyone who knows and have played this game at some point is used to classes as they are.

    If you want to add something new - either add a completely new job/classes or add 3rd job which each class will be able to choose for themselves.

    Another thing which will keep hardcore rose players is possibility to finally see what rose was meant to be, what the name stands for - rush on seven episodes. Slowly expanding rose world to all of it's planets, remodeling and expanding useless old features like castle gears per say. Enabling factions to have greater impact. 

    There are plenty of paths which the game have left unexplored and untouched. 

    Dividing the perks which single class has amongst the rest - will simply kill that class as a choose-to-play."


    more and more comments like that from people that actually know something and loved the cleric!!
    cleric is not a mage and this change going to kill his identity


    need more honest comments?

    As I am writing this there is so many things going through my mind as to what I want to say regarding this post and I do not have the time to write an entire essay on your post. 

    I am a cleric main, actually I main all my characters I take the time to understand its pros and cons and build according to my liking of playing the class do I take a deep dive into the class and try and make the perfect build? No I don't because I have an actual life and family and friends that want my attention as well. The little time I do have to play I try and enjoy it as much as possible. This might sound rude to you but I am still going to say this. If you are opposed to what the team is doing then go play a pServer and complain about the dificiencies their server has because that is how it goes in every single version/server of the game. Better yet why don't you go to Gravity and make a proposition to them, have a roadmap handy to show them what your vision of the game should be. Who knows perhaps they will grant you permission to be in direct competition with these guys and maybe something far better will come out of it all. 

    It's easy to say why don't you go this route that route with the game implement this and that make this or that, but where is the time to do all those things nevermind resources and staff to Jetstream it in let's say by the 13th of December when Rednim launched EA. Those are all things the devs have thought about and no matter how much you/we want to know how Rednim came about the license for the game. The only mistake I see the devs have made was announcing the return of Rose and didn't expect this much interest in it but that is also a very good thing it means they can grow and we as a community should help them grow. 

    I hear what your concerns are and understand it all trust me I do, but please take time to listen to other opinions that do not align with yours, stop just throwing your toys of the cot. You want the devs to respect your concerns and wishes so do the same. Play the game and decide afterwards, don't just be part of the heard and just shout without thinking things through I am sure if you want the devs to explain why the changes and what their ideas are behind it all they will take the time to explain and if you don't like it decide what is the best course of action for yourself. 

    I read in discord how a select few are trying to question the legitimacy of the team and question their ability to handle the project. (Major gaming companies take years making a game with bigger staff and deeper pockets and still fail). Give them time to prove you right or better yet give them time to prove you WRONG. The few changes they have made already shows that they care about the game. 

    Sorry Bobbity for the lack of grammar in this post. 

  17. 11 hours ago, Bobbity said:

    I do this for my drone in Hellgate - gun, sword, armor, the whole shebang. I feel that Rose Online definitely will benefit from this, not just the Dealer class.

    Will this make Dealers too strong early, though? 

    Depends on what the devs do with it. 

    It can be for aestethic or it can actually improve mercs dmg output. 

  18. 1 hour ago, Majestic said:

    if you could multi client more then 2 then fine
    but its only 2 this system fails cuz ur constantly in pursue on the other classes to get your buffs instead of searching and bringing one class that buffs and heals you
    that is what support is all about and thats cleric's main job
    ofc people can him other path to fight and not be a support and invest the skills points in attack skills
    but dont destroy cleric and all nostalgia its not fair to the players that do enjoy the "buff slave" like me

    The devs are trying to promote socializing ingame and not make this iteration of Rose another carbon copy dead pServer. They listened to what the issues were when it closed and made (still making) changes to combat and improve the game. 

    They have said it countless times that if the changes aren't well received by the community them they will revert the ones deemed not favorable. The alpha testers are currently giving feedback on the changes so for now that will be the lone voice until the community participates, until then current changes will remain. 

    They want everyone to experience the changes first before making a final decision. 

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