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HilariousFace

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  1. This is why they make 2 clients per person limit, there are situations where some quests require killing, you kill the mobs on the 2nd client. It's weird actually, a battle cleric can fully utilize the maximum benefit from Salamander flame, but a full support cleric cannot utilize the offensive summon because they will suck since you don't have offensive passive. But then, what can we complain, the term "Support Cleric" and "Battle Cleric" are community derived terms, officially there is Cleric only. I mean ... you could also say a low level artisan completely obsolete by high level artisan. I think we are so used to level up with high level clerics overwatching, that makes us believe low level support cleric sucks, and because healing amount is flat number, not a percentage, so one heal from a well equipped max level cleric will bring you to full HP. There is also the thing that those high level clerics are well equipped, the low level cleric didn't invest any into the equipment. I think I mentioned last time before, but disabling grouping from low level to high level will solve this problem, but I don't think the community in general will be happy about it, nobody likes slow leveling. DOT affects by main stat, CHA stat, AP stat, pierce defense, PvM offense %, PvP offense %. All classes in this game work like that, where you have to decide how much main stat (INT/STR/DEX/CON) vs. effect stat (CHA). If the game only has one stat that affect these stuff, it's going to be monotonous. INT affects healing also, it's just when the CHA stat became meta long ago during a big update, they make it consistent across the whole game where the main stat affects your skill effects vs. CHA stat affects your skill effects as 1:2 ratio. If it were 2:1 ratio, you will see no one add CHA stat. Healing amount count as skill effects, so that's why CHA affect the most. And the end result turn out to "not make sense", because all support clerics nowadays are mainly into CHA. Also, your class main stat (INT/STR/DEX/CON) does affect your classes buffs. It's ok, but there are some gems like face item gem, they do not need to be level variants differentiated, it just adds too much junk loot. What I hate is, the previous game shutdown, and there is no revisit of balance of these gems, and you have these things like Malachite Marquise, overpowered. What blue gear? Are you comparing Blue gear to Red Exalted gear? Exalted gear is only available at Lv.210 or 220, Courage/Brave is obtained with some grind, so it's deserved. Yellow gear though, is indeed obsoleted. Dark and Demon are still ok, but Golden/Elven/Grand are just loot filler. I'm not gonna reply to the rest, as those have been discussed before. But my thoughts are, this game is 20 years old, it's not a new game, and that's why not much people will choose to play it, and that leads to lack of playerbase. And a low playerbase will desert a lot of cool leveling places, there is nothing you can do. The only you can do is to pray or pay up lol
  2. There are a couple of threads in the past (listed below) that is also talking about the similar issue, the issue is identified but I guess it will take a long time for these problems to be fixed. But regarding the cleric changes, I believe it is because Clerics were holding the game as hostage for a long time, back then when a cleric is not present, nothing is functional, you just sit there starring at each other. They reduced the heavy reliance of Cleric's buff by reducing their magnitude, and re-distribute the buffs across all 4 classes, nowadays you will see people be able to complete dungeons without a cleric, it's a good change IMO. The rest of the things you mentioned, I brought those up many times, but nothing can be done, because it's a free market, people are monopolizing and selling however much they want, but then the people are enabling these price by paying up. And then you have a 2m daily quest in place for whatever reason (may be for player retention purpose), that funds these end game meta items, causes them to appear very very unaffordable by the average person. It's not as bad as before, because you have alternatives, you can use Lv.200 accessory instead of Lv.240, there are plenty of good max sub-stat instead of these S-tier substat like DEX/AP, CHA/AP, CHA/MS stuff like that. In my honest opinion, we have reached a point of stale economy where I believe it's better to get a bunch of characters to farm these 2m daily quest than going out all the way to equip a farmer and doing repetitive risky king farmings. So many rare loot in my opinion doesn't sell for how hard it is to obtain them.
  3. Already said before, it's not the mage class itself, it's the luminous set making them powerful. INT is not the only thing you need for mage, you need lots of CHA as well for critical defense, DOT and then mild amount of STR. The thing is, all these passive that is INT based, you cannot get them all for a reasonable build, it takes a lot of SP to get all those MP passive fully stacked, and you do need it to be maxed because the big accuracy pump occur at the last skill level, that would mean your cannot allocate SP for other passives and skills, it's definitely not easy and straight forward to build. It's not an advantage, it's just their potential to benefit from INT being higher at a cost. Other class also have their stuff tied to one stat as well, Knight have stuff tied to STR, gunbourg have stuff tied to attack speed, katar have stuff tied to DEX, dual have stuff tied to CHA, Axe champ have stuff tied to SEN. But do you pump only STR for knight, pump attack speed for gunbourg, pump DEX for katar, pump CHA for dual? And do you pump INT for mage? I mean sure you could, but you will see the problem.
  4. Reducing passive down to 1 point each, will mean every class every build have sufficient SP to learn everything. But it is by design that you don't have enough SP to learn everything, because it was designed to induce you to make choices and sacrifice such that everyone's skill build is different. In a perfect world, we could have a skill tree for a class where 25% of the SP are dedicated to passives, 75% of the SP are dedicated to active skills. However, the previous developers just simply do not have the resource to design us a crap ton of skills, it will be hard to balance every skill to be competitively viable against each other, it's just like those MOBA out there with crap ton of heros where it will become a nightmare to balance them all. This game currently has 241 SP for a Lv.250 characters, they certainly cannot design you 48 different skills (assuming one skill goes from Lv.1 to 5), because the skill bar only have 24 slots anyways, the choke point here is us being able to handle 24 slots skill bar only. The current most complicated class is mage where you have to fill up third-quarter of the skill bar with active skill, only 1/4 remain for buffs/food/mana shield/mount. And the simplest is probably Arti/Bourg. What I'm trying to say is, there is no point to design so much skill for each class skill tree because of the limitation I listed. Plus, we are pretty sure at this point the current new developers do not have much time resource to revamp the entire skill tree of each class in a way such that passive will only cost 1SP where more SP are dedicated to actual active combat skills, because people have asked for a Champ buff for over a year, only a tiny bit of change has happened. They have to focus on core gameplay changes, graphics change, new dungeon, UI design, things that are instantly eye catching and convincing to any people that think this game is actually "changed" because they have to port this game on Steam somehow and ending the early access phase. I agree with the rest of that in the quoted paragraph, players at low level should be self-reliant, but I think the game designer wants everyone to party up, why are you playing an online game anyways if you don't wanna co-op. And buffing lower level muse could potentially allow mage to take advantage of that, I'm also surprised how weak muse heals are, they don't wanna lock heals behind magic wand only because the designer want some mage to have some strange build but has to be crappy heal. And regarding new players, lacking zulie to buy food, storage fee, travel and stuff, I have experienced it all. They either have to give more zulies upon level up or might have to introduce a new voucher currency only spendable on certain NPC things which will turn into account lock status. Regarding refining is crazy expensive, I'm going to take a wild guess the whole refine system role over the past decade, was some mechanic to make you feel rewarding for taking a risk and grind tali/bind/apo, to a game mechanic mostly designed to drain the excess zulie from the game, also refining unique weapon is an entirely different league, it cost a ton more than normal weapon/armor, so make sure you aren't confusing unique with default weapon. And regarding why refining don't feel worth it, we have discuss it before it's because of power creep development for the past decade in the previous ROSE, you even mention it yourself, the game in the beginning had (9) as max refine level only, several years later it was changed to (15), and then several years later it was changed to (20), however the total mileage from (0) to (9), (0) to (15), (0) to (20) were kept similar. These elements like Poison, Holy, Ghost, Sorcery, Water, Fire, Wind didn't exist back then, was also added as part of the equation to power up your character leetness. Artisan gems in the beginning also goes from [1] to [7] only, now it is extended to [10], and we have reached a point where they are mostly obsolete, at high level you are supposed to use these new gen stat like auto attack AP, skill AP, critical damage, dmg reduction, enhance damage. I quitted around the time they introduced these paradigm shift rune thingy, I didn't know what it is but I bet it's another huge component to the endless grind. All of these happened, because the ultimate goal was to keep the playerbase have something to work on and potentially milk them through IM, eventually the game was so dependent on IM pay to win items, and the business model collapsed. Refine level (0) to (5) is actually manageable for new players with no funds, (6) to (10) is for players who went through the 250 levels process, (11) to (15) is for players who finished these 29m zulies of quest in orlo. (16) to (20) is for end game players who mastered everything in this game. There is a difference refining these things, but so tiny tiny that it is not worth it if you do the math, but people still go all the way in to get (20).
  5. Oh thanks, I found it, but it's not .ini file, it's that ROSE.toml file in the folder, have to right click open as notepad
  6. This problem is extremely hard to deal with, it takes several layers of changes to the fundamental gameplay to fix this, but in the end it doesn't benefit the game as a whole. Because, let's be honest, this game has a large population of veterans and continue to do so in the following months/years, they can't make it where you need to take a year to get to Lv.250, it's extremely boring, repetitive and will make people leave. People are interested in leveling as fast as they could at the lowest risk, if you disable grouping from low levels to high levels, preventing low level from getting buffs and AOE heal, they will still be fine, as the most important thing keep lowbies alive is the sala flame. But, you can always walk away from those people who wish to maximize their leveling pace, you are not forced to indulge in leveling with the best setup. At level 100+, Clerics will do their cleric thing and put sala flame and heals. Not a huge issue IMO. I don't believe zulie drops was the cause of inflation, the current primary source of zulies influx is from 2m daily quest in Orlo planet, it was way worse before with the dog bone turn-in. And yes, they do need to label all mats into either craftable or junk. And they need to review the storage cost on items, some items have 0, some have too much. They need to remove and merge most chemicals, such that it only needs one kind to fill the category of Uncommon, Rare, Very Rare, Epic only. But I'm not touching this subject, may be they actually need this clutter, so people will buy IM storage expansion. The protective parents way of looking at it is to give a level requirement to refining, so new players can't get screwed. And the free style do whatever you want, and feel free to screw yourself over way of looking at it, is well if a new player gets destroyed economically, they can always start over, they have relatively less time invested into the game than old players. You can always beg for financial assistance in junon, lots of players are willing to give you 1m for free. There are a lot of gameplay elements in this game that is tailored and balanced from the perspective from high level players, because if you make something so easy and powerful and rewarding for the low and new players, it doesn't mean the low new players will take it easy powerful and rewarding, it just translate to high level players smurfing and cosplay as new player to take advantage of the easy rewarding scheme of things. Dev should take notes on this then, they need to make HP/MP orb on the floor to be free for all to loot for everyone. In the lower levels, I didn't bother much to kill mobs to level up, I breeze through to Lv.20 through those beginner quest, if a new player ran pass Arua's fairy, then RIP lol. And why is "multiple sub-builds inside of a class weird"? I thought it's a good thing to have diversity, so everyone's sword champ build are not identical. And regarding how your two handed sword soldier feel weak, you are right but I think we talked about this last time with you, there are some powerful Epic weapons and Exalted armor only at Lv.200+, the only thing that will make you feel powerful at sub-lv.200 is hardened weapons from Artisan, or Unique weapons from Epic drop and dungeons, none of these are accessible by any new players, they are reserved for experienced veterans. And the reinforced armors are very powerful in terms of survival compare to yellow armors, trust me and pay closer attention. Also, weapon makes you offensively better, armor makes you defensively better, just making sure. And another biggest reason why you feel weak, is because two handed soldier is indeed underpowered at the moment, all the Champion in this game currently are Spear champ, only the hipsters will go for 2 handed sword and Axe. So, try to play as spear to level up first, should feel better. This is a big problem indeed, the thing that keeps a party alive is Salamander flame, but as I said earlier no one wants a fair gameplay, everyone wants to get to max level as fast as they could. If we really have to push for a fair gameplay, then we will have to enforce Salamander flame to spits party healing over time so that low level cannot be kept alive by high level cleric. But you don't stop there, because no one will be able to level up, we also need to give the surviving capability back to the players themselves. We will have to bump up the PvM defense % on armors, and add PvM defense % on mask, jewelry, back item, or will have to decrease the AP on all mobs in the entire game, both routes are extremely tedious task. And we also need to make sure, we don't buff the bonfire, because you are repeating the same mistake again with the heavy reliance on Cleric. And regarding the Clerics/Raider solo'ing bosses, it is because of those Lv.200 Epic weapon, Lv.220 Exalted armor, Lv.240 Brave/Courage armor, Malachite Marquise, Peridot Baguette, etc, all of these are power creep items. The drop table is undergoing large revamp according to the developers, but it's been over a year, I don't see much change significantly, it is sad. Any kings that you don't see people camping, it means their loot is garbage. And any king that is camped 24/7 means they have interesting stuff. And regarding how kings are impossible at low level but solo'd at high levels, is also the truth. Kings at low level for now if done correctly, should be ganged by a party. But kings at high level (not necessarily at high level but more like kings with good drops), in my opinion should be able to solo'd with heavy investment in equipment. The reason is because of my selfishness vs. my kindness, I have lost count on how many times where I ran into a situation where my party killed the king and it dropped nice thing like a gem, but quantity is 1, I don't know how to cut the gem into two halves. It is awkward if I take it to myself and I feel left out if I give everything away. So for kings that have good loot, it is better to be solo-able with the right strat, setup and equipment investment. Wanna hear worse? There are players including me, who go out all the way spend on money on equipment and time to farm for a specific item, and slowly realized the item in question does not even exist in the game's database. Sometimes you get something out of an investment, sometimes you lost all the time on it, so don't overleverage, know when to stop digging a hole. They always say botting is bad, cheating, this and that. But I'm gonna join the dark side on this one. Don't blame the botters, blame the boring repetitive leveling game. If leveling is fun, challenging, rewarding, interactive, you would not see people do this. I think you neglacted the most important part of a cart, it's the steel backseat. When dual clienting, you need it. Of course, not the wooden one, you need the somewhat expensive one, they go for 1660-1690 mspeed. And regarding how it has no defense, you get knocked off if you go with mount, that's the trade off. If your clan don't have mount speed passive, it is only 1500 mspeed. Driving in Rubber Banctuary takes some skills, when you notice the mobs within your view range are lagged behind you, and your radius do not have mobs, it means on server side you are still far behind, press S on the keyboard to resync your location, so you are aware of what are hitting you. Are you enabling both the skill bar? Supposed to have 2 x 12 buttons. I also brought up the issue before, I remember I used to be able to use both the number keys below the F keys, and the F keys directly, so a total of 24 buttons. But they changed F1 , F2, F3 to target. And now you need to hold shift + number keys to execute the F keys skill bar. So every time I need to engage in serious combat where I will need to use the F keys skill bar, I have to enable my mouse side button bind to Shift, because I can't hit the shift key + number keys quickly. Regarding Orlo being unfinished, ya early access game, so excusable. Dalpings are strong? I don't know about that, I never level there as the quest hold my hands to Lv.20+. The Dalping leaders are magician type, and the Hunter Dalping is hunter type, that's why they are strong. But to me, I always find the Candle Ghost too strong. Unique weapons are indeed strong, you are not the only minority. But precisely, only the unique weapon with Bold AP stat are strong, most of the time hardened Weapons are still better. Epic Lv.200 weapons though are power creep items, only Hardened Amazing Brush, or Hardened Widow Maker are worth it. They even make Lv.220 Exalted weapons irrelevant.
  7. I was the same, but later after playing the game for awhile, I realized in this version of ROSE, you have to go to nearby NPC to obtain quest in order to get zulies. If you are standing there in a party leveling, you will run into that problem of having no zulies to do anything. There needs to be some hint somewhere to a new player where to earn zulies where most people gathered. I share the same thoughts with you, I also believe the whole crafting and artisan craft skill tab should be accessible by any class. The idea of peasants farming the mats and trade to Artisan class sounds nice on paper, but in reality it just gives elite player to rip new players off, you will sell your mats for cheap but won't be able to afford anything. The group thing was originally designed for large scale Game Arena PvP I believe, a group is just a group that shares buffs, chat, a more advanced UI to see each other status like levels, class. It was never intended to be used for high levels to buff noobs. Strictly speaking, if they disable grouping for people 19 levels apart, it will be a disaster to level up without these high levels providing strong buffs, but they have to allow such thing because leveling will be extremely depressing with the low player activity engaging in leveling since most players reached 250 already. It's just like how they need to allow and recommend you to play this game by dual clienting. This is the consequence of power creep development from years ago in Gravity Interactive NA ROSE, if you use yellow text weapon/equipment, it will feel like what you mentioned. In order to not feel weak/great, you have to use Unique weapon (+8% PvM Offense) or Hardened weapon (+5% PvM Offense), and Reinforced armor (+15% PvM Defense for whole set), all of which are not accessible to a brand new player. Also, yellow text weapon/equipment have (+0% PvM Offense/defense), over a long period of time of development these yellow text items are obsolete by blue and unique equipment. And the biggest reason you felt weak is because, you just simply should not kill everything by yourself, you have to be in big parties. And regarding weak heals, I'm not sure what happened, but probably it suffered the same problem as buffs where you cannot live without buffs, so adjustment were made since heals causes stalemate in PvP game arena something like that. Clerics should only be supportive, not a primary factor to keep someone alive.
  8. "The Artisan crafts with so little value" that you referred to is because they are non meta items, and the Artisan crafts that have high value is because they are meta items. A crow wing sell for 200k something but a Fallen Astarot Wing sells for 600m something. Besides the large amount of recipe required on the FAW, this heavy price discrepancy is due to the zulie distribution economy being mostly skewed towards Lv.200+, so many people make crap ton of Lv.200+ characters to spam these daily 2m zulie quest, and these people are not interested in non meta goods, the zulies are used on meta items such as Lv.200/240 accessory, Fall Astarot wing, max stat unique. The reason why the game economy revolves and centered around Lv.250 is because this is where 1) PvP 2) farming max stat unique 3) dungeons grind 4) 2m daily quest grind 5) Clan point farm takes place, plus Artisan craft success rate is minimized at that level. If you move any of these key elements to lower level, people will complain there is nothing to do at high level. Non meta Artisan crafts nowadays such as Reinforced armor, non max level shield/magictool/back item could only serve as leveling luxury gadgets at best and be used as costume. And regarding "mats farming", we also need to be aware of potentially create a bot farmers scene where people just auto farm all their stuff. People are not picking up mats is because 90% of the things on the floor are junk, plus you can always disassemble to get the mats you want, the stuff on the floor sells for relatively little, considering spamming 2m daily quest is where it is at, back in the days you used to rely on Bourg's sales premium passive to generate more zulies.
  9. Red dot is timed spawn, White dot is kill-to-trigger spawn, there might be more spawn, but I don't wanna bother too many annoying sikuku assassin around
  10. I don't know, it was like that for many years, the system might have some time expire window probably to prevent people to pre-register hit reg to acquire drop ownership and then go afk. I got Gypsum Round from Turak King before, you need Raspite Round [3] to improve the odds to get gem drops. The Lv.178 Turak is the stage 1 spawn, Lv.179 King Turak is the stage 2 spawn, Lv.180 King Turak is the final form stage 3. And the Lv.190 one I'm not sure about that one. But the time spawned one is Lv.205, it is orange to my Lv.200 characters, which is the one you are killing. 5 minutes to kill the boss is too long, so your drop is usually ruined.
  11. Legendary 0.48% Epic 1.21% Very Rare 80.00% Rare 3.16% Uncommon 14.63% Common 14.63% This is the drop chance for each tier for Lv.205 King Turak (assuming the database is still reliable), it is important to remember that you don't add these numbers together to get 114.11% and then wonder why am I not guaranteed a drop, it doesn't work like that, these tiers are independent. The probability to not get a single drop is P(no drop) = P(no legend) x P(no epic) x P(no veryrare) x P(no rare) x P(no Uncommon) x P(no Common) = 99.52% x 98.79% x 20% x 96.84% x 85.37% x 85.37% = 13.88% I fought the dumb King Turak over 30 times with my Lv.200, most of the time it does drop me some blue gear and rarely gems, but not like what you said 75% of the time no drop, are you taking a very long time to kill it or you took about 2-3 minutes to kill it? because if you take 10 minutes to kill it due to missing and dying, it tends to ruin the drop.
  12. Which Turak King are you referring to? The timed spawned dumbed one that never use any skill but auto attack? Or the kill to triggered spawned one that AOE stun non stop? The dumb one has 80% chance to drop blue gears, the kill to triggered spawned one is probably just for entertainment, it doesn't even have a drop odds on all drop tier according to rose fandom wiki.
  13. The re-clicking method only alleviate the HP desync problem, it is not related to the drop rate reduction problem you are experiencing. If I understand it correctly, it is normal to have nothing dropped at all, the so called "100% drop rate at yellow monster" just means you are not penalized by the level difference, it doesn't mean you are guaranteed a drop show up on your screen. The drop % for each tier are not identical across all mobs, some mobs have very rare drop chance at 5%, kings usually have that at 80%. Let's say a grunter leader with 60% Common, 40% Uncommon, 10% Rare, 5% Very Rare, 0.1% Epic, 0% legendary, as you can see there is still a chance of not dropping anything at all. But you said you are fighting a mob and 75% of the time you got nothing at all, what monster are you fighting?
  14. I don't know why people keep mentioning this, this game existed 20 years ago. Grinding for loot, is a big part of the game, if you find it boring, then don't do it, you are not forced to. It is important to diversify your characters, you don't spend a crap ton of zulies to build a character just to realize you don't like that part of the grind. There are other methods to earn zulies and loots, grind dungeons, max stat epic, mounts farm, passive vending buy/sell, just because there is a big price tag on these Lv.240 unique accessory, it does not mean they are the most profitable per unit of time. We are under a chronic deflation for awhile now triggered after the refine event, where things in general are slowly becoming more affordable, and grinding those 2m zulie daily quest become more viable. But they are working on revamping the drop table, "hopefully" you are not forced to hunt kings and wandering at Lv.250, and people have stuff to hunt at all levels and has a significant competitive value in the economy.
  15. There are often times when fighting a mob at the right level say yellow, it does not drop anything. You can 0% drop penalty, however I believe the drop table has many empty slot, you rolled the dice to an empty slot, so 100% drop chance of nothing, is still nothing. But since while we are at it, there is a nasty bug that exist in the game client since the beginning of ancient ROSE evo. I believe it has something to do with HP server client desync, very often if the boss has high HP where it takes a long time to kill, let's say you use a gunbourg to pew pew it from 100% HP down to 0% HP, there are times when you get a boss to 0% HP, but it does not drop die immediately, some sort of "Omae Wa Mou Shideriu" moment, the boss staying alive attacking you at 0% HP for like 2 seconds then it perish AND IT DOES NOT DROP ANYTHING. I'm guessing the server doesn't see the monster as dead, it gets confused but needs to put an end to the boss on your client side. If you don't know what bug I'm talking about, it's just like the gloopy healers in Sikuku Catacombs where they slowly crawl to the boss, you very often get these gloopy to 0 HP but the HP bar just stuck there while they are still moving. There is a way to avoid this HP bar glitch for boss hunt, you should avoid just click a boss to auto attack from 100 down to 0 HP, at like 5% HP re-click the boss again to resync the HP, that seems to fix this bug.
  16. Compare to what it was like 10+ years ago, the degree of annoyance is greatly reduced already. Back then, when buff numbers were big and game was reliant on cleric buffs, you have a lot to lose if you were hammered by Mage's fierce cudgeling, plus a lot of buffs nowadays are "procs" whatever you call it, and those can't be debuffed. Some classes are hard counter to some, some excel at head-on 1v1 and there is nothing you can do if you lose 100% of the time no matter what you do, you win some and you lose some across different situation, if you get debuffed in a war situation, that's onto you. And just because some classes usually can score on the top, it doesn't mean the class is overpowered, it just means the class have skill set, equipment and discipline allowing them to adapt well into the PvP game arena scoring system. I have only played about 10 CD and 10 AA after coming back to ROSE, and I'm not impressed at how PvP game arena is like overall, but I'm sure the developers are aware of the ranged meta, which makes champion's life miserable since they can't close the gap easily, but I will not hold my breath for classes balance any time soon as they said they are still working on drop table. And regarding the call on nerfs on mages, I made a mage after around that time when the mana shield cast cool down was added, but I played mage for a long time in ROSE EVO. I'm aware people hate mages with a passion, and it is sinful to play mage something like that. But I feel like I should speak up before this class gets nerfed incorrectly again further in the future. And people need to actually play the class themselves first before saying anything. Not every mage build has a Fierce cudgeling with it, you don't have enough SP to learn everything. The mana shield cool down added has done tremendous amount of damage to mage in terms of survival in dungeons, makes them even more pointless to play and struggle. I don't want to write too long as I have only played 20 PvP games myself, so I'm gonna be a hypocrit myself and say things without actually experiencing the stuff. Straight to the point, my novice mage consistently hovering around the bottom 20% on the scoreboard in terms of honor points, kill counts, total damage inflicted, every single game, but I'm damaging my enemies at all times with my ranged AOE, did not have any down time because I always get to keep the lowest death count for some reason. I even go all the way and unloaded 170m of zulies to get my SH (18) to (20), it didn't change anything, those mages on the top of the scoreboard are doing double or triple the amount of total damage inflicted consistently, they stole all the kills and I have 0 to 3 kills per war probably because kill count is damage based. So, what am I missing here? I'm going to take a wild guess it is the Luminous honor set, that makes the huge difference. What I'm trying to say is, the mage class as a whole is well balanced, and the skill tree is the most versatile among all classes in this game. If you just simply open your eye with some common sense, you can tell there is something wrong with the Luminous set in terms of scaling, so please do not ask for a mage class nerf, as any further nerf will just put more pressure on new players who do not have access to honor armors, yes this class has some cheesy skill move like Cold snap, Fierce Cudgeling, Voltage Jolt, but every other class have some cheesy stuff going on as well, so that's fair. Thing is, you always need to sacrifice something in order to have some other thing on the skill tree, you can't have all.
  17. I tested several settings few days ago, you can't just get 1st hit on a king and then sit on your butt and let the max level to do 99% of the killing. First hitting the monster don't really do much to be honest, it determine who gets to pick up the drop only, it does not decide the content of the drop, you can't get first hit on a boss with drop gems, and then switch to DPS set. And you cannot get a monster to 1% HP and then switch to drop gems either, the drops will all be nullified. However, it seems like the last ~20% HP of a monster decide the content of the drop along with drop gems. I feel like there are several factors involved, but for me I will get 1st hit on a right level character and keep hitting, then lower the king to 20% HP with the high level and stop attacking, then let the right level character finish the remaining off, it seems to work well. And in a big party situation, my spear champ with drop gems never get any chance to modify the drops because my spear is dodge build and couldn't dish out enough damage, but whenever a launcher bourg is present, they tend to make Epic drops like rain because they do huge amount of damage, this implies the drop content is based on the damage margin of the pie, but I don't know if it is highest damage inflicted decide ALL the drop content or like if you do 75% overall damage, there is 75% chance drops will be based on you 25% based on others.
  18. 1 year has passed since this thread was created, and we already have this "Drop changes galore" patch added 2 months ago, but what effects do these changes give? Honestly, very little. I read through the whole thread of comments, everyone was asking something along the lines MakeFarmingGreatAgain by leaving certain crafting materials exclusive to certain area to be farm-able by certain character levels. But then what? Are we asking things that were easily obtainable before to be made hard suddenly? Say like we should make it hard to craft Devil wings in 2024? The big money is at Risen Phoenix Wings, Fallen Astarot Wings, there is no natural demand for those low level non-meta items, the way how this game is played right now is to get to max level and spend your hard earned zulies towards those meta items. You wouldn't want to waste zulies on Lv.100, 130, 160, 180 gear because it doesn't pay off staying at those levels as the game economy revolves around max level. And I don't think we have the development resource to just simply add new items into the game, unless they are bringing back community contributed items, I remembered the Jabberwock shield and Turtle backshield was community created. Plus, they won't make previous IM items to become artisan crafted items, they need those MTX to fund the game development. It's not a simple few steps to bring back the good old farm, vend, craft cycle. A lot of changes added in the past make the game linear along with a dwindling population like dungeons grind, eventually the game ran out of opportunity for everyone because everyone hoarding the same stuff. But in my opinion, there are several big problem and big changes need to pay attention to 1) You can't let any characters to get drops from grey monster, I believe currently drop gems and clan passive ignore level difference penalty. 2) The flow and retention of farmed mats and gathered items are heavily bottlenecked by character inventory slots (Too many junks), and the need to leave clients on in order to vend. This game needs to have off-line vending for fungible items (Such as mats/TBA/scroll), this will ease up the lack of vending slots in the UI and mitigate some players experiencing d/c issue. 3) The lack of zulies earned by Lv.1 to 200 contributes to the non-existent economy for those levels. No zulies means noone will farm/vend/craft. As mentioned in 1), you have no incentive to gear up a low level character as you can use a Lv.250 character to farm everything, and you have no incentive to buy crafted gear because you will pay very little and the vendors are not interested in earning you those little plus you can always use valor gear. 4) If 1) were to be fixed, then it will become harder to gather mats, so we should ease up the storage fees, item weight, and perhaps high level tier gems success rate should be improved since it is harder to gather mats. 5) Regarding 2) We need to delete or merge up the redundant mats, someone mentioned those Lisent Na, AI thingy, those were the things back then, we need to take steps further to merge these chemicals, we don't need a full spectrum rainbow of colors of chemicals, and we don't need a gem tier every 20 levels, these king dropped gems have a tier per 20 levels. And it will be really nice if we finally have tool tip to show if a mats is a junk or a crafting mat. 6) Regarding 3) where players from 1-200 have way too little zulies earning opportunity, I don't even mean they can't afford the stuff sold by high level players, they have a hard time to even afford the stuff offered by NPC, travel agents, storage NPC. I don't know why we are so hard on noobs, Inflation doesn't come from low level players, they come from high level players spamming these 2m daily quest in Orlo on multiple account and chewed bone. When the deflationary economy hopefully fixes itself in the future, the players would want to make their money from new players who grind their journey from 1 to 250, not from players who grind these 2m daily Orlo quest and chewed bone. 7) We also need to take a look at some item balancing due to power creep development in the previous NArose, things like Epic weapon was a big red flag of power creep, it is so over-scaled that basically non of the Lv.210 exalted weapon viable. My point is, some items at similar level should serve as options, choices instead of direct obsolescence, a lot of the Epic weapon share the same bold stat as their Lv.210 exalted weapon, so they fail to serve as choices. Finally, I read somewhere that the developers are revamping the drop tables of ALL stuff, it better to come along with the changes where you can't reveal the drop table with a Lv.250 character, the fun of ROSE comes from revealing the secret of the drop table to open a stream of income of yours, it's not me sitting in front of my screen dangling my head half asleep to hope the Lv.100-120 torture is finally over, and it's not me spamming the same dungeons over and over.
  19. Just stick with your Exalted set, Mage is not good for dungeons, it can solo Terrasaurus captains without food that's about it, but when dual clienting launcher bourg probably better for farming. Going all the way to get Courage/Brave set on mage gets you nowhere, put the dedication on other classes instead like Katar, Knight, Launcher Bourg, Cleric.
  20. I keep hearing this from people in the game everywhere, saying mount drop belongs to Rare tier, but from the boss farm I have gone through, it certainly doesn't feel like it. If it is really Rare tier, then you would see mount all over the place in the shops because Raspite Round [3] is +7.5%. Then, I started asking those people where they get that info from, and then they referenced something along the line "Leonis confirmed it himself". And it is still shown as evidence today by Google search. I have not played this game the past 10 years, I quit around that time when mount was introduced and now I briefly remember what happened. The mount drops was indeed Rare tier drop in the beginning as confirmed by Leonis himself when these items were added to the game, but after a week or so, the market was flooded with mounts which directly compete with Item Mall mount sales, so the drop tier was changed to something else, this was not mentioned in the patch notes and relay by Leonis. From the boss farm journey I went through, these stuff are harder to get than Epic weapon drops, so these are highly likely Legendary tier drop.
  21. Call me crazy all you want, but I think the whole Artisan class should be deleted, reworked as a normal fighting class instead of being something for someone to grind the levels for convenience. I believe everyone including champ, knight, raider, scout, cleric, mage should have access to crafting as common skills. The whole crafting privilege of this class has been significantly deteriorate by other power creeping stuff introduced into the game the past 10 years, the only really Artisan class exclusive stuff are Gem cutting - significantly obsolete by king dropped gems Advanced Reinforcement/Endowment - Reinforced armor are good for survival, however the potential is severely hindered by the max vending slots limitation Hardened/Darkened/Balanced/Enchanted - the first two are good, but accuracy is not needed for PvM, and MP consumption % is nowhere near close to those weapons that you actually need them like unique wand, staff PAT craft - also significantly obsolete by cart parts that you can obtain from events, and they have failure rates upon crafting, certainly not affordable by new players Advanced alchemy craft - did I miss something? why do these box of red/blue pots have such high failure rates? what's the point to craft these when you have to do an extra step to unbox them? Advanced subitem craft - materials are hard to gather because players are not gathering enough mats and don't have enough zulies to pay you back Accessory craft - this one is not bad I guess, but the useful one cannot get max stat because they are grade 6 items, the dropped unique jewelry all can get max stat So, I don't see the point keeping these lackluster crafts exclusive to Artisan which is a boring experience to level up with. Make Artisan a normal fighting class who specialize in area denial skills, engineering watch towers to attack nearby monster insight, or disable a certain radius of monster aggression. A new artisan party buff that exempt the ammunition consumption, and a new artisan party buff that exempt armor/weapon durability degrading from fighting.
  22. This is something I see in every game out there, there are always those people who join early and leave early, and there are those who join later and leave late. The thing is there is no game out there that can entertain you for more than 5 years actively, you completed the game and is burnt out, that's just nature. And the reality is that, a large portion of the community who left the game are not really new players, they have played ROSE previously whether it is official or non-official servers, they know what the end game is like, what path they should take, and what should not, they have completed the game previously but all their hard work was wiped because the game took the wrong direction and face the consequence, they just don't feel like they should stick around for the same thing. So the game is not dying, it's just the initial hype spike and interest in this new version of ROSE faded away. And regarding "The lack of things we can do", I don't think so, there are a lot of things you can do in this game, but it's more like those task wont earn you enough zulies, and achievement, not show off worthy. I played ROSE 10+ years ago, it was also about spamming dungeons, but in this new version of ROSE, I did not bother to grind dungeons, it's actually not needed but time consuming. And regarding kings, this was something that keep the game mysterious for people to crack the code back in the days. Back then, you don't get drops once the monster reached blue color, the drop table of old ROSE everything was so hidden. Nowadays, you can get the drop table revealed so easily because you get drops from monster that you outleveled even for 200+ levels. Don't get me wrong, I don't mean to say the previous system was better. I actually like the current system more, though I prefer that you can see the drop but you shouldn't be able to pick up the drop. And then regarding lack of leveling parties, I witnessed it all, I joined this new version of ROSE 2 months ago, this system of exp where you MUST find a party to level or you are going nowhere is what turns everyone off. For example, a lot of people whether Kenji, Mana Snowfield, Xita, Prison, they come check out the spot to see if anyone is around, if they don't see, they just log off. And you can't blame them, because leveling is BORING plus it needs to be done in a way, where you must need to kill a large number of monster as fast as you can, this implies you will need the following ingredients, a high level cleric who can put several Sala flame, and several AOE in the party to kill, would be much better if a high level sacrifice is present. The demand of leveling a character is not as strong as when the server starts, so right now it's being bottlenecked by this leveling meta, and when only two to three person is around, the party just won't take off. Every person must bring their own Cleric/Sacrifice/GroupBuffer to proceed. And you said you don't engage in PvP, that's rather unfortunate, as that's a big part of ROSE. But in my opinion, an easy way to make these maxed out PvM players to have further things to do is to make more medallions variation for the rest of the boss and make new king sets. Making new maps is not a viable option for the development team as it takes vast amount of development time. And most importantly, spread out the damn drops, don't leave all the goodies in Fossil Sanctuary. Diversify the leveling spot more, give teleport portal directly to B2, B3 for forgotten temple, same thing for Goblin cave to B2, B3, it is painful to walk through these dungeons to find noone, change Adventurer's plain scroll spawn location to the front entrance of Goblin cave. Also, the current xita quest grind culture is ruining the Oblivion temple, it was the go-to leveling spot from 100-160 back then, remove the Ghost element from some of the low rank monster as this element hurts vanilla element which is basically everyone. Bring out the Marsh of Ghost return scroll for Lv.140. And perhaps change ruins to non PvP, leveling map should never be a PvP zone, ruins should be the leveling map for 180-220, it's pretty stupid that you can level from 180-250 in two-three days in Fossil Sanctuary. Not gonna comment on that one, I'm not a big fan of the whole Clan passive as a whole, it just make people who have time and likes to grind to pull a gap away from the people who don't have time and don't like to be a part of big clan as solo player.
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