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  1. Dragon Emperor Rework We've made some changes to give Dragon Emperor much more of a Dragon Knight feel in terms of playstyle. We wanted to bring back the same feeling that the original Dragon Knight class had while having the Awaken Class level of gameplay, so when designing these changes I had the following goals: Remove the reliance on the mount and pets, without making them completely useless. Improve the fluency of the combinations. Have a good PDPS presence as well as a good MDPS presence so that you can play it either way or even in a Hybrid fashion. Improve the damage of the class to make it match up to whats currently available. New skills Here is a list of its current skill list. Some skills are similar and some skills are completely new. Here is the skill list: Flame Lance Cooldown 3 seconds Grants M-ATK and deals Triple Hit Fire DMG to the target granting the caster with Flame Dragon Strike DMG +30% and Dark Dragon Slash DMG +40% for 3 seconds. While in Dragon's Rage: This ability will be cast again. However, the recast will not deal Triple Hit DMG. Class Talent: DMG Dealt +3%, stacks 10 times. Soul Bound Lance Cooldown 3 seconds Grants P-ATK and deals Triple Hit DMG to the target granting the caster Dark Dragon Slash DMG +40% and Flame Dragon Strike DMG +30% for 3 seconds. While in Dragon's Rage: This ability will be cast again. However, the recast will not deal Triple Hit DMG. Class Talent: DMG Dealt +3%, stacks 10 times. Dark Dragon Slash Cooldown 3 seconds Grants M-ATK and deals Fire DMG to all enemies within a 15 fan shape granting the caster Flame Dragon Ambush DMG +40% and Dark Dragon Ambush DMG +30% for 3 seconds. While in Dragon's Rage: This ability deals additional Fire DMG equal to 10% of your M-ATK every second for 4 seconds. Class Talent: DMG Dealt +3%, stacks 10 times. Flame Dragon Strike Cooldown 3 seconds Grants P-ATK and deals Physical DMG to all enemies within 15 meters of the target granting the caster Flame Dragon Ambush DMG +30% and Dark Dragon Ambush DMG +40% for 3 seconds. While in Dragon's Rage: This ability deals additional Slash DMG equal to 10% of your P-ATK every second for 4 seconds. Class Talent: DMG Dealt +3%, stacks 10 times. Flame Dragon Ambush Cooldown 3 seconds Grants P-ATK and deals Physical DMG to all enemies within 25 meters of the caster reducing their DEF -30% for 7 seconds. While in Dragon's Rage: This ability additionally Reduces enemies Physical DMG Dealt -20% for 3 seconds. Class Talent: DMG Dealt +6%, stacks 5 times. Dragon's Rage Cooldown 40 seconds Grants the caster HP +pts, P-ATK +pts and M-ATK +pts for 20 seconds. Additionally grants bonuses to the following skills: Flame Lance Soul Bound Lance Dark Dragon Slash Flame Dragon Strike Flame Dragon Ambush Dark Dragon Ambush Class Talent: Duration + 1 seconds, stacks 5 times. Summon: Flame Dragon Summons the legendary Flame Dragon to battle. While the Flame Dragon is alive, the caster will be granted P-ATK +20%, P-CRIT Rate +15%. Class Talent: Increases the P-ATK to 30%, P-CRIT to +20% and grants an additional Move Speed +5% . Summon Dark Dragon Summons the legendary Dark Dragon to battle. While the Dark Dragon is alive, the caster will be granted M-ATK +20%, M-CRIT Rate +15%. Class Talent: Increases the M-ATK to 30%, M-CRIT to +20% and grants an additional Move Speed +5% . Dark Dragon Ambush Cooldown 3 seconds. Grants M-ATK and deals Fire DMG to all enemies within 25 meters of the caster reducing their Move SPD -30% for 7 seconds. While in Dragon's Rage: This ability additionally Reduces enemies Magical DMG Dealt -20% for 3 seconds. Class Talent: DMG Dealt +6%, stacks 5 times. Dragon Emperor Leadership Toggle Skill. Recovers 1% HP every second. Summons the legendary Ice Dragon to ride into battle. While riding you will be granted Max HP +50%, Move SPD +30% and DMG Taken -10%. Additionally surrounding enemies within 15 meters will be inflicted with "Chilling Breeze" which reduces their Move SPD -30% for 2 seconds. Class Talent: Grants an additional HP +50% and Move SPD +20%. Holy Skill: Dark Dragon's Roar Cooldown 4 seconds Grants M-ATK and deals Fire DMG to all enemies within 20 meters of the caster inflicting fear status for 4 seconds. Additionally granting the caster Flame Lance DMG +10% for 3 seconds. Has no effect on boss monsters. Holy Skill Flame Dragon's Charge Cooldown 4 seconds Grants P-ATK and charges at the target dealing DMG to all enemies within 15 meters of the target immobilizing them for 4 seconds. Additionally granting the caster Soul Bound Lance DMG +10% for 3 seconds. Dragon Emperor Equipment With an updated class we also updated its equipment. Here are the equipment changes: Flame Lance Glyph Dragon Soul Skill <Dragon Fury> Cooldown -30%. Dragon Emperor Skill <Flame Lance> DMG +15%. Dragon's Wrath Glyph Dragon Soul Skill <Flame Dragon Fear> DMG +25%. Dragon Emperor Skill <Soul Bound Lance> DMG +15%. Ultimate Dragon Tamer Dragon Emperor Skill "Flame Lance" +10% DMG. Dragon Emperor Skill "Soul Bound Lance" +10% DMG. Spear of the Dragon Hunter Dragon Emperor Skill "Flame Dragon Ambush" +15% DMG. Spear of the Dragon Slayer Dragon Emperor Skill "Dark Dragon Ambush" +15% DMG. Final Notes Will enjoy to see how you guys feel about this one. Personally my favourite class was Dragon Knight back in the day and this new version really made me want to play. So I'd love to see what you guys think about this. Other Class Changes Along with Dragon Emperor there was some small buffs given out to various different classes. Here is a list of the classes and the changes that where made to them: Annihilator Shooter mode is now a toggle skill and not a buff. Equilibrian Sickle of Darkness Fixed a consistency issue where the Double Hit effect would only proc half the time. The P-ATK & M-ATK debuff is now 100% chance to occur from 50% chance. It has also been increased from -15% to -20%. Sickle of Silence Fixed a consistency issue where the Double Hit effect would only proc half the time. The ATK SPD & CAST SPD debuff is now 100% chance to occur from 50% chance. It has also been increased from -10% to -15%. Divine Circle Fixed a bug where the Holy Version of this was not giving the stated DMG Reduction. Increased the duration from 20 seconds to 30 seconds. Increased the amount of Elemental Resistance from +6 pts to +10 pts. Class Talent "Dark Prayer" now gives +6% skill DMG instead of +3%. Class Talent "Silence Updated" now gives +5% skill DMG instead of +3%. Class Talent "Sincerity" now gives DMG Taken -1% instead of Max MP +4%. Demon Taimer Hellish Foray Fire Demon skill "Hellfire" Cooldown Removed. Dark Demon skill "Ghostly Sob" Cooldown Removed. Dark Demon skill "Demonic Howl" Cooldown Removed. Infernal Contract Pet Skills cooldowns have all been set to 1 second. Oblivion Contract Pet Skills "Soul Song" and "Ghostly Sob" cooldowns have been set to 1 second. Thanks for reading, lots of text, lots of info 🤩
    2 points
  2. Ahh I understand now. This is actually not a bad idea at all. It also gives somewhat of a timewindow for coordinated teams to force a win. Say for example theres 3 left and the next spawn time is 15 seconds away. Then you could try and hunt those 3, where as if theres only 5 seconds till the next spawn time then you could maybe leave them alone and try and make it harder to regroup. Obviously in most 10v10 people will just zerg around and kill kill kill, but this could be an organised advantage in certain teams. Although I have a worry that it could cause a bit of drama in which people get flamed for killing someone when the timers a few seconds away. Although this isn't me saying no or this is not happening, as your not the only person suggesting this. However, from my experiance with balancing on the awaken server. Often times skill radius being reduced by a small amount doesn't really have much of an impact on anything as although it might help, it will only actually help in about 5% of situations for the most part. So although I'm not against it, I don't actually think much will be changed by such a change but thats just my 2 cents on this suggestion. I don't think its a good idea to base any balancing around a bug that wasn't intentional and that will be fixed this maintenance. This is why it's listed as 6 mins and I believe most suggestions around 10v10 have this in mind. If anything I think generally speaking basing balance changes on people who are clearly griefing arenas is a bad idea. We have punished a player this week for these sorts of actions and I think in future we can look into giving arena based punishments to all players who are caught greifing, specficially in these team based PvP modes. One punishment that might be a good idea for example is say a week long Defector debuff. So they're basically banned from the arenas for a week or a couple of days. This should help encourage them not to grief the arena. We have medals in PvE dungeons now so there is no need for people to grief the arenas too. I think a group life system would be a good solution to the disconnection issue though and just like other PvP games we just need to improve our punishment system for those who ruin it for others. Every PvP game has griefing so its not something we should balance around. Theres not a lot we can do about that I agree. But its a tough situation as the current situation sometimes requires you to be able to one shot someone or burst someone really fast or its hard to out dps. I'm not sure of a solution to this but it's definatly something that should be further discussed. One interesting thing a game I played before does is when you recieve a heal from a certain skill, then you get a debuff that acts like a cooldown to the spell lowering its healing by a high % to stop healing spam. Although I'm not sure this would work in this game but its something to think about. Maybe we could do something which psuedo limits healers to 2 - 3 only, where if theres more than the limit they all get a debuff or something. Well what you'd do is attack the P-Healing stat by a percentage. So this would nerf Templars more than it would a Mage for example. This way you'd be harming their recieved healing asside from Zumi's and their Mechanical Healing Shield they would for the most part be affected as much as the next class would be. But again this would be something that needs to be played around with to make sure it works as planned. I definatly agree with this, I do think that there would need to be some changes focused at survival added for this though. Cause the issue I see right now from 3v3 is that there is a lot of cases where a class will just one shot another class and thats the end of that. Key ones being as you mentioned: Illu with KD, Templar with KD, Ranger against invisible targets. Often times there is little room to counter these classes and its just a match of who one shots who first. I know some are complacent with how it is but others are not. Which is why this thread exists. I think if we can find a good balance that makes CC not too punishing while not as you say, buffing Templars out the ass then it might make for a slightly more fun experiance where a battle actually lasts slightly longer and has more room for counter play. Apologise for replying out of order I think this may leave arena feeling a lot more stale than it is now. Although I understand a couple of racial inparticular stand above the others but there is kinda a good handful across the board that makes most races balanced. Humans have resistance on ranger and - resistance debuffs while also having an out of combat button on healers for reviving. Zumis have the double hit and triple hit orange and green classes respectively. While having the anti pdps box on Purple and the Mechanical Healing Shield on yellows. Frog Orange classes and Purple classes have nice CC while Blue classes have the super anoying reflect and healing. Bears have the super anoying fear that isn't a fear on yellow classes while having the fear debuff on purple classes, the knockdown on orange classes and the damage reduction on blue classes. Halfkins have the double hit on illusionist, the long ass stun on greens and the resistance drop on orange classes. Yes I didn't cover everything and yes sometimes they're somewhat class specific. But at the end of the day people choose a race to play with their class selection in mind. And taking that away will make a lot of people anoyed as if they knew this would happen from day 1 they may have just been human or halfkin. Also just to note, the reason the Zumi skill is disabled was due to the fact that certain objects in the game world you can get stuck inside of when pulled into them. This was a massive problem on the US server originally where people would pull others inside the rocks in TW for example. If we where to ever nerf healing we'd try to factor this in mind to not make building high heals feel wasted. There is ways around this however I can physically edit the maps collisions so that there is a massive invisible wall in the way making it impossible for players to get through without the need for death barriers and such. Then we can just simply litter some objects in the way to give the asthetic of "This is blocked off". Before anyone says it, this doesn't stop attacking through it so the wall would have to be big enough that people cannot be attacked inside their spawn. I also think dreadlore is a bit of a stale map, although it does the job. I'd like to see what other maps are usable first before this as this is quite a boring looking map in all respects.
    2 points
  3. 10v10 Changes Increase HP while lowering the effectiveness of healing. At the moment, if there are two competent healers on the same team it is nearly impossible to kill them short of a miracle. More HP would prevent being instantly killed by some players in 10v10, but not fully eliminating the possibility of dying within a CC. The map needs to be changed - an easy map would be Dreadlore Laboratory or something similar. I don't think many players will remember this, but in the first iteration of Territory War there were spawn points for the guild defending the territory. If you were to pass a certain point (which was identified by some object) you would be instantly killed preventing you to go into their spawn. If a kill plane can be introduced to the team's spawn points to prevent the enemy team from entering the spawn/spawn camping this would be an easy way to fix the regrouping issue. Life System needs to be introduced, I would say individual lives would be better but if a team has players that disconnect or alpaca during the fight they are automatically at a disadvantage. I'd suggest that each team is allotted 50 total lives to play with and introduce a set respawn timer, maybe every 30 or 45 seconds. Match time should be reduced to either 4 minutes or 5 minutes. This time would be dependent on other changes (life system, hp, etc). If a life system is introduced, the team with the most remaining lives should be awarded the victory for the round. This could easily be abused as people could theoretically sit in spawn and not PvP, but that should easily be record-able and punishable.
    2 points
  4. I need help to play the EE server. Every 10 to 15 minutes i'm logged in the game i get the "Server connection lost" error. I really want to play but its impossible to play like this... Any way to solve this?? I'm from Brazil, I have a good internet connection, this only happen on the EE Server...😢
    1 point
  5. @Jordan Regarding class change in 3v3 I would limit it to preparation in between rounds not because of racials but because of the common abuse of: illu uses sleep (when their team is dead)-> change to cleric and revive everyone -> back to illu if they can. This just feels extremely cheap and people have been abusing it a lot imo (at least when ive played there). Maybe you can make it so it takes longer time to leave combat so they cant swap while people are slept but i guess it would be easier to just disable class change when rounds are going on. Also i dont get why debuff removal pots dont work for CC, it should work for sleep at least so we have a way to deal with this cheap tactic. Its just frustrating when you are about to win, theres just an illu with low hp left, but then they just sleep you-> goes cleric, revives everyone and goes illu again and they win it back. Thats just something that only illu class can do (besides human healers and thief i guess) and it adds more unfairness to 3v3 cos the other classes cant do that as consistent as illu does. The easy fix would be to disable class change when rounds are playing, and only allowing it when in the preparation zone in between rounds. Regarding 10v10 (and 3v3 as well) it would be nice to see some new maps, in my case it would be just for new visuals lol, idc much about the terrain but well if you can add some interesting terrain it would be cool and the variety and randomness would make arenas feel fresh. Also thinking about this it would be cool some king of the hill mode (could be a special arena some days of the week), where a party has to keeps a place for a certain amount of time and you have time to preparate to take it back (I believe old tw was kinda like this), i was thinking a 10v10 but with a different win condition.
    1 point
  6. This wouldn't really solve the issue we have of people avoiding fights and just capping though. It would maybe even encourage this as people who are winning wouldn't be able to defend very well. You would be suprised. With more than a single healer in party his HP reduction is almost non-existent. I was going to remove it with Classic but atleast that the time there was 10 or so people playing it. So I kept it. I'm not against removing it however if thats what people want. I would however say the PvP in the server is smaller than usual but it's been in much worse states. There was a time when 10 people in TW was a high amount of people. (This being around the time 120 cap was released, before Kage was release). We can't make party queues as of how the sever is structured. I know the Chinese server (Not FNO) had this feature but they had a lot of huge differences to us and its simply just not a feasible option for us right now. It's not entirely impossible but your talking atleast a month of hard work dedicated to something like this alone. I think there is more than 20 people who are active. Its just motivating those 20 people to actually queue up and play. Rewards could be one thing but I somewhat agree with maybe just the entire mode needs revamping to be more rewarding and more enjoyable. Like I think people enjoy it in Classic right now, but a lot of the complaints the mode has right now is that its very poorly made/executed on. It's like they took 3v3 and shoved 10 people in and allowed respawning. I think maybe something more objective based like TW but more casual so people queue for fun and not because salary or ego. Not a bad idea to leave how it is and then have a better version for upgrading. I still think a reward revamp is a good idea, but this is more of "All modes need new rewards" and not just this mode specifically. This will never be done. I dont so much regret making CCM a lot easier but this is the kind of problems that happen when you do make things easier. You end up with people who have nothing to spend on for months start stockpiling where as people who have a lot fo buy can get done faster. Same thing happened with gold and the difference between Palace and Fae. All the prices went up due to gold being easier to aquire, this is a decision I regret for sure. I think although its an ego inflator, I think it does more good than harm overall. I would like to increase the healers rewards but this is something thats somewhat hard to track. I agree and I think your suggestion is decent. I also think that maybe adding DMG reduction based on surrounding allies to the crystal migh also be a good thing to look for also as that would help prevent less of the run around and cap game and more, wipe then cap game. I thnk kill streaks are a good option for sure. My only issue is I feel like awaken classes have enough damage as it is. So it's a bit hard to give more damage to all the classes in such a fashion. Maybe it could be damage to crystals but again I feel like this could add too much RNG to TW since cap waring is a thing and having a damage buff for getting the last hit on someone isn't really a good metric to go by. I agree with this to an extent. For example Engineering potions give far too much damage to be considered balanced. Although it has a cooldown and it has a cost I still think its clearly an advantage and not a disadvantage. Smoke bombs are something I'm a bit more on the fence about as it was something that kinda balanced the field with Humans being the best healers hands down to every race being able to heal and revive. However, since then I've added a class based strategic retreat to Adjudicator so this issue is semi-solved. Frozen in Time capsules are somewhat of a nice thing too as they function some what like active items in other games function like that if welltimed could make or break a fight (The one noticable game would be Hourglass in League of Legends). Maybe some balancing around this item could be done rather than disabled but I'm not sure since this is based on my experiance when I played and not the current experiance on live. The Normal Class route is mainly more for fun. The issue with awaken classes specifically in 3v3 arena is most of them are centered around being in party vs party combat. So when you use them solo there is just some really overtuned classes. If it was an option to balance classes per pvp mode then I think it would be much easier to accomplish a more balanced envrionment but its just not. This is why people suggest normal classes to me as they've already been balanced they already work so having an environment they can work in is a good option. I think the next suggestion that was in both your 3v3 and 10v10 suggestion is great. I'd need more information about how exactly this 3v3 worked but I think generally having a fresh new gamemode for both (even if the 3v3 one is only every other day or something while having normal 3v3 gamemode being on the alternative days) I think these suggestions are great. I think one aspect that has been lost especially on 3v3 and 10v10 is the fact that there is no real teamwork required. Classes like GM and Reaver can 1v3 people without a healer and it just kinda makes the environment team with no teamwork. Adding objectives would force stratergies and teamwork in order to defend, attack, etc. I think these suggestions should definatly have something come from them and it would be nice to get others thoughts on this. I think if we could reach a more balanced arena first then this would be something good to consider. Right now theres a lot of classes that can just solo win the match and a lot of classes that cannot compete. But definatly something worth doing if things are more balanced. Definately a good suggestion. Do you have any suggestions. Well although we can maybe look into compensating people this is ultimately a decision of do you actually want to have changes made to the arena that would actually encourage people to play. As right now as it stands this seems to be one of the main points people have a long with battle pets. Ultimately would you rather get less than 1 match a day on average per week and get to use your arena set or have a potential active arena where theres 100+ matches in a month. Either way your not getting much use out of it now so whats realistically being changed.
    1 point
  7. for 3vs3 I suggest in limiting class changing to only class change in preparation zone and not when round starts then not allow players to use skills/racials that would make them to leave combat like it has been done with the draw-in skill in pvp areas.
    1 point
  8. Honestly not what I have in mind but I like your interpretation too. Another way to put it what I said is like this, lets say people can only spawn as a group every 40sec, lets say 05:20 on the remaining time. people who died between 05:59 and maybe up to 05:25 will respawn at the same time at 05:20. then everyone who dies between 05:19 - 04:45, will all spawn at 04:40. Basically just to make it easier for people to group up. Like imagine in GvG where we tell our party, "if you die just run around until we all meet each other". thats basically 10v10 regrouping mechanics. I mentioned in my original post that there would be a system to 'purge' everyone on the spawn point together, like a consistent forced spawn every interval again, similar idea to suggestion1. It doesnt have to be all 10, because at that point enemy team already won. Just a way for like if 7 out of 10 people died, with 5 sec inbetween each death, there is literally no point making them spawn 5 sec after the other. coz they would just die instantly. It would be better if all those 7 either spawn together in a certain time(suggestion1) or spawn at the same location to be able to go to the battlefield together(suggestion2). Thanks for reading.
    1 point
  9. That is great to hear from you. Well there's a mobile Android MMORPG private server that made alot of server for money which is not really worth it as it easily die the server/game. However there is some games that really worth it making a private server such as what I recommended above, actually it doesn't have a private server yet. Please if you have time do investigate the game. The thing I suggested it here is because I know that some of your staff are great of making content and making the game up to date. This game is like Eden eternal I really can't explain the game but it's different from any other Android hope you'll try playing it. Thank you once again Bash.
    0 points
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