Tag Archive: blader



Rising Force: Class and skill review!

 

Source : CABAL EU Tester’s Blog by [GM] Viral

Welcome back! Grab a drink and settle in, as this is going to be a very long read to take you into the weekend :-)

I’ll start out by answering a couple of questions from the comment section on the previous blog, before giving you my opinion on each class in Rising Force, and ending with a nice big table with skills and cooldowns.

What does STR do for Warriors?
Increases Attack, 1 STR = 1 Attack, and increases HP – 3xSTR = 1HP
What does Art of Curse reduce?
50%: resist down, resist knock back, resist stun + random variable depending on the blade enchant.
How much damage does Spirit Shield absorb, and how long does it last?
3000 damage, on a 12 second duration
Does the BM2 attack change for WA?
No, but Lance Drive gets a root effect
Will the level of upgrade skills be reset?
Not as far as I know.

Now is the time to consider how each class will change with Rising Force, and I will give an opinion on each of the six. Please do note that I said ‘opinion;-) I know players sometimes want to take staff opinions as facts, but this is really not the case here. Your own experience may well be completely different, so feel free to disagree with me! :-)

Warrior
Warriors will have to master the use of the Bloody Spirit buff. The damage output is really incredible, but you may find yourself wanting to adjust and focus on HP and Vampiric builds, to enable a longer use of Bloody Spirit. Of course you do have the increased HP regen on the Cat’s Recovery buff, and the defence penalty has been decreased which does make it easier. Still, if you are not comfortable with the use of Bloody Spirit I strongly suggest you get used to it.

Fury Shout has been improved, which is of course good news for any party, even though Panic Cry will be slightly less effective after the adjustment for party gameplay.

You will also want to focus on STR above any other stat. 1 STR = 1 Attack. It’s fairly simple really.

Instant Immunity is now a very powerful skill, and limited to the Warrior class, although it has a shorter duration. Bear’s Vitality and Cat’s Recovery also now has a shorter duration, which will mean paying closer attention to what you are doing in the Mission War especially. On the other hand, in the new Battleground the Domination/Suppression effect on Panic Cry will prove to be a very powerful skill, leaving the target helpless for 4 seconds.

Lastly I believe that the passive skills mean that Down Breaker and Concentration will probably be always on for most Warriors in Rising Force.

Verdict: Warriors will be harder to play effectively, and while they can be very scary in 1v1 PvP this will totally depend on player skill.

Wizard
This class has some interesting changes, with the two main ones being the Magic Attack increase buff (+88 at level 20) and the Spirit Shield (3000 Damage or 12 seconds) that functions exactly like the well-known Shadow Shield of the Force Shielders, except of course that Spirit Shield is a self-buff only. Resist Intention has been removed (limited to Shielders).

I think Wizards are probably in the best position when it comes to the fact that skill cooldowns do not reset on death, as most of you would already be used to the Raise Spirit buff not resetting on death.
In terms of PvP Energy Field will be a lethal skill, with the addition of the Silence effect. As you all probably know I am fully in favour of all skills being used in PvP, so even though I suspect some players are going to cry about the new effects I would strongly urge you to play the game to the full potential. All skills are valid for PvP. Don’t limit yourselves! But I digress ;-) Energy Field has a Silence Effect, in return for a 3 minute cooldown. Use it.

I also see several people apparently expect massive increases in your resistances thanks to the stats change, but this is simply not the case. You are looking at around 5-8% or so.

Lastly the stat increases mean you should see a bit more defence, and I know that’s always welcome for light armour users.

Verdict.I believe the changes are not that dramatic for the Wizard. More survivability and more utility, a ‘panic’ button in Spirit Shield, and some more damage. Wizards have always been the kings of party play, and I don’t see that changing.

Blader
Yes, the ‘Z’ target selection has been removed. Yes, it might come back again later, considering the huge outcry so far. Please let us all accept that, and move on. Blader was always good, and will still be damn effective in Rising Force, with or without retarget . Besides, if you really need it you will learn how to retarget in the old way.

One of the first things you will notice is the removal of the critical rate from the Grand Master, Completer and Transcender skills. This means Bladers will have adjust their gear accordingly, and I expect the 15/24 helm will become much more sought-after now.

Many Bladers have relied on the Assault skill before, as it was very good in a 1v1 situation. I believe the addition of the Silence effect to this makes up for the 3-minute cooldown (and subsequent removal from any but the most insane skill rotation). Your other big change is the Complete Evasion that comes with the redesigned Intuition skill. This one skill is perhaps one of the most powerful after Rising Force – 12 seconds of invincibility on a 80 second cooldown – and if it will remain as it is now we will have to see. I am also not sure if this will compensate for the removal of Instant Immunity, but you will have to adjust to a shorter time period of resistance, even with the fact that Resist Barrier should now be on your skillbar and used often. Resist Barrier gives you 100% resistance to any skill that can root you, but you can still be knocked down, or knocked back.

Lastly Art of Fierceness gets a huge damage boost, but on a shorter duration so it might actually average out. It will however increase your ability to really burn down a single target in a short period.

Verdict. Still powerful, even with the retarget ‘issue’. Learn how to use Intuition, and use it well.

Force Archer
The Archer is still (in my opinion) the strongest PvP class, even with the slight decrease to the BM3 DPS. Art of Sniping has a shorter duration and cooldown, which means you can use it more often, and it will take less planning in PvE for the best times to engage the skill. The change in critical rate means that you cannot simply change out rings during AoS, but I personally do not consider that a massive loss – although I am sure the top players will disagree. Art of Healing becoming a passive skill is a good thing, and will make your role as healer much easier, as you don’t have to pay attention to it any more.

On the other hand, with Thrusting Arrow becoming a passive… I know some players liked to have the option to disable this at specific points (speaking purely from a PvE perspective now). I am curious to see how you will adapt to this change. You also now have a new ability called ‘Quick Move’ that really increases your evasion rate, and by extension increases your survivability.

Explosion Shot is going to be very useful in a PvP situation, and I expect it to have a big impact. Rooting the opponent in place, while you remain at range… This one is going to be painful for Melee classes.

Verdict. Healing will be easier, you have a decent new skill in Quick Move, and your DPS will still be very high. I do expect this class to do very well in the new PvP Battleground.

Force Shielder
I like this class, even though it’s probably the least popular class ingame going purely by the number of people playing it. The Shielders have also never really been popular in dungeons, because the old Shadow Shield was about the only really unique thing they could bring to a party. Now, though… Shadow Shield can take 8000 damage, which is doubled from before, making it very tempting and probably essential inside B3F – which along with the DPS increases when BM3 came would mean that demand for them should go up.

Considering PvP I expect a Shielder with a skilled player behind it is going to be a scary thing indeed. The Suppression effect on Shield Charge is painful, almost more so than Silence, and Reflect Damage is going to annoy ranged classes quite a lot.

I know many people are already complaining about the big 3-minute cooldown on the revamped Heal skill, but I consider this to be a panic button for PvP more than anything else, since it is a self-heal that heals for 1500. 1500 HP + 700 from even a normal pot – consider it more as an emergency 1500 HP than anything else. It can and will save your **** if you do get too deep into trouble, especially if the opponent is also on low HP.

Verdict: Shadow Shield is going to increase the viability of having a Shielder in a party for PvE. In PvP the new skills are going to make this class very interesting to play, and fun to watch.

Force Blader
Lastly we come to the class choice of the thinking player ;-) The first and biggest thing that you will notice is that you cannot use all three Blade Buffs at the same time any more – you have to choose between Fire, Ice or Lightning, and this choice will depend on the situation you are in at the time. I consider Fire Blade to the PvE buff, and Lightning Blade the PvP one (Silence again!), with Ice Blade being relegated to the one no one uses very often.

You might also find yourself reconsidering your gear, or rather your Orb/Crystal, since the new Astral Enchant buff increases in effectiveness as the grade of the sub-weapon goes up. Archridium, for example, will give you +100 Attack, +17 Critical Damage, and 15% Critical Rate, while the attack and rate decreases for lower grade weapons.

BattleMode 2 use will probably go up, since the major debuffs are now available during it (Execration, Mana Freeze).

Art of Curse, your new debuff, is very powerful, taking 50% of the target resistances, and the added debuff depending on the Blade Buff you have enabled will make its use very interesting to see.

Lastly you will see that the skill point redistribution means you can probably take most of your debuffs up to level 20, and you will also be able to consider adding something like Lower Defence into your arsenal.

Verdict: Still a very interesting class to play, and you can really change the output depending on your buff selection. For PvE the FB will still be very effective in party situations, as before, with a significant impact on the damage of the entire party.

So that concludes my opinion on each class in Rising Force. I am really looking forward to seeing how this will play out once the update goes live on Wednesday. I already predict people trying to limit the use of certain skills (hint: those with new effects) in PvP, but I can only urge you NOT to do this. Play the game, use everything, leave the limits and complaints to the small-minded and unskilled ;-)

The last part of this blog will be nothing but a big table, showing you the new cooldowns for the skills. Given that all skills now have a single cooldown, instead of going up or down as the skill level goes up I guess this is useful information for you. All skill effects are given as level 20.

Attack Skills

Sub Skills

Passive Skills

Arrows / Blasts / Lances / Cannons

And in case you still don’t know – and if you don’t, how on earth did you manage to find this blog – Rising Force will be live on 13-03-2013!

Viral


  Fixes

1. Fix the bug related to registering new Skill Books in Auction Hall, that causes client disconnection

2. Fix the bug that causes unable to summon the Tempus boss in Tower of the Dead B3F

3. Fix the bug related to several Scenario Quests

  Changes

1. Changes related to new skills

  • Skill icons change
  • Cast time change
    • Apocalyse Decision : 2.4 seconds
    • Hell Crasher : 2.2 seconds
    • Glacier Trap : casting time in combo mode
  • Change skill effect of some skills

20130206_ep10p3_pnotes_fb_new_effect

20130206_ep10p3_pnotes_fs_new_effect

  Addition

1. Add new item

  • Extreme Core
    • Use as material for Extreme Enhancement System items
    • Extreme Core has Level, higher level gives more success chance when upgrading
      • Type : Extreme Core Lv. 1 ~ Lv. 10
    • Extract Extreme Core will give Extreme Core (Piece)

20130206_ep10p3_extreme_core_grades

    • Can be registered in Auction Hall
  • Extreme Core Cube
    • Can get Extreme Core as result
    • Type : Extreme Core Cube (Normal / Rare / Epic / Unique)
    • Can be obtained via Amity System

20130206_ep10p3_extreme_core_cube_crafting

Image of Extreme Core and Extreme Core Cube might be change during update

  • Repair Kit
    • Can be use to improve the result of the Extreme Enhancement progress
    • There are different types, each have its own effect
    • Type:

20130206_ep10p3_repair_kit_types

    • Can be register in Auction Hall
  • Repair Kit Cube
    • Can get Repair Kit as result
    • Can be obtained via Amity System

20130206_ep10p3_repair_kit_cube_crafting

Repair Kit Warranty can be bought from NPC Chloe for 10,000,000 Alz

2. Extreme Enhancement System

  • Target
    • Item upgraded at +15
    • Item at Osmium or higher
    • Character Binding Items and Bike cannot be used for upgrading in Extreme Enhancement System
  • Location
    • Extreme Enhancement can be done via feature of Core Alchemist in villages
  • There is limitation on Enhancing, that is based on item grade

20130206_ep10p3_extreme_enhancing_limitation

  • Item must be upgraded step by step, each step requires different amount of Alz and Extreme Core

20130206_ep10p3_extreme_enhancing_consumption

  • On success, additional options will be granted
    • Additional options will be granted
    • Each items would get different kind of options
      • Weapon

20130206_ep10p3_extreme_enhancing_weapon

      • Armor

20130206_ep10p3_extreme_enhancing_armor

  • When upgrading fail, penalty will be receive
  • There will be chance that destroy item
  • Etc
  • When the Extreme Enhancing success, there will be broadcast over channel
  • The color of item’s name will be changed when Extreme Enhancing is successful
  • Base item stats won’t be affected by Extreme Enhancing

3. New skills are added

20130206_ep10p3_bl_atk_fb_buff

 


■ Fixes

1. Fix the bug that caused the Tempus’s Ring gives doubled amount of HP than normal
2. Fix bug that displays incorrect info of cooldown of some potions in tooltip
3. Fix the bug that displays abnormal message when trying to sell items in Remote-Cash-Shop (press N feature)
4. Fix the bug related to Tower of the Dead B3F map

■ Changes

1. Change cast time of some buffs

2. Change cooldown of Heal (Force Shielder) / Greater Heal (Force Archer) to 3 seconds

3. Change stats of some equipments

  • Raise Lycanus Weapons’ stats
  • Raise Drei Frame Armors’ stats

4. Change the Attack epic option of Astral Bike – RW3

  • Raise value of Attack epic option for Astral Bike – RW3

5. Change the stats granted when using Bike Epic Converter (Highest)

6. For testing purpose, the DP reward from dungeons changes

  • Change : For a short duration (only in test server), the amount of DP compesating multiplied by 5
  • Target : All dungeons, on completion

7. Change the order of listing in Dungeon List on GPS system

  • Change the order of listing Tower of the Dead B3F to bottom of the list in the center Undead Ground dungeon entry point
  • Change the Awakening Forgotten Temple B2F to bottom of the list in the dungeon entry point near the Premium Warp Point in Forgotten Ruin

  Additions

1. Added  new Synergies (for Battle Mode 3)

2. Add DP Cube (Premium)

  • Add the cube that can be used to purchase DP Saver
  • Add new Cube of Enchant (Premium)
    • Name : Cube of Enchant (Premium)
    • Buyable from : NPC DP Exchange Peticia
    • Cost : 120 DP
    • Property : Character Binding
    • Obtainable results
      • Core Enhancer (Highest)
      • Core Superior (All grade)
      • Enchant Safeguard (All grade)
      • Perfect Core (All grade)
  • DP Saver (50 DP)
    • Storable up to 50DP
    • Available in Cash Shop
    • Able to purchase from Event NPC for a limited duration (in test server)

3. Add request recipe for Bike Epic Converter Box (Highest)

  • Able to requesting from NPC Chloe in Port Lux
    • Required Amity : 0
    • Registration Fee : 0 (Automatic registered)
    • Materials
      • Bike Part (Lv4)
      • Material Core (Bike) : 20
      • Upgrade Core (Piece) : 50
      • Upgrade Core (Highest) : 20
    • Success Rate : 100%
  • Bike Part (Lv4) drop
    • Tower of the Dead B3F from Legacy / Legendary Chests
    • Awakening Forgotten Temple B2F from Legacy / Legendary Chests
  • Able to get random Bike Epic Converter (Highest) when used


4. Add the info of being able to use Highest cores for upgrading Astral Bike – PW5


  Fixes

1. Fix bug that caused the Arcane Trace boss progress bar / base buff icon did not displayed

2. Fix bug related to monster icon in Dungeons, Mission Battles

3. Using skill after Elemental Festival causes error in some situations

4. Casting Astral Weapon after using Odd Circle sometimes causes to display an abnormal message

5. Fix bug related to abnormal defense of Shadowsteel armors

 

  Changes

1. Change Stats Formula

  • Increases damage damage reduction based on level, due to change of stats that applied differently between Battle Styles based on STR
  • Increase Attack depending to stats change
    • Force Shielder : Increase the amount of Attack raising per STR
    • Force Blader : Increase the amount of Attack raising per STR / DEX
  • Increase Attack depending to stats change
    • Force Archer : Increase the amount of Magic Attack raising per INT

2. Item stats changes

  • Formula of calculating Defense / HP of Armors with High grade and above raised
  • Formula of calculating HP for enchanting slot of Armors with Highest grade raised

3. Skill stats changes

i) Warrior

  • Axe Attack A / B
    • Penetrating per skill level increased
  • Charge
    • Add new effect
    • 30% chance to cast the “Movement-Impairing” on target for 2s

ii) Blader

  • Knucklet Attack A / B
    • Add the option to increase hit per skill level
  • Resist Barrier
    • Increased duration per skill level
  • Crushing Blow
    • Change Hit increased per skill level

iii) Wizard

  • Elemental Attack A / B
    • Change Hit increased per skill level

iv) Force Archer

  • Launcher Attack A / B
    • Change Hit increased per skill level

v) Force Shielder

  • Battle Mode 3 Synergies
    • Disarm : Change amount of reducing target’s Defense
    • Use Weak Point : Change amount of reducing target’s Defense

vi) Force Blader

  • Split Attack A / B
    • Change the amount of reducing target’s Defense when using Fire Blade buff

4. Low-level dungeon monsters level adjustment

  • Affected dungeons : Weakened dungeons / Lake in Dusk / Ruina Station / Tower of Dead B1F / Volcanic Citadel
  • Changes
    • Lower the monster level of whole dungeon
    • Adjust the EXP equivalent with monster level

 

■ Additions 

1. Add achievements related to “Achievement Rank”

  • Triggered when reaching certain rank in Achievement Rank
    • For example, player’s Achievement Point reached top 500 of Achievement Rank

2. Add the title related to “Achievement Rank” achievements


Hi there,

So the first content pack has been applied on the Public Servers with tons of Skill Re-balancing. Now I want to introduce you the plan of 2nd part of skill re-balancing. The post might be long, here is the Table of Content, try to copy and search for the interesting content so you don’t have to read the whole post ;)

Table of Content

[General]

1. Efficiency of Defense is now lowered?
2. Low-Level difficulty problem
3. Concept of Skill SP consumption
4. Cool time and Duration shortened
5. Instant-cast related issues
6. Time for clearing Dungeon increased?
7. 1-vs-1 Battle Balancing for Sword / Magic characters
8. Skill slot and Skill point problems

[Warrior]

1. Battle Mode 3 DPS

2. Bear Vitality and Cats Recovery duration

3. Bloody Spirit Defense penalty

4. Panic Cry “Resist Critical Damage” option removal

5. Warrior Balance Concept

[Blader]

1. Low hit rate of Crushing Blow

2. Battle Mode 2 related

3. Skill Critical Rate removal

4. Blader Balance Concept

[Wizard]

1. Damage increased

2. Battle Mode 2 PVP Damage

3. Battle Mode 3 Synergy related

4. Wizard Balance Concept

[Force Archer]

1. Battle Mode 3 Damage Reduction

2. Art of Snipping

3. Damage raised with single target attack

4. Battle Mode 2 related

5. Force Archer Balance Concept

[Force Shielder]

1. Base Attack

2. Lower attack success rate

3. Aggro problem

4. Force Shielder Balance Concept

[Force Blader]

1. Base Attack

2. Execration problem

3. Survival problem

4. Debuff Instant-Cast related

5. Force Blader Balance Concept

[Conclusion]

—————-

[GENERAL]

1. Efficiency of Defense is now lowered?

▶ The formula for calculating damage reduction is changed in the Rising Force update as you know.

Since there are many others stats that take place in the damage reduction, the efficiency of Defense is changed for sure.

In the past, Defense is equivalent to the damage reduction terminology.

Better than before, with the new damage reduction calculation, Defense acts as higher factor in the whole formula.

With new contents like monsters’ stats rebalancing, the challenging level of whole game increased. However adapting is a MUST, since there will be harder content which will be released ahead.

2. Low-Level difficulty problem

▶ Rising Force update provides some certain challenges for low-level characters.

Difficulty for lower-than-100 range has been tuned to be equivalent with higher-than-100 range, the game play is smooth and clear.

The main idea of keeping updating low-level content is making the game more attractive for new players as well as genuine players who want to be re-experienced the game.

Dungeon at 100 and below (like Volcanic Citadel) will be adjusted some how.

Some will be hardened, some will be lowered, for the best game play…

3. Concept of Skill SP consumption

▶ From Rising Force update, some skills consume SP for casting

The idea of requiring some SP for casting skill does not come out from the development team only, that was from the community.

When we heard about the skill casting required SP, we found that would be nice idea since special skills must consume some special things too, not easy-to-get like MP (buying directly from NPC).

So with the comsumption of SP when casting some special skills, player must pay more attention and the game play will be more “strategic”.

4. Cool time and Duration shortened

▶ In Rising Force update, many skills got adjusted for cooldown and duration.

These adjustments are pointed to rebalance game play, these changes are tested and adjusted based on the feedback from players and volunteers.

Changes will affect both PvE and PvP activities in game so it’s hard to control factors as players but that improves the challenging level of game play.

5. Instant-cast related issues

▶ Instant-cast is designed for improving the game play experiences

Instant-cast allows players doing another actions in the same time with casting Instant-cast skill (for example, using moving skills)

And by the way, the Instant Immunity skill is now Instant-cast too, so when you see the opponent, cast the Instant Immunity and cast another attack skill is possible. It’s now a REAL “Instant” Immunity.

6. Time for clearing Dungeon increased?

▶ Rising Force update make changes to half of the game system. So what are main purposes?

The whole system has been updated, as mentioned above, Defense one of main concepts is changed too,  that leads to various things that affects game play.

However, in order to minimize the disruption for existing players due to huge-changes, changes are scheduled to be applied gradually.

Every changes which is selected to apply in Public Server must be tested carefully by players, developers and must be under the control of designer.

Changes are applied to classes, to filling up game balance but every change comes with pros and cons. To explore game changes, players need to pay time to adjust their previous strageries to match up with new game content.

7. 1-vs-1  Battle Balancing for Sword / Magic characters

▶ In 1-vs-1 Battles, the advantages always is for Ranged / Mobility classes

As predicted,  the changes affect the whole game system. Ranged classes always get advantages in 1-vs-1 Battle before Melee classes.

However the team is considering to add new form of Battle or even brand new Battle Field, where the distance might not be the key to win in battles.

8. Skill slot and Skill point problems

▶ This part was disclosed in previous interview but now it is still under-development for achieving the best results.

But you can expect to get that there will be some kind of adjustments to simplify the Skill Slot / Skill Point system.

This will be disclosed soon in Test Server to get some feedback for sure, just be patience.

[WARRIOR]

1. Battle Mode 3 DPS

▶ After Rising Force update is available, we got many complains about Warrior Battle Mode 3 DPS

Most of opinions are about DPS in BM3, we collected the feedback from various ranges of Warrior players. Players with low-end and high-end gears, players with short and long experience.

Fatal is one of problems too, for comparing with other classes, the speed of Warrior is one of cons that could not be filled up by pros from high attack bonus.

2. Bear Vitality and Cats Recovery duration

▶ Currently Bloody Spirit, Bear Vitality and Cats Recovery have different duration, that is uncomfortable.

After the update, we got comments about the differences between of skills’ duration. As you know BS – BS and CR are perfect combo for Warrior. But the difference now makes uncomfortable. This has been reported as global problem for other classes.

3. Bloody Spirit Defense penalty

▶ Defense penalty of Bloody Spirit has been reduced

Not like other class, Warrior is an absolute-non-Force class. Most of Warrior’s skills are casted at short range (yeah, Warrior is a Melee class), so Defense for Warrior is a key point.

Then why Warriors have to suffer the big penalty of decreasing Defense when using Bloody Spirit? You know when something raises sharply some another must be down for sure, in this case Attack-Defense, they are like two parts of a see-saw.

However, 5% of penalty has been taken, now Warriors feel more confident when using the epic buff skill!

4. Panic Cry “Resist Critical Damage” option removal

▶ The concept of Panic Cry skill has been changed

Since there are many changes related to resistances, after analyzing the game data, we decided to remove the “Decrease Resist Critical Damage” option from Panic Cry skill however we added new effect to the skill, the chance to make target into “Suppression” state.

That’s all about rebalancing, things go up, things go down.

5. Warrior Balance Concept

▶ Warrior is a typical Melee class in MMORPG

Warrior in Cabal is Melee-Tanker class, the pros of Warrior are Damage / Defense / HP.

Controlling Warrior seems to be easy enough for most of players. Compare with the past, the Rising Force update did not change too much, stats are raised to compensate the slow attack speed.

By the way, we are pretty sure that Warrior is the Melee class with the widest-attack area. That advantage gives Warrior some benefits in PvE and Mass-PvP-Battles.

As mentioned above, slow attack speed is one of disadvantages. That lets the 1-vs-1-PVP-Battle harder for Warrior.

There might be some update / additions to the 1-vs-1 Battle specially for Warrior, that will be disclosed later.

We might do some skill tuning for Warrior but changes are not big since the whole concept would not change.

[BLADER]

1. Low hit rate of Crushing Blow

▶ Crushing Blow miss so much, but the Critical Rate is high

The skill has been designed as low-success-rate. Now there are new factors that affect the MISS/BLOCK so there are internal changes which are applied for Crushing Blow that ensure that the skill maintains the original concept.

However skill still gives epic output damage (of course when success). To keep the balance, the penalty of low-success-rate still there.

2. Battle Mode 2 related

▶ Blader’s weapon in Battle Mode 2 is the special weapon for tough situation.

If the adjustment for this is carried out, the balance related problem might make the output damage goes down, not like the way Bladers want.

3. Skill Critical Rate removal

▶ Many skills of Blader have Critical Rate as option. Now in Rising Force update, these options are deleted.

Critical Damage goes up as the compensation for removal of Critical Rate option.

Changes might be applied to Battle Mode attacks, so the Critical Rate will be depended on equipment grade.

4. Blader Balance Concept

▶ Blader is the best DPS class! There are some minor changes that are applied to Blader.

We are investigating data related to damage in dungeons, 1-vs-1 Battle,…

Damage will be adjusted according to collected data. We might reconsider option of “Silence”

[WIZARD]

1. Damage increased

▶ Wizard’s Damage has been increased compare with before update.

Due to rebalancing, new Magic Attack buff skill has been added to Wizard, that helps increasing the base Magic Attack.

However since players gain a notice-able amount of Magic Attack from new buff, adjusting attack skills are not needed.

There might be some additional content in future for Wizard, that will be revealed later.

2. Battle Mode 2 PVP Damage

▶ Damage of Battle Mode 2 is changed in Rising Force update.

We applied downgrade 80% to Wizard damage in Battle Mode 2 after Rising Force update, since in BM2, Wizard casts 2 skills at once, so that means the amount of output damage is simply double.

This was forgotten in the first release of update, but a bit later, we applied the change to lower it.

Sorry for any inconveniences, this is our mistakes.

3. Battle Mode 3 Synergy related

▶ There is a big gap when you compare the Base Attack of Non-Force classes with Force classes.

Force classes have low base attack, but the chance to deal Critical hit is higher, that’s the concept.

However, we might add the critical chance to Synergy of Non-Force classes, of course carefully with analyzed data.

4. Wizard Balance Concept

▶ Wizard is a high magic damage with wide range. We are keep adjusting the basic concept of rebalancing for Wizard.

With the special “firepower” kind than other Battle Style, Wizard is optimized with numerous of targets.

This concept was kept maintaining to ensure that Wizard could be the defender when the party faces with huge amount of opponent. Since Wizard can cast Stun effect on targets, it works like a saving-method.

For changes that do not fit to the basic concept, we might change to improve later with analyzed data.

[FORCE ARCHER]

1. Battle Mode 3 Damage Reduction

▶ Defense as well as other defensive stats make changes to the whole damage reducing system

Defense still keeps the main factor in defensive calculating formula and to keep the balance between classes, when Force Archer got very high damage and speed in Battle Modes, the defensive stats can not be high.

However we can adjust something in the future to fill up the problem of lacking defensive stats.

2. Art of Snipping

▶ Art of Snipping adjustments are unavoidable to filling up gaps between classes. And of course, we just lowered the final output damage.

Since the skill is a bit overpowered, the penalty should still be there, yes we mean the unmovable. As in some previous interview, we mentioned that we might remove that penalty but not for sure, not now.

3. Damage raised with single target attack

▶ In Rising Force update, we apply some changes that causes Damage raised with single target attack.

For example, we improved the synergy effect of Battle Mode 3, compare with before. To get a fast fact, we can say, the damage has been raised around 150%. Most of skills which designed for PvP activities are raised in damage too.

Healing ability is not changed, still like before the update.

However, just want to confirm that Battle Mode 2 is not included here, it’s not the single target attack.

4. Battle Mode 2 related

▶ We got many complains that Battle Mode 2 is less efficient after Rising Force update.

In fact, we improved some features for Force Archer Battle Mode 2, for example, the Amp and Add Dmg stats are raised, as well as the appearance of new options like Penetrating, Hit increase (which are applied in Nov 21st)

To get a fast fact, we can make sure that the whole damage is raised about 152%, compared with before.

As mentioned above, the clearing dungeon time is raised, that dues to many reasons, we are keep analyzing data everyday and we might apply some changes later.

5. Force Archer Balance Concept

▶ To make clear, Force Archer is kind of support class, with heal and buff skills.

There are many issues related to Force Archer, specially on Battle Mode 3, we are keeping reviewing requests / feedbacks and trying to maintain the main concept of Force Archer.

By the way, the Passive Skill system are finalized and will be pushed on the Test Server soon, that might solve the Force Archer issues.

We are sorry for being delayed.

[FORCE SHIELDER]

1. Base Attack

▶ Low Attack , yes that’s the main complain about Force Shielder.

Adjusting by adding more base attack to Force Shielder will change the base concept of game that Force classes have low base attack. And it’s unequal if we add more base attack to Force Shielder only.

However the base attack is still raised a bit, due to the internal calculating formulas, you can simply notice that via weekly patch notes.

2. Lower attack success rate

▶ Since the ability of defense of Force Shielder is the main concept, to keep the balance, attack ability must be lowered.

With the future content like Tower of Dead B3F, the pros of Force Shielder will be impressed.

The chance of performing a success attack is low but the defensive ability is very high, as well as the addition of Guard Break skill that fill up cons of Force Shielder.

3. Aggro problem

▶ The main role of Force Shielder in party is taking aggro and being the main tanker.

In fact we are now just counting Force Shielder with the role as the main tanker only.

About the taking aggro, we are working on the brand new “aggro-related system” that depends on Defense.

That will make Force Shielder be the Aggro-Tanker and will improve the position of Force Shielder in party.

For fast fact, the position of Force Shielder in party will be improved.

4. Force Shielder Balance Concept

▶ Why do we get so many feedback on base attack?

Mentioned above but now, I will tell something more, instead of giving big damage, Force Shielder is designed to be a class that gives a Big Critical Hit. You know, currently Completer and Transcender skills are working really good.

Back to the update, while all classes got raised in resistances, including Critical Rate resist, we increased the Critical Rate of Crushing Blade.

And after all, to make it clear, we want to confirm that there might be no change to “Low Base Attack” issue.

Things gonna be applied to Force Shielder, perhaps an interesting thing.

[FORCE BLADER]

1. Base Attack 

▶ Low Attack, we got many complains about this problem.

Adjustment for this in under review-progress. But you know, rising base Attack for Force classes might break the current concept of game. So that must be careful, the solution of changing internal calculation might be selected.

By the way, Force Blader is the class who owns many powerful Buffs/Debuffs, so please be patience if changes come late.

2. Execration problem

▶ In the Rising Force update, when the debuff casting fails, the cooldown lowers by a half.

Execration is a debuff, so when it fails the caster can still use Field of Execration, and repeat that progress. That causes some unbalance issues, specially in Battles

We are reviewing this issues and will apply some changes to this.

3. Survival problem

▶ Decrease the ability of Field of Execration skill is lower the survival ability of Force Blader.

That’s the comment from many players that we received. We will review and consider to take changes on this issue that must maintain the balance for all classes.

4. Debuff Instant-Cast related

▶ Many skill changes to be Instant-Cast, including debuff skills,

Receiving complain is a problem, solving them is a bigger one. We are working with this issues, we might increase the time of debuff skills.

5. Force Blader Balance Concept

▶ We will describe some more information about Force Blader Battle Style.

First, Force Blader is designed to be a debuff-er, so Force Blader has many pros in 1-vs-1 Battles. As the prove, most of names in Mission Battle Ladder are Force Blader.

How about other role? Can Force Blader be good in another point? We are hoping to get more comment in future about this. And by the way, we are consider to apply some changes for Battle Mode 2 for Force Blader in near future too.

 [CONCLUSION]

You got it all, if you have time, try to read them all, these information are useful at some points, yep but very long. As I mentioned everywhere, things could be applied, things could be changed.

Thanks you to spend time for reading things! Be careful, it’s now the Winter. It’s freezing outside, keep warm!

Thank you!

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