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TheShredR

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Everything posted by TheShredR

  1. The only thing that is bothering me about the posts @hjvg and @Critpeak is that you use every topic, where people genuinely speak about ideas, use to express you feelings about the cleric change. Cmon man, we know how you think about it by now, let people have a chat about their ideas.
  2. That is exactly the point this suggestion tries to fix. Maybe in PvM people will not care for that little better buffs, but in the current state of PvP people will min/max those 'buff slaves'.
  3. That is indeed another option, one I don't like personally and not the vision the devs have for now I believe. But if this is what the majority sees as the best solution after trying the new ideas out in EA, I believe they should go that way.
  4. Where do you see the word cleric in the title? It says fix 'buff slaves'. Again, in NA there were 'buff slaves' with full CHARM gear from every class, that had better buffs than the full support, full buff cleric class. Please read.
  5. Again, this might be a valid opinion, but is not what this suggestion is about. So please express your disliking of the cleric changes in the topic where that is the main discussion.
  6. That's a valid opinion, but that is not the way the devs have changed directions for now. Changing the cleric back to full buffer is kinda not wanting to try the changes and see how they work out. If they would be changed back, I would indeed rather have the self-buffs be weaker. But as in stated in my suggestion the classes 'buff slaves' were already a thing in NA, while even cleric buffer was there. So I try to come up with a solution for that aswell as we could figure out a 'new' (or maybe just a healer role and other build for battle cleric) role for cleric.
  7. If you read the suggestion well the changes indeed have been diverted from 1 single buffer to all classes, but in late NA this was already the case, because for the best buffs you needed the buffs from the specific classes. Those were already better then from a maxed cleric. To make it better and in the line they are going now, I wrote this suggestion. Yes, there are other cleric topics with alot of opinions, but those are mostly on how to change the cleric class itself and how the cleric could be used in different ways then buff slave. This topic is about the other classes and their need of CHARM for buffs.
  8. Could we please use this topic to discuss the suggestion please? No single comment here is reacting to the idea.
  9. First let me enlighten you guys with some thoughts and point of view I come from: So from what I understand the buffs have been removed from the cleric to make this class a more playable class on its own. I am personally fine with this, because I hated the need of building a cleric solely for buffing chars. I thought and heard of people discussing about this, that this may cause people to level a character of every job and max this with Charm and main stat for the best buffs (min/maxing, especially in PvP since it has less effect in PvM). Now I also heard from a reliable source that this was already the case in late NA, clans made buff slaves from every class since those buffs were better then the clerics max buffs. So after all, this problem (in my eyes a problem, since buff slaves still alive) still exists. After Trebor showed the descriptions of what all the stats would do, I came up with the following idea. Partly this idea is already existent since apparently the stats already have the effect on buffs. The Idea/Suggestion The idea exists of the following steps: Lets remove the 'Increases buff power' enhancement from the CHARM stat. We could transfer the 'Increases heal power' and 'Increase Damage Over Time' enhancements to the INTELLIGENCE stat to make it the muses main stat for buffing, healing and damage or leave them in the CHARM stat for muses build diversity. Next to that or as extra option we could for example add a 'Decreases cooldown reduction' enhancement to the CHARM stat (this is done in 'the not to be named private server' I believe). Since the 'Increases soldier buff power' enhancement for the STRENGTH stat is already there, we can leave it as is. Since the 'Increases hawker buff power' enhancement for the DEXTERITY stat is already there, we can leave it as is. Since the 'Increases muse buff power' enhancement for the INTELLIGENCE stat is already there, we can leave it as is. For some reason there is no 'Increases dealer buff power' enhancement in the main stats CONCENTRATION/SENSIBILITY for dealers. If we add that enhancement to one of those, that would be my suggestion. By doing the changes described above I believe you remove the specific builds people will make for a buff slave. Probably people will max their main stat for the class anyways, and this way they have the highest possible buffs achievable in their main chars. Let me know what you guys think about the suggestion!
  10. Remove any clan passives that improve stats or give advantages to big clans please. But ontopic, im fine with nice clan borders!
  11. Will create my own, preparations already there
  12. I agree on most you say Rebus, apart for your reworks. The thing why the party XP increase has been implemented in my eyes is that you can leech other chars and still get more XP. The whole thing of being in a party makes the killing of mobs already more efficient, and if your in a party with all active fighters or with a supporter since you can tank more/kill faster. Why give them another boost compared to solo players? I would say remove the XP bonus completely, although this would harm solo players as well since they will be in a party with their own chars. It is just that I don't like XP boosts of any kind.
  13. I do think there are already quests and npcs like this in the zones, just without the tokens but with gear as quest rewards. Only difference to your idea is that you have to figure this out, and with the token and item shop/token redeem it will be known faster or be standard system. I think the current system could work fine if people share info quickly after EA.
  14. To respond to your first argument then: I dont think this is a possibility. And to your second: Ye, they have been developing this game for quite some years and made some good improvements, to give them some credit. And people should maybe indeed say they got their idea from their implementation, but I cant really be bothered to make such a fuss about it unless they want to take credit for their such amazing idea if its not.
  15. I do not think that it is a bad thing just because a private server implemented things. People have played other servers during their time, picked up on things they like, share them here because they think it were good features. Do we all have to come up with unique new ideas which no other server or other game ever has had? It is not like if some of those ideas get implemented it turns out to be a copy of those servers, because it runs a totally different version.
  16. What is the extra power the dutch clan will have if you do the stuff I proposed compared to if we have the clan limit of 100?
  17. My personal preference would be to remove the advantages that a big clan would have: Remove clan passives that increase player stats or advantages (I think this should be done anyways for any stat enhancer apart from gear/gems and weapons) Limit amount of people from same clan that can enter PvP zones. The social aspect of having a group of people is for me such a great pro, and the current limits can be worked around by having a clan discord and do the communication through that and by creating ALT clans of course. The cons for this is that you have to come up with all kinds of alt clan names and the communication can't be done in game mostly. I understand 100 is already a quite big number to fill, but I think it's nice to have no limit. Of course the advantages should be removed for me to make this possible.
  18. Is this going to be considered as an serious option? I would be very interested, as I would be for clan name reservations.
  19. Are there any decisions made regarding this topic by the devs? What the limit will be, what is the starter size and what will be the steps by 'Expand' skill level?
  20. Is this going to be considered as an serious option? I would be very interested, as I would be for character name reservations.
  21. Personally I'm not a fan op pickup pets, I do actually wonder if it will be that good on Evo, since I think there are more different drops then in iRose. This will cause a lot of annoyance in dropping stuff from inventory, and then picking up a new one and dropping it again. (this is ofc when there is no filter implemented) Also, you could say, then just don't use it! That's party true, but when there's a QoL implemented that you have the option to be more efficient, it's hard to choose not to use. Another thing is that I just don't like pets in general, I would play a game like pokemon to have pets, leave the thing optional and as a costume or collectable if it's hard to get. A better option for me to solve the picking up problem would be some other auto loot feature then, please don't bind it to pets.
  22. This feature is a must have ofcourse! We all need to be able to show our moves for free. And I would even like those other emotes implemented aswell, like Zeror is saying, he /wave and stuff.
  23. It is not about asking your opinion, it is about looking at the playerbase that generally plays ROSE Online, hence your target audience. 70% of the playerbase will be over their 30's and have a family, work and/or other responsibilities. (Yes, this is an assumption, but so far everyone I met in my ROSE playtime is around this age) This will be a big difference compared to 13-18 year olds who have all the time to play. You have to take both groups into consideration ofcourse, but every game/company takes his target audience into consideration in the choices they make. We don't have to create a game which suites all the needs of the youngsters, since all the new created games already provide in that. I do agree on the 2nd paragraph unto the last and concluding from that with my opinion: 1. Remove all gameplay benefit from being in a clan, regarding skills and passives. 2. Remove or up the member limit. Next to those 2 things you will have the sideeffects of big clans having advantage in pvp zones and being able to control the market if really big. The pvp part can also happen with alt clan, so this isnt the best argument. The market controlling I do not know if it is really valid, I do not have experience with that.
  24. But what is active these days? Like playing multiple hours a day in the past days where we have the nostalgia feelings, or now having a family/work and responsabilities which limit our gametime (because many of this game community is over the 30's and have much more limited gametime). If you want an 'active' clan with this situation, you need more people. So having the endgame experience or being in a nice community is only limited to the people who can play really active still?
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