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About Me

Found 11 results

  1. This is generally how I think most of the second classes should be balanced, in terms of general strengths and weaknesses, which would mostly be the skills that they have access to. I can probably go into further detail in the future, but this is how I'm going to do it for now. This list is going to be assuming the setting is a PVP 1v1. The two classes that I'm not going to be covering, because I think their roles aren't really suitable for 1v1s, are Cleric and Artisan. Although, I don't have enough experience on Artisan to say whether they're actually good at damaging anything. My assumption is that their primary purpose is for crafting, and Clerics are for healing and supporting, not dealing damage. I'm also going to assume that each class is neutral against itself, disregarding minor build differences. For the sake of this thread, also going to exclude Bourgeois in their current state, and instead list them as I would ideally like them to be, because it seems that they primarily rely on their summons to get stuff done, which would not be easy to balance for PVP. This stuff could most likely use a lot of refinement, but this is enough for now, and just about as well as I can do, until I can see the skill trees, to build more informed opinions. The classes in this list are: Scout, Raider, Mage (no summons), Bourgeois (no summons), Champion, Knight Scout: Ranged, typically with some kind of bow. Primary Strengths: High Attack Speed, High Accuracy, % Physical Defense Penetration Primary Weaknesses: Low Magic & Physical Defense, Low Max Health Raider: Melee, typically with dual wielded weapons, like katars. Primary Strengths: High Movement Speed, High Attack Speed, High Accuracy, High Dodge Rate Primary Weaknesses: Low Magic & Physical Defense, Low Max Health Mage: Melee, typically with a staff. Primary Strengths: Medium Magic Defense, High Magic Damage, High Burst Magic Damage, % Magic Defense Penetration, Crowd Control (Single Target & AOE Stuns, Slows, Snares, etc.) Primary Weaknesses: Low Physical Defense, Low Max Health Bourgeois: Ranged, typically with a gun or a cannon. Primary Strengths: High Physical Damage, High Accuracy, % Physical Defense Penetration Primary Weaknesses: Low Attack Speed, Low Physical Defense, Low Max Health Champion: Melee, typically with a two handed weapon, like an axe or a spear. Primary Strengths: Medium Max Health, High Physical Attack Damage, High Burst Physical Damage, Medium Physical Defense Primary Weaknesses: Low Magic Defense, Low Movement Speed Knight: Melee, typically with a one handed weapon and a shield. Primary Strengths: High Max Health, High Physical Defense, % (Physical and/or Magic) Damage Absorption Primary Weaknesses: Low Damage Potential, Low Movement Speed -- Synopsis: Scout: Scouts should be good at dealing large amounts of damage, from somewhat far away, in a short amount of time. Given that they should be attacking quickly, and with high accuracy, they will be able to get a high number of consecutive hits on targets that don't have a high dodge rate. There should be a way for Scouts to be able to increase their physical defense penetration as a passive percentage debuff per attack, as well as abilities to temporarily increase their damage, hit-chance, and physical defense penetration for a few consecutive attacks, in addition to abilities that can slow/share their target for a brief moment. Raider: Raiders should be good at moving around more swiftly than the average movement speed, but not TOO swiftly that nobody can ever catch them. There should be a couple of abilities on every class to slow/snare/debuff opponents, especially quick a opponent, like a Raider. They should also be good at hitting accurately, and with a passive percentage-based physical defense penetration, along with other abilities that help them beat up heavily armored opponents, and tear up opponents that have low physical defense. Against a Champion or Mage, Raiders should be required to be on their toes, otherwise they'll get a good chunk of their health taken away with a single ability. Mage: I think a Mage should be treated like a magic version of a Champion. They should excel at dealing large amounts of magic damage in short bursts, but also have the ability to CC individuals and larger groups, which should make them stand out from other classes. The down side, however, is that they will be vulnerable to most of the other classes, due to their low max HP. They will have to skillfully shut their opponents down, before they take too much damage. In a mirror match, it should be down to who is more skilled and who has the better build, since both players will likely have decent magic defense. Bourgeois: Since this is basically a version of Bourgeois that I made up, it likely conflicts with how it currently is, but that's okay. I think Bourgeois should be a version of Scout, but with guns/cannons, and a focus on low attack speed and high physical damage, rather than high attack speed and low damage. Scout and Bourgeois can both share the ability to penetrate physical defense, for the sake of countering knights. They'll be able to tear through classes with low max health as well. Champion: Champions should be able to deal large amounts of physical damage in bursts, and per auto attack, but not have high physical armor penetration, and be restricted by their low movement speed and magic defense. They should be somewhat unfavored, but not too much, against Raiders, due to their medium physical defense, and somewhat favored against Knights. Due to their low physical armor penetration, but high physical damage potential, and a Knight's lack of ability to deal a lot of damage in a short amount of time, Champions should come out on top in that matchup maybe 60-70% of the time, on an equal-skill playing field. Against Mages, in most cases, I think it will be a matter of whether or not the Champion can get close enough to deal crippling blows to the Mage, before they're locked down by CC and defeated by a lot of magic damage. Knight: Knights should be the class that can appeal to defensive players. I think they should have some passive abilities to deal thorns damage, which returns some damage to the attacker, for both physical and magic damage, as well as have high resistances to both physical and magic damage. Their main weakness should be their lack of ability to deal a lot of damage over a short time period, and their low movement speed. They will have to rely on absorbing and returning damage over time, and dealing smaller amounts of damage with some of their other abilities. Knights could have some physical damage CC, like the ability that slams into the ground and stuns in a radius. I think slower movement speed classes should have ranged abilities that can slow/stun their target, to help them against stronger opponents. They could also have some abilities that they can spec into, which would reduce their max potential resistances, but increase their damage potential to a somewhat medium range, to be maybe 60% of a champion's damage potential. -- Conclusion: Other than these strengths and weaknesses, each class should also have abilities that help them in some minor way against their weaknesses, but not enough to significantly turn the tide of a battle by themselves. If used skillfully, you should be able to win against a hard counter maybe 35-40% of the time, if both players are equally skilled. In a game like ROSE, I think all classes should have one ability that you can skillfully time to avoid any incoming ability, and either be immune, take reduced damage, or maybe revive with a small % of your max health if you are killed (which could probably be best utilized as a passive ability). This would allow classes to fare better against stronger opponents, both skillfully and balance-wise. This post isn't perfect, and likely has a few holes that people will point out, but I think it points to the beginning of a good path for class balance. * I think it would be a good feature to slightly increase miss chance on all attacks/abilities if a target is moving perpendicular to their attacker.
  2. Kai


    Would like to suggest duel as basic skill. Pros: Good features to test builds for 1 vs 1 pvp More activity to do in Junon/other city instead of just standing looking cool/cute Something cool for new "new Rose players" to see Cons: Pvp arena might get less cluttered
  3. Fairly obvious by the title but for further context and detail I'll try to elaborate. The Game Arena currently tracks and displays end of match statistics for PvP matches, however this functionality doesn't extend to the dungeons. I am going off the assumptions the base framework of dungeons will be used with new dungeon content or rebalanced dungeons, but would still like to suggest the minimum following if possible. Total Run Time from load in to final boss KO'd. Total number of: Damage Dealt, Damage taken, Healing Done, Deaths, Dispels/Purifies, Dodges, Critical Hits, Monsters KO'd Valor / Faction Point / Clan Points gained (if any) That would be fairly comprehensive, and assuming the framework of Game Arena PvP can be used, shouldn't be too hard to implement. I'd like to see this request for a few reasons, primarily to give some statistical feedback to players, without needing an API to hook in a damage meter, or to develop a combat log and third party parser. As someone who enjoys casually min-maxing my PvE/M experience or trying new builds and testing their functionality, these statistics would be an ideal middle ground to give accurate information but not boil it down to DPS/HPS which tends to become used in toxic or mean spirited ways. The other primary reason is for doing speed runs, challenge runs, % runs etc on dungeons for a player driven competitive PvE scene. I personally loved a point in time when a few of the clans in ROSE were doing speed runs of the dungeons and posting videos of their best clear times and would love to see that return. The negatives I see are mostly along the lines of costing some development time, though how much I cannot guess too much at. And as with any raw information given in statistical form, it could be used to brow-beat and shame other players «which should already be disallowed but that's a different matter». Seeing as that precedent has already been set with PvP I think the community would be mostly ok with the small chance that someone might need to be blocked, for the benefit of rough information about your dungeon performance. Cheers -Vile
  4. You have to activate the castle war, which also exists in its original form, the flags of the communities with their own symbols are waving in this castle, there is an example in the new world, and in another pvp system, like knight online, racially fighting in the cz fields and the Letters M added to the character with the earned points -- Everyone loves privileged symbols like H -- S or next to their name
  5. clanfields in the past version of narose was pretty much useless because they made clan points drop in instance. can we make clan fields great again? by making clan points only drop in clan fields, would make for pretty awesome pvp content.
  6. I would like to suggest to unify valor points and honor points into 1 single currency. We have to get out of this horrible idea that a game may force its player into engaging into an activity he does not like. Of course the time / reward value of both activities has to be balanced. I would also like to suggest the removal of pvm / pvp bonuses to all gears : 1) I do not think creating hard segregation in-between 2 communities of the same game is nothing point toxic. 2) Balance can be done via the item's stat directly. 3) This increase greatly the pool of gear stat combinations to be picked up for all game activity... I like that. 4) It replaces crafted gears / dropped gears as part of the end game gear pool. 5) It fixes an issue that will pop up eventually as I believe you guys are looking to make Clan Fields a thing again. (I can see PVP players completely anihilating PVM players in any PVP/PVM mixed content)
  7. I understand that it would be hard to design a way to 100% create a way to level up via PVP only from lvl 1, but I believe giving exp rewards could be a welcomed change for hardcore pvp players who would be able to progress through the few last levels doing the content they actually enjoy doing.
  8. Please add a Decloak to Artisan's tree. Bourgeoise has a 2nd job specific Eye summon that spam casts Decloak, Artisan is the only class in the game without a way to remove hidden enemies from stealth, including PvE. It actually causes legitimate problems and annoyances that aren't necessary.
  9. How about adding a whole lot more variables (from craftable or dropped items) that can be used to tune up carts for maximum performance? I don't mean to say brand new variables as such, just more variability on custom wheels, engines, accessories, fuel types and so on. Ways to make all the carts that people own more unique and variable. Then we can have automated cart race features to see who has the fastest cart and who can drive it the best. Add to this a league table where we keep track of the best drivers and we can have our very own ROSE Formula 1 series.
  10. I think the Luna Clan Field is way too small, compared to the Junon CF. I think the size needs to be bigger. Also, need Eldeon and Orlo Clan Fields as well. Last I saw, Junon (which 2 aren't used anymore) still showed 3 clan fields in the files, of course only 1 was still used at the end. might look into what to do with those other 2? In the Junon CF, in the old system when you died, you would rez on top of the pillars near the NPC, almost like a protected area, don't know why it was changed later.
  11. This is a rather broad subject but could potentially open up the door for a whole bunch of new features which will make the game better, more realistic and more interesting. I'll start with a basic overview. Has anyone ever noticed that many monster spawns overlap walls, trees, building and the edge of maps where the ground becomes almost vertical? It's extremely annoying to me when I'm trying to target a Woopie and the stupid thing just runs into the wall around Zant town and disappears. Or pumpkins bouncing up the cliffs so you can't reach them. How about when a monster drops a rare item and it drops INSIDE A ROCK so you can't pick it up? That has happened to me so many times. So how do we fix that? Using collision detection in the client doesn't help in the least since the position of all spawned game objects is controlled by the server. This means we need collision detection in the server. But how? you might ask. Well that's a problem that I have already solved. All we need is a collision grid file for each map. Using this we can assign areas for normal land, water, edges that cannot be passed and so on. We can even specify different types of ground. Grass, paths, towns or pretty much anything we like. With a small change to AIP and/or QSD handling we can reprogram monsters to keep them where they belong, stop them wandering off the map or whatever. We can even use the settings to simulate barriers to stop players from going off the map. Creating the collision grids is time consuming (at least the method I used was. maybe somebody else has a better idea of how to make them) but it is a solved problem, as are all the mechanics that are needed to make the system operable. I would be willing to share my solutions to this and other problems. Specifics of what the addition of this mechanism can do: How would you like to see some spawns that are able to move dynamically? How about the possibility of armies of Jelly Beans over-running the village in Adventurers Plains? and triggering a server wide event for all players to come and save the map by pushing them back out of the village? Using this kind of collision detection we can allow a special Scout type monster to spawn occasionally. It will simply run around the entire map (in allowable places defined by the collision grid) and when it finds an open spot it will create a new spawn point (possibly by morphing into a "spawner" type monster, whose AIP allows it to fill it's new spawn with new jelly beans over time before eventually making a new Scout). When a spawn is created in a designated "Town" zone then it can be used to trigger an event as described above. Maybe the NPCs might run away until the spawns are cleared. The specifics can be discussed if anyone is interested but the possibilities are endless. Dynamic events, Even monster types fighting each other, factions? Will you support the Jellies or the Choropies? Whatever. You get the idea right? I can go into a lot more detail and explore further ideas that this system could help to implement if anyone is interested.
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