You don't appear to be logged in. Sign Up for a game account. It's free and only takes a few moments! Sign Up
Spunny Spunny
posted on Monday, February 25 2013, 05:06 PM in General Chat
Hope you read it, since you clicked on it.

First off, obviously I care about how this is being implemented, otherwise I wouldn't have bothered to type this all out.No idea why not more people were consulted on the 3rd job skills, but that's water under the bridge. So. My 2 cents.
Second, of course we know how much effort sedy/Gala put in. Yes we appreciate the effort
Third, even if we appreciate it, please appreciate us the players feedback.

General comments
1) Exp being granted is way too low for a private server.
- Yes it's supposed to be a challenge, BUT doing the TQ to CV wanteds (~450m exp now) give about 13% exp.
- New WP give about 60m exp but take very long due to 4-5 hits per mob (double that if you're not a dps class)
- UH quests give total of about 360m exp give about 10.4%
- So if I spent my whole day doing the 29 new WP those would give me ~1740m exp which is about 50% exp.
- So this would mean to get to from 0 exp at L75 to L76 would take me about 24hrs of gameplay if I want to level within 2 days. Given what I know about exp required, this would be much more as we move towards L85. I am simply not interested in spending that much time grinding repetitively on mobs. I work and don't have the time to grind the whole day, nor do I want to take 5 days per level (about 1-2 months to get to L85 assuming I play every single day).

2) Ailment pots having 30sec cd
- yes their debuffing power is OP, but 30sec is very long in pvp - you can die in a few seconds given the right combos
- suggestion: if you want to encourage spending, have some amount of ailment pots available for moolah that has shorter cd, can name them something else. Say 20 bezoar pills for 1 moolah that have a 5sec cd

3) Bugs
- Roszak 3rd skill is bugged, not working.
- Tele item shows a map called 'Test' just under Pandahama



Specific comments - Priest
1) Regeneration 3 has cd of 3sec - way too long for a heal over time that has to be targeted on each party member; note that Regen2 has 1sec cd
2) Mana Shield - Useless: why would I want a skill that is the same (only higher efficiency) as the Niria skill, but with longer CD (25sec vs 15sec) and shorter duration (20sec vs 3min)? Plus it draws on the same MP pool and does not stack with anything. Can't it at least use my opponent's MP instead of mine lol. At least the sage circle gives mp regen with it.
3) Solemn Prayer: yay AOE skill.. BUT it seems to be for very short range (almost half of celestial blessing radius?)
4) Mana Drain: If I'm reading this right, I'm stealing 10% of my target's MP in return for 5% of mine, and I can keep doing that? That sounds good in theory, but priests have high wisdom i.e. high mana pool. Compare this to melee who are not on all-stat build (likely given that armors don't have the 2set allstat bonus anymore) who will have far less mana than me.
5) Ward: At best, I reflect 15% magic dmg.... why do I need this given my high mdef? I would much rather have the sage's phy reflect.
6) Intervention: I like how the cd decreases as it's leveled up. 1min is still long but remains viable.
7) Infuse: So to protect someone else for a possibly debuffable 8sec, I stun myself for 8sec while losing mana? Um. No, just no. Even if the class name is a saint, I would rather stay alive and be useful. Because in 8 seconds, there are so many things that can happen to me. Mostly likely death though :P
8) Holy Smite: yay, an AOE Immo! And... I'll never get to use it. Requires 14 SP to get to that part of the skill tree, most of which SP are wasted on Devine arrow.
9) Chastise: Why does this share cd with Flash? Cannot think of rationale for this. But they have different cd?
10) Flash 3: Why do I need Devine Arrow for this? @_@ To max this flash skill I need 5+5+7 SP just to unlock, not to count actually maxing the skill itself. Totally not worth it unless we get a lot more SP points.
11) Colossal: Yay for lack of +size. V happy with this
12) Celestial anger: ... the +size came here. sigh. Although why would they be slow? Though I guess it is meant not to be OP since it is not really debuffable.
13) Dispels: 2sec cd is not very useful. Rather stay with 1 debuff skill, but with 0 cd so that attack speed actually makes a difference. Maybe it's good if I debuff only one person of multiple debuffs, but what about the rest of my party, if everyone has the same single debuff eg. silence? Plus, 1.5k MP to dispel? Sheesh my MP pots can't keep up with it at all.
Others) Skill tree bug - At least in the skill tree npc, not sure if it's in the actual tree as well
- Earthern blessing etc requires Weakness Dispel as preceding skill (not clickable otherwise)
- Colo requires Pyre Blessing
Others) MP costs: noticed that MP costs will be going up dramatically with the new skills. How are skills like Mana shield or Infuse going to be good? MP regen should get relooked at, it's a ridiculously low and useless amount now.
Others) No Bestowed Agility3?
Others) No new buffs/passive?

Specific comments - Sage
1) Dispel circles: looks like 99 efficiency removed from all and changed to 10 efficiency. And the 3rd job one seems kinda useless. Lower cd of 25sec? So what? Is it supposed to promote greater flexibility?
2) Thorns: Nice reflect. Useful against melee, not sure how well it will work in practise cos so far no other dmg reflect to stack on it. So being hit by 10k would result in 1.5k reflect only, not a deterrent like the mail classes. But could be very nice if you have a mail user in pt who is affected. Can reflect go past 100%?
3) Pyre circle: nice new crit.. is it really useful for us though? Unless bosses have a lot of resist etc, our stats should be high enough to have really high crit in the first place.
4) Moonlit sanctuary: nice, shield + regen. Is it 15% mp regen at max level (can't tell from description)? That's a lot.
5) Lifetap: seems like giving the target that hp abs buff from roszak. Very useful against bosses and even in pvp. Pretty long cast though, but I guess it's reasonable.
6) Life balance: interesting that you heal the enemy and yourself. Guess some strategy required to use it against a full hp enemy lol.
7) Life and death: again a sacrifice scenario. Not particularly viable given that at current equilibrium (I will assume in the future that while HP will increase, so will attacks), the absolute max sages can have is maybe 80k hp and this is by using bf armor, sacrificing heal amounts. If left with 30% HP(am understanding it as reducing max hp thus not healable), this is only 24k, which is can be OHKO if debuffed sufficiently with the multitude of new debuffs.
8) Monsoon: Seems very useful skill, a nice contrast to the AOE debuffs going on. 1m CD is pretty short for this kind of skill making it easily useable
9) Celestial sphere: Nice addition of %-based healing to make it stay relevant, and removes dependance on heal-base
10) Transfusion: another trade off. The debuff is pretty short, so it seems still reasonable since the heal is pretty high.
11) Judgement arrow skill tree: to get to the new skills, need to spend 3+3+5 on destructive incant, 3+6 on J.Arrow, then finally 5 for Nature's wrath. Nice to have an aoe stun though.
12) Thicket: any shared cd with other skills? Seems like a nice defensive mechanism to gain breathing space
13) Nat power3: yay no +growth
14) Pillar of life2: wow, more p.abs? This + Life font = 35% abs already. Not to mention Grace
Others) No Potential Growth3?
Others) No new buffs/passive?

Specific comments - WL
1) No more glitch casting through implementation of 1s skill cooldown
- cd is too high, even if I buff attack speed instead, I'm still waiting for the next skill (note this is w/o glitch)
2) MP cost very high - mana regen skill is useless; 20-30 skills and mp is gone, that's about a minute. MP pots can't keep up.
3) Tempest shock: why the skill lasts only 6sec (down from 10sec)? I like that it changed to %based debuff for higher levels. Why the 100% boss dmg? Don't Wl alr have x2 dmg on bosses?
4) Tempest spear/typhoon: useful to have silence and paralysis, but these two skills aren't that good to have it on, because people tend to use them together, so that wind infusion still active and you can cast them, so don't get the full benefit of having two skills with paralysis. By the time ready to cast the second, wind infusion over.
5) Chronowarp: nice debuffs.
6) Chronotap: seems quite useful for escaping, I'm guessing it's from Payaso.
7) [shared cd]
Chronovoid: -10% hp per sec for 5 sec, in return for an advanced meteor with extra dmg? No thanks. I think I want to live. Unless I find myself in a situation where I have sooo much hp (which I won't, cos this is a cloth-user, not a tank), I don't think I can use this skill
Eye of the Storm: Wind fusion > Advanced wind fusion (lasts 8sec) >this attack channeled for 8sec... how long would it actually last? Or is adv wind fusion only required for the beginning.
Armageddon: Doombringer>Armaggedon. Hmm... it's an AOE but only works if the debuff is on. So potentially only hitting one person but sacrificing your hp a lot. Hard to say whether this will be useful since magic reflect is typically not useful for cloth users given their high mdef.
8) Acceleration: I like the use of auras for a mdps class. The buffs are useful too. BUT, not as useful because of the 1s skill cd that makes attack speed completely useless
9) Scorched Earth: DoT is always nice, though limited in use. Reduction in P.Abs seems more like a setup for a melee party member.. But other than that not a particularly noteworthy attack.
10) Windwalk: 100% eva/res sounds like a lot, but it's not. Look at the mail classes. They can still be hit esp by mdps
11) Phasewalk: Mixed minds on this. I still find Whippa trans more useful since can continue to spam skills. But at least we can walk out of a mob. Huge improvement from initial suggestion
12) Disharmony: Seems like a very small target area for this kind of effect. Not sure when it would be used either. Seems like a targeted magic whip with a stun element.. don't see any particular use in this skill, other than yet another pushback
13) Explosive blast: can't be sure without trying it, but based on the description: why on earth would I want to upgrade that skill. WL tree gives ITD and no -healing. Sorc tree gives % bonus dmg and -healing up to 70% just for a reduction in cd time. And not even that sometimes eg from Rank 2 to 3, no improvement, just worsening healing received. What makes me give up an ITD (that might land a finishing blow) for a glorified AOE (which WL already have many of) that will debuff me?
14) Blazing Aspects: nice %.

Specific comments - Merc
- heard merc doesn't hit for much, max of 8k by a full vi merc on a mage.

No time to look at more, cos time to sleep ~ anyway it's a wall of text already. Congrats if you read until here lol~
Reply   
Responses (10)
  • Accepted Answer

    Ronnie Lim Ronnie Lim
    replied on Monday, February 25 2013, 06:14 PM #Permalink
    Thanks for summarising the 101 issues for us :D
    Only read the WL part lol.
    Reply voted down Show
  • Accepted Answer

    Eevee Eevee
    replied on Monday, February 25 2013, 06:19 PM #Permalink
    Yeah same, I only read the priest part but overall you hit the mark. Good post :D
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Monday, February 25 2013, 06:47 PM #Permalink
    First off, obviously I care about how this is being implemented, otherwise I wouldn't have bothered to type this all out.No idea why not more people were consulted on the 3rd job skills, but that's water under the bridge. So. My 2 cents.


    Thanks for taking the time on this, much appreciated.

    The reason why more people were not consulted is because too many cooks spoil the broth. I didn't want to take lots of different ideas from lots of different people, it needed to be done by one impartial person so they could see the whole picture. I didn't want to even start doing 3rd jobs because I knew it would be a nightmare, not just to create them, but the aftermath of people whining and complaining about their class being ruined etc. etc. So that's why, when Fistand sent me some ideas and offered to take up the job of planning these new jobs I accepted.

    Anyway on to your comments :)

    1) Exp being granted is way too low for a private server.
    - Yes it's supposed to be a challenge, BUT doing the TQ to CV wanteds (~450m exp now) give about 13% exp.
    - New WP give about 60m exp but take very long due to 4-5 hits per mob (double that if you're not a dps class)
    - UH quests give total of about 360m exp give about 10.4%
    - So if I spent my whole day doing the 29 new WP those would give me ~1740m exp which is about 50% exp.
    - So this would mean to get to from 0 exp at L75 to L76 would take me about 24hrs of gameplay if I want to level within 2 days. Given what I know about exp required, this would be much more as we move towards L85. I am simply not interested in spending that much time grinding repetitively on mobs. I work and don't have the time to grind the whole day, nor do I want to take 5 days per level (about 1-2 months to get to L85 assuming I play every single day).


    Experience will be adjusted later today. The amount required per level will be reduced (EXP and SXP) and some of the level 75+ quests had their experience increased.

    However, it will still take time. I never intended for you to be able to level in a few hours. I didn't spend the past months doing this update so that people could just fly through it all in a matter of days.


    2) Ailment pots having 30sec cd
    - yes their debuffing power is OP, but 30sec is very long in pvp - you can die in a few seconds given the right combos
    - suggestion: if you want to encourage spending, have some amount of ailment pots available for moolah that has shorter cd, can name them something else. Say 20 bezoar pills for 1 moolah that have a 5sec cd


    Not sure it's a good idea to have something so powerful for moolah. Those potions have been reduced to efficiency 10 so I guess I could reduce that cooldown a bit, but it would likely be 15-20s at least.


    3) Bugs
    - Roszak 3rd skill is bugged, not working.
    - Tele item shows a map called 'Test' just under Pandahama

    You mean on the transform?
    And ah yeh, thats my test map, forgot to remove it lol.

    Specific comments - Priest
    1) Regeneration 3 has cd of 3sec - way too long for a heal over time that has to be targeted on each party member; note that Regen2 has 1sec cd
    2) Mana Shield - Useless: why would I want a skill that is the same (only higher efficiency) as the Niria skill, but with longer CD (25sec vs 15sec) and shorter duration (20sec vs 3min)? Plus it draws on the same MP pool and does not stack with anything. Can't it at least use my opponent's MP instead of mine lol. At least the sage circle gives mp regen with it.
    3) Solemn Prayer: yay AOE skill.. BUT it seems to be for very short range (almost half of celestial blessing radius?)
    4) Mana Drain: If I'm reading this right, I'm stealing 10% of my target's MP in return for 5% of mine, and I can keep doing that? That sounds good in theory, but priests have high wisdom i.e. high mana pool. Compare this to melee who are not on all-stat build (likely given that armors don't have the 2set allstat bonus anymore) who will have far less mana than me.
    5) Ward: At best, I reflect 15% magic dmg.... why do I need this given my high mdef? I would much rather have the sage's phy reflect.
    6) Intervention: I like how the cd decreases as it's leveled up. 1min is still long but remains viable.
    7) Infuse: So to protect someone else for a possibly debuffable 8sec, I stun myself for 8sec while losing mana? Um. No, just no. Even if the class name is a saint, I would rather stay alive and be useful. Because in 8 seconds, there are so many things that can happen to me. Mostly likely death though :P
    8) Holy Smite: yay, an AOE Immo! And... I'll never get to use it. Requires 14 SP to get to that part of the skill tree, most of which SP are wasted on Devine arrow.
    9) Chastise: Why does this share cd with Flash? Cannot think of rationale for this. But they have different cd?
    10) Flash 3: Why do I need Devine Arrow for this? @_@ To max this flash skill I need 5+5+7 SP just to unlock, not to count actually maxing the skill itself. Totally not worth it unless we get a lot more SP points.
    11) Colossal: Yay for lack of +size. V happy with this
    12) Celestial anger: ... the +size came here. sigh. Although why would they be slow? Though I guess it is meant not to be OP since it is not really debuffable.
    13) Dispels: 2sec cd is not very useful. Rather stay with 1 debuff skill, but with 0 cd so that attack speed actually makes a difference. Maybe it's good if I debuff only one person of multiple debuffs, but what about the rest of my party, if everyone has the same single debuff eg. silence? Plus, 1.5k MP to dispel? Sheesh my MP pots can't keep up with it at all.
    Others) Skill tree bug - At least in the skill tree npc, not sure if it's in the actual tree as well
    - Earthern blessing etc requires Weakness Dispel as preceding skill (not clickable otherwise)
    - Colo requires Pyre Blessing
    Others) MP costs: noticed that MP costs will be going up dramatically with the new skills. How are skills like Mana shield or Infuse going to be good? MP regen should get relooked at, it's a ridiculously low and useless amount now.
    Others) No Bestowed Agility3?
    Others) No new buffs/passive?


    1. Agreed. Will be put back to 1s.
    2. Not useless. It's a skill, not something you have to go find the card to use, it's there for you all the time. Not everyone has the time or the inclination to gather so many of those cards. And with a skill you don't need to click some card, then click it's skill, then remove the transform to continue your business. You click once and it's done.
    3. Intended. Priest not Sage, maybe you will just have to move your arse a bit to use it intsead of standing still spamming for a change :P
    4. I don't see your point. You get 5% of your mana regardless of what their mana pool is. It can be used offensively to disable them or you can use it to top up your mana. It's actually not possible to do it any other way unfortunately. It was originally meant to be a channeled drain but it didn't work out.
    5. It's a party buff not just for you.
    7. I can see a use for it, not in PvP perhaps but in PvE for sure. See how it works out and keep me posted and we can rethink it if necessary.
    9. Not intended, fixed.
    10. I will change it to just require Flash 2.
    12. Exactly.
    13. You can still use your 2nd job skills right? They are situational. The high MP wasn't intended, need to look at MP use as a whole tbh.

    The thing with mana. I increased it because I don't see anyone ever having to watch their mana pool. I am going to look at it again for the healing classes though because some of it is too high, I agree.

    No passives just yet, I will add them at a later date probably. As you can probably imagine I am sick to death of creating skills by now :P

    Specific comments - Sage
    1) Dispel circles: looks like 99 efficiency removed from all and changed to 10 efficiency. And the 3rd job one seems kinda useless. Lower cd of 25sec? So what? Is it supposed to promote greater flexibility?
    2) Thorns: Nice reflect. Useful against melee, not sure how well it will work in practise cos so far no other dmg reflect to stack on it. So being hit by 10k would result in 1.5k reflect only, not a deterrent like the mail classes. But could be very nice if you have a mail user in pt who is affected. Can reflect go past 100%?
    3) Pyre circle: nice new crit.. is it really useful for us though? Unless bosses have a lot of resist etc, our stats should be high enough to have really high crit in the first place.
    4) Moonlit sanctuary: nice, shield + regen. Is it 15% mp regen at max level (can't tell from description)? That's a lot.
    5) Lifetap: seems like giving the target that hp abs buff from roszak. Very useful against bosses and even in pvp. Pretty long cast though, but I guess it's reasonable.
    6) Life balance: interesting that you heal the enemy and yourself. Guess some strategy required to use it against a full hp enemy lol.
    7) Life and death: again a sacrifice scenario. Not particularly viable given that at current equilibrium (I will assume in the future that while HP will increase, so will attacks), the absolute max sages can have is maybe 80k hp and this is by using bf armor, sacrificing heal amounts. If left with 30% HP(am understanding it as reducing max hp thus not healable), this is only 24k, which is can be OHKO if debuffed sufficiently with the multitude of new debuffs.
    8) Monsoon: Seems very useful skill, a nice contrast to the AOE debuffs going on. 1m CD is pretty short for this kind of skill making it easily useable
    9) Celestial sphere: Nice addition of %-based healing to make it stay relevant, and removes dependance on heal-base
    10) Transfusion: another trade off. The debuff is pretty short, so it seems still reasonable since the heal is pretty high.
    11) Judgement arrow skill tree: to get to the new skills, need to spend 3+3+5 on destructive incant, 3+6 on J.Arrow, then finally 5 for Nature's wrath. Nice to have an aoe stun though.
    12) Thicket: any shared cd with other skills? Seems like a nice defensive mechanism to gain breathing space
    13) Nat power3: yay no +growth
    14) Pillar of life2: wow, more p.abs? This + Life font = 35% abs already. Not to mention Grace
    Others) No Potential Growth3?
    Others) No new buffs/passive?


    1. Yes efficiency reduced to 10, it should never have been 99 in the first place. Larger area too.
    2. Yes.
    3. You will have to let me know once you decide if it's useful or not :)
    4. Yeh 15% at the moment on Moonlit. Might be too overpowered.
    5. It was meant to be a channeled spell but it wasn't possible, so had to be changed to a long cast.
    6. Yeh I wasn't sure about this one at first but it can be very useful.
    7. Again wasn't too sure about this skill but as it uses percent of Max HP it's very nice against high HP targets in PvP. Remember, your a healer, the target likely won't be.
    8. yep :)
    12. Nop no shared cooldowns on this one. Reminds me I need to fix the effect of the circle, it's too small.

    Specific comments - WL
    1) No more glitch casting through implementation of 1s skill cooldown
    - cd is too high, even if I buff attack speed instead, I'm still waiting for the next skill (note this is w/o glitch)
    2) MP cost very high - mana regen skill is useless; 20-30 skills and mp is gone, that's about a minute. MP pots can't keep up.
    3) Tempest shock: why the skill lasts only 6sec (down from 10sec)? I like that it changed to %based debuff for higher levels. Why the 100% boss dmg? Don't Wl alr have x2 dmg on bosses?
    4) Tempest spear/typhoon: useful to have silence and paralysis, but these two skills aren't that good to have it on, because people tend to use them together, so that wind infusion still active and you can cast them, so don't get the full benefit of having two skills with paralysis. By the time ready to cast the second, wind infusion over.
    5) Chronowarp: nice debuffs.
    6) Chronotap: seems quite useful for escaping, I'm guessing it's from Payaso.
    7) [shared cd]
    Chronovoid: -10% hp per sec for 5 sec, in return for an advanced meteor with extra dmg? No thanks. I think I want to live. Unless I find myself in a situation where I have sooo much hp (which I won't, cos this is a cloth-user, not a tank), I don't think I can use this skill
    Eye of the Storm: Wind fusion > Advanced wind fusion (lasts 8sec) >this attack channeled for 8sec... how long would it actually last? Or is adv wind fusion only required for the beginning.
    Armageddon: Doombringer>Armaggedon. Hmm... it's an AOE but only works if the debuff is on. So potentially only hitting one person but sacrificing your hp a lot. Hard to say whether this will be useful since magic reflect is typically not useful for cloth users given their high mdef.
    8) Acceleration: I like the use of auras for a mdps class. The buffs are useful too. BUT, not as useful because of the 1s skill cd that makes attack speed completely useless
    9) Scorched Earth: DoT is always nice, though limited in use. Reduction in P.Abs seems more like a setup for a melee party member.. But other than that not a particularly noteworthy attack.
    10) Windwalk: 100% eva/res sounds like a lot, but it's not. Look at the mail classes. They can still be hit esp by mdps
    11) Phasewalk: Mixed minds on this. I still find Whippa trans more useful since can continue to spam skills. But at least we can walk out of a mob. Huge improvement from initial suggestion
    12) Disharmony: Seems like a very small target area for this kind of effect. Not sure when it would be used either. Seems like a targeted magic whip with a stun element.. don't see any particular use in this skill, other than yet another pushback
    13) Explosive blast: can't be sure without trying it, but based on the description: why on earth would I want to upgrade that skill. WL tree gives ITD and no -healing. Sorc tree gives % bonus dmg and -healing up to 70% just for a reduction in cd time. And not even that sometimes eg from Rank 2 to 3, no improvement, just worsening healing received. What makes me give up an ITD (that might land a finishing blow) for a glorified AOE (which WL already have many of) that will debuff me?
    14) Blazing Aspects: nice %.


    1. I will be looking at which skills are affected by global cooldown but I won't remove from all.
    2. I will be checking MP usage on all caster classes as yeh I agree, some are set too high at the moment.
    3. I fixed that earlier today, will be patched in later. The extra boss damage was always on that skill, it just never mentioned it in the tooltip.
    4. It's a chance of silence/paralysis, so one of them might not activate anyway.
    5. Yep.
    6. Not sure what you mean about Payaso.
    7. Chronovoid, You don't every run with a healer in your group?
    Eye of the Storm, yeh for the beginning.
    Armageddon, I'm really not happy with and it was rushed in at the last moment since it's orginal format didn't work at all.
    9. It's All Damage Absorb, tooltip is wrong.
    10. Well it's 1000 more evasion/magic evasion than you had to begin with, so I think it will do you :P
    11. Indeed.
    12. It's awesome. It's not just one pushback, it's every 1s pushback. If you have a group of players/mobs or whatever running at you you can cast it between them and you and they won't even get close.
    13. That's actually an incorrect tooltip, it does have ITD just like Explosive Blast 2.

    Thanks again for these. The stuff I fix will be in later today.
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Monday, February 25 2013, 09:20 PM #Permalink
    After several discussions with players I am making changes to CTP and will patch it in shortly. It will now do direct ITD damage and the invoked buff giving attack power has a higher chance of activating.

    This was done to improve the Mercenaries viability at lower levels before they get their 3rd job skills.
    Reply voted down Show
  • Accepted Answer

    Fistand Fistand
    replied on Monday, February 25 2013, 09:33 PM #Permalink
    Alright...after a certain moment, I gave my word NOT to comment on such threads (since this doesn't often result in anything productive), but I guess I'm going to repeat myself yet again (since this is actually a somewhat hot topic right now). A lot.

    As always. I'll just go along with the usual layout of "Fistand vs. everyone else's opinions". A detailed wall of an answer below:

    Priest
    1) Regeneration 3: Agreed. Strangely, I don't remember actually changing the CD...
    2) Mana Shield: Actually, it's a little mixed up here. It's a long story, but: the key words are 'higher efficiency'.
    Do not, as well, forget that using Niria's shield sets off the transforms' global CD (Mana Shield doesn't).
    (The actual reason is that I wanted (and still do) to see the Niria's get-out-of-jail-free-card 3m buff nerfed; but that's an entirely different story)
    3) Solemn Prayer: You're free to use both (even at the same time), anyway. What's the deal?
    4) Mana Drain: I don't think I understood this. You mean that excess mana isn't needed? Some other skills use up a percentage of your total MP (if I'm not mistaken), so you have uses for it all the same.
    5) Ward: It's castable on allies, too.
    6) (no comment)
    7) Infuse: Well, if this is how it's implemented (the tooltips say so), I am forced to agree. Should be remade if unable to get it fixed.
    8) Holy Smite: Your choice.
    9) Chastise: Does it? Cannot remember. It shouldn't, imo.
    10) Flash 3: Agreed, this is what I was talking about when I suggested more adequate prereq's for some skills.
    11) Colossal Capability 3: Power always comes at a price. :D
    12) Celestial Anger: Exactly.
    13) Dispels: Mass dispel is meant to be more Prophets' work than Priests'. It is intended.
    x) no Best. Agility: It's improved version is given to Prophets. This is a questionable decision (I admit), and should be placed back if it's too much.
    x) MP regen: Two words: Mana Drain. That's what it was made for.

    Sage
    1) Dispel circles: eh, 99 efficiency? It always had 10 efficiency in the tooltip (and far as my Sage experience goes, it's exactly that).
    As it seems my suggestion to separate CDs hasn't made it through, I have nothing really to say here.
    2) (no comment)
    3) Pyre circle: Think about PvP usage, too; probably the new bosses do have resists as well. We will see.
    4) (no comment)
    5) Life Tap: Nothing to say here, as this version of it greatly differs from the suggestion
    6) Life Balance: I actually imagined it's use for "griefing", too. Idk if the delay will prevent it. :D
    7) Life and Death: For when you need to take down that pesky Priest, for example (even if with your life). Yes, it isn't healable and that's intended; however, this is where Sanctioned Grace can come into play.
    No comments thereafter.
    x) no Pot. Growth: It's improved version is given to High Priests. This is a questionable decision (I admit), and should be placed back if it's too much.

    Warlock
    1) I deliberately avoid bringing up glitchcasting again, so I skip this.
    2) MP cost - welcome to the vibrant world of Arcana, where mana exists for more than weaving it into a mana shield! :D
    3) Tempest Shock 3: Exactly because it's percentage-based now.
    4) The point of them is interruption, not actual paralysis.
    5-6) (no comment)
    7) The final versions differ too much from the suggested ones, cannot say anything
    8-9) Both Acceleration and Scorched Earth finally do your group's melee attackers some justice.
    10) Windwalk: That is intended, I have already stated that.
    11) Phasewalk: The final version differs exceptionally from the suggestion, will not yet say anything. For one, I more think of it as a downgrade from the original
    12) Disharmony: It's a circle placed on the area that throws out and stuns any trespassers. Area denial at it's finest.
    13) Explosive Blast: The final version differs too much from the suggested one, cannot say anything

    Anyway, thanks for constructive feedback. It's appreciated.
    I'm done here and am going to follow suit and fall asleep. :D
    Reply voted down Show
  • Accepted Answer

    jerald jerald
    replied on Tuesday, February 26 2013, 06:43 PM #Permalink
    Assassin
    Shadow Strike 2
    A mystical attack drains the enemy's strength to yourself, dealing him 500/600/700/850/1000 bonus damage and stealing their Attack Power 15/18/22/26/30% for 5s. (Lowers theirs, increases yours) and increased movement speed by 26%. (8s CD)
    ~this one only lowers physical attack power. :(
    ~the invoke chance is a bit low for a 5secs effect, [just an opinion]

    Spectral Dagger
    Range 10m. Flings a shadow dagger at the enemy, dealing physical damage and clouding the enemy's vision, dampening their Range and Accuracy. (Range -200/250/300/350 and All Hit -200/250/300/350 for 5s). (8s CD)
    ~my normal attack is stronger than the skill, example : my normal atk deals 9k+ dmg while the skill deals 6k+ dmg
    ~shares CD with shadow anchor , is this skill made this way? :o if it does, is it possible to combine the effect of the two skills? [ immo + -all hit] considering the damage output is lower than a normal attack.
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Tuesday, February 26 2013, 08:12 PM #Permalink
    Shadow Strike 2
    That is intended. It's meant to be like an attack power steal, so you being melee it will be physical only. You are right about the invoke chance though, it is set way too low and will be fixed.

    Spectral Dagger
    It's supposed to do less damage, it's actually 25% less but it's not supposed to share cooldown with Shadow Anchor and that will be fixed too.
    Reply voted down Show
  • Accepted Answer

    jerald jerald
    replied on Wednesday, February 27 2013, 04:30 AM #Permalink
    ~about shadow strike 2, before the patch was applied, i asked if its all attack power debuff, fistand replied to me and answered yes it is, so i was expecting it was a -all attack debuff, thanks,...
    *
    ~will there be any adjustments in the mana cost of the skills? as a mail class with so little mana pool [15k for me], -400+ every skill usage is really a pain,... ~mega potions (lvl 85) = how bout making the required lvl 75? with the high mana cost, i think it would be helpful to everyone :D [just an opinion again]...
    *
    ~desert life / spirit water = recovers 800hp/mp , cut the cd to half? 1 skill/pot ~alchemist's enriched super hp/mp pots = only recovers 1200 hp/mp,this is supposed to be higher than the normal super hp/mp pots [recovers 5k hp/mp]
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Wednesday, February 27 2013, 04:03 PM #Permalink
    I'm still looking through MP usage for the non-casters.

    Enriched Super MP recovers 1200, normal Super MP recovers 1000.
    Reply voted down Show
  • Accepted Answer

    jerald jerald
    replied on Wednesday, February 27 2013, 06:46 PM #Permalink
    ~Essence Shift = required lvl. of use 78 , to be able to unlock this skill you need to be lvl 81 since you need to reach rank 4 of spiral job 3. hope this wasn't intended.
    Reply voted down Show
Your Reply

Latest Discussions

1 day ago 2 25
2 days ago 1 22
3 weeks ago 3 258
1 month ago 2 169

Latest Important Stuff

4 years ago 0 5348
5 years ago 0 3024

Latest Events

Latest Updates

3 months ago 0 493
5 months ago 2 546

Latest Replies

You can contact me here or on Discord to exchange items purchased in the past few days if you make a
17 hours ago
is it possible to sell to other player , but i suggest you for not sell it since those one still ver
23 hours ago
You need to buy a Character Card Slot Unlock Scroll from Al Rotches in Terminus.
2 days ago
Hi! Thx for organizing stuff! I am want to donate but have a question about first time donator bonus
2 days ago