Category Archives: Cabal EU
Source : Cabal EU Forum
The following is an interview with the head of the CABAL Online Game Design team. I am not going to say much about it, I think the interview speaks for itself ;-) This is completely unedited, so enjoy!
Hello CABAL users from all around the world!
My name is Coopers, the head of Game Design Team for CABAL Online: Expansion. I believe this is my first official outing to global CABAL users.
2012 brought big changes to the game and updates were delayed compared to years before to make those changes, which may have disappointed CABAL enthusiasts around the world. But I can assure that those times did not go waste and I sincerely appreciate your patience and understanding.
Leaving 2012 behind us, I wanted to share the changes mentioned above that will bring new life to CABAL Online: Expansion. What I am about to share is features that are ‘in development’ stage. I’ve categorized it by contents subsection such as Dungeons, Items, etc.
1. What are some of the ‘in development’ features and where is CABAL headed to?
Main contents in CABAL are named to start with the word “Mission”. Among them, the most important content in my mind is the Mission Dungeons. Almost all MMORPGs employ the concept of dungeon but in CABAL, it was a bit different. Dungeons in CABAL were not just a place for users to level, obtain items and kill boss mobs. Users were given “missions” to clear dungeons within time limit while doing everything else mentioned above. Soon after, single play only DX(Dungeon eXtreme) system and Time attack type Maquinas Outpost dungeon were introduced. All of these concepts were unseen in MMORPGs at the time of their first appearance.
I guess that’s enough about the past. What I want to get across is that CABAL Game Design Team and developers ALWAYS try to put a spin on everyday MMORPG contents to make them more interesting for the users and dungeons are no exception. The effort is ongoing as we speak, so that users can feel CABAL is ‘differently better’!
One of the changes we are bringing is the ‘Awakened’ mode, which is already being played out in Korean server. The concept is to put more limits and restrictions such as shorter dungeon time and a whole new pattern of boss mob’s attack for better rewards in formal mission dungeons. Those of you who are tuned to the latest updates of Korean server, you would already know that the first dungeon that has Awakened version is Forgotten Temple B2F.
Different from the original Forgotten Temple B2F, the Awakened version can only hold up to 4 players. Players also obtain time bonus when they kill each boss mob along with many rewards such as Archridium items and ‘Awakened Tyrant’s Ring’.
The difficulty of the dungeon is higher than its original one so I believe it will be a new challenge for the global users. We are currently working on the second Awakened dungeon which yet again, has a different feel than the normal dungeon. CABAL dungeons are designed to be played repeatedly to obtain certain goal or items. We thought this could make users – especially the devoted, hardcore players – bored out of their minds. Of course, we can twist a thing or two and make the dungeons somewhat ‘random’.
For example, clear conditions are randomized so that players are seemingly doing different things when they enter the dungeons. However, the players were not born yesterday. It is matter of time that users realize such feature is just another cover up. To conquer this problem our team had hours of discussion. As a result, we introduce you to the ‘Daily Reward’.
Reward for each day of the week will change when certain dungeon is cleared. Although we will not be able to disclose the detailed reward list at this moment, what I can tell you is that the way these rewards are given is by meeting preset conditions for the dungeon. It will be different from the usual kill and drop type reward. This ‘Daily Reward’ will start with a specific dungeon (maybe a new one?).
2. How will the Team Mission Battle play out? What happens to Mission War in the future?
I don’t have to tell you that newly introduced Mission Battle – as it made its first appearance in Jeju Island last year – will be the key feature of CABAL going forward as we expect it will address all concerns that users had regarding PvP content.
To talk about the global camp for a moment, we apologize that we could not bring the completed version of Mission Battle to the event. It was honor and privilege to meet and spend time together with users from all around the world and gave us a fresh spirit and motive to make CABAL a better game.
As mentioned numerous times before, Team Mission Battle will be introduced in the second half year of 2013. We believe that the new Content will amplify user’s PvP experience to even greater level. The battlefield has a code name ‘Forest of Maze (the name can be changed)’, which enables 3 vs. 3 or 5 vs. 5 Battle.
Recently developers try to blend MOBA(popularly known as AOS in Korea) and MMORPG in many different ways. We thought merely bringing features in MOBA and piling them on to CABAL was not going to satisfy anyone. Our goal is to come up with MOBA content that has CABAL written all over it and quite frankly, it is a massive project for us and the developers here at ESTsoft. We are going to embrace all the essential features of MOBA such as spawning minions, defense towers and destroying opponent’s base. Then we are going to season it with distinctive features only for CABAL MOBA and encourage users to come up with unique strategies.
It will support Cross Server Matching system and users will be able to make their own team or put in a random group. All stats and skills will be adjusted when characters are entered into the battlefield. In the battlefield, each character will grow during the game like a ‘champion’ or ‘hero’ in MOBA. Gamers out there will be aware of the fact that you cannot win MOBA game by yourself no matter how good you are. Cooperation between players will be a key in winning the game. Now, I’d like to show you some original artwork of what I just talked about and the picture we are painting for this system.
Conceptual Art Shrine at Main Base
Conceptual Art Minion Spawn Object
Conceptual Art “juggling” Monster A
Conceptual Art “juggling” Monster B
We are also working on the new Mission War content called Tamue’s Island. Tierra Gloriosa is 100 vs. 100 Warfield where the focus is on mass PvP. Tamue’s Island will be a bit smaller in scale in between Tierra Gloriosa and Forest of Maze. We have tentatively set the size at 25 Vs. 25.
Different from the current Warfield, Tamue’s Island will be an open concept map. Users will be battling each other in a place where they can see recognize things at a glance. Key feature that we are putting in is the ‘Transport Wagon’ content. They spawn at a specific location in the Warfield. When one nation takes over this location, Transport Wagon automatically moves towards the main base of the nation.
What does this Transport Wagon do? It contains valuable resources that can be used to win the war. Each nation’s users will have to defend or take back the other’s Transport Wagon. Apart from users, bandits NPCs will appear time to time at the base to steal resources from the users. Defending resources from these NPCs will be another key play in the war. Although we do not have a plan as to when this content will be ready, I’m assuming it will be after the Forest of Maze update.
3. Is there any plan to strengthen Guild system for community building?
‘Guild’ is a very important system in any MMORPG for community building. A while back, when we did our first renewal of CABAL guild system we introduced guild level and added guild warehouse feature. Then we had plans to add more exciting features but did not quite go as planned. Things I’m about to share are – even though global users will probably see later in 2014 – is what we are preparing for guild system renewal.
The highlight of this renewal will be Private Field Map. Any guild meeting required conditions such as guild level will be able to own their Private Field Map. Monsters, drop items and daily quests in this Private Field Map will change based on guild point (Please remember, this is just a PLAN at the moment. If development becomes chaotic, I will not be hesitant to abandon ship)
There will be 2 types of Private Field Map, each with unique feel to it. Along with this update, guild level cap will be released. Hopefully with this renewal users will have a better view of the guild system in CABAL and unity and guild master’s role will be more emphasized.
We also acknowledge that there have been many requests to strengthen GvG feature. All I can say right now is that we are definitely planning to do something about it. Nothing is confirmed yet, but it will be something along the lines of crossing over PvP and Mission War.
Conceptual design for Private Field Map for guild
4. New battle style was announced in Jeju last year. Since this will be the first official post following the event, could you share it in more detail?
Designing additional battle style has been bothering me for many years. Because CABAL has a special feature called Battle Mode, there was a lot of stuff to consider. My main project for 2013 will be this New Battle Style.
Information disclosed at Global Camp did not contain much detail. But through this note, I want to let you guys in on what’s in our plan as some of the stuff is yet to be discussed with my developers yet. (I’m pretty sure they can develop once I request to. I believe in them.)
You are probably wondering the name for the new battle style. It is… well, not determined yet. I swear. First off, I will show you the concept art for the actual character.
Conceptual Art for the new Battle Style Character
I know what you are thinking. Weapon is different from the image disclosed at Global Camp! Relax, the weapon shown at Global Camp is they this new character will use in Battle Mode. The new battle style will use the current Armor class equipment. It will be a different Armor class from what Warriors and Force Shielders use. Weapon is two chakars.
The new character is all around fighter with both melee and range attack. In a melee fight it will be close to martial art style, punches and kicks. For range attacks two chakars will be used. How the new battle style fights will depend on the ‘stance’ and requires high level control.
Other than just attacking skills, this character will pull monsters close with his skill, or put them in the air for combo attack. (Now I have to go and tell my developers about this and beg them to make this possible.) This content will come alive in Korea at the end of this year or next year, after a thorough testing in UTS server. All of us here at ESTsoft are excited about this project so I guarantee you a quality update with this new battle style.
5. Is there any other updates?
We are preparing mini updates other than the big ones I mentioned above. One of them is a new Buddy System. In this system users will receive bonus effect when more ‘buddies’ are online in CABAL. Bonus effect will not be good enough to make this system mandatory for users.
Next on the agenda is new Mission Dungeon in Arcane Trace field. Because of the higher difficulty in the field itself, the new dungeon will not be easy to clear. Also, Tower of Undead B3F update bumped this new dungeon down in our priority list.
Honor rank cap will be adjusted to Lv. 25. Difficulty to reach Lv. 20 will also be adjusted so that it will be somewhat easier target to teach even for lite users. Additional, from Lv. 21 to 25 will use different mechanism other than just obtaining points and leveling.
Lastly, we are designing to continue CABAL’s story line with ‘and there after’ content. We will not be able to do the entire update at once and planning to do it chapter by chapter. The main story will consist the conflict among Capella, Procyon and the new influential group (spoiler alert!). Main characters such as Arionell or Yuan will sit back this time and new heroes will shine their names through this new storyline. The frame of this new story is already completed and I think you guys will like how it will unfold.
6. Any last words?
It’s been 7 years since October 2005, first OBT in Korea. If it wasn’t for the support and love you guys shown us, it would not have been possible to come this far. When I first joined the project, I was 26 and now I’m in my 30s. Even after all these years, there are tons of things I want to do with CABAL and I give you guys my word that I will make them come true one by one.
Finally, I want to conclude by saying that I absolutely enjoyed this “interview” and hope to do this with global users more often
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! :-)
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.
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.
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.
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.
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.
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.
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!
Quoted from [GM] Viral of Cabal EU
I’ll have to try and make the following points, repeatedly (once will never be enough ;-) ) to at least prepare our players for it.
- Some skills will have their cooltime changed, some to as much as 3 minutes. These are normally the ones with the rather vicious effects, such as Suppression / Domination and silence.
- The skill system is changed. You will have to think about which skills to take to 20, you won’t have the points to simply put everything on level 20. Now you’ll have to really plan your build.
- Skill effects are different, which again means you will probably have to take a real close look at what each skill does, then plan your rotation. Or, as most will do, just wait a bit until the smarter people have figured it out for you ;-)
- The new PvP Battleground will be a bit rough at the start. It uses an Elo system (developed for chess, used by many games with a ranking) that will take time to roughly group people according to rank. Level does not matter in there, only your rank, based on your win/loss compared to your opponent’s rank. So yes, if you go in on an undergeared level 150 you are going to have a hard time in the first weeks. Level up, gear up, think about how to best use your character, and how other characters skills work, then try again.
- The new dungeon is hard. It’s a challenge. Step up or shut up. :-)
There are some big changes coming, and I understand that change is pretty scary for some. However, I feel that these changes are refreshing the game completely, and it’s definitely making it more fun, even based just on my experiences on the test server.
1. Fix bug related to Astral Weapon
- Fix bug that did not display Astral Weapon when equipping Master’s Crystal
- Fix bug that displayed Astral Weapon abnormally when equipping Aqua Crystal
2. Fix bug that unable to renew registrations of Auction Hall in certain situations
3. Fix the bug that did not display the expired message of Lottery Coin in certain situations
4. Fix the bug that caused a sound played back when start dancing
1. Changes related to Forgotten Temple B2F (Awakening)
- Increase HP of Bosses
- Decrease amount of Ranged Attack of Bosses
- Decrease amount of monsters’ Attack
- Decrease Attack Speed of Leth Tyrant
2. Adjust AP Consumption of Hit Essence Rune
3. Changes related to AP / DP Saver tooltip
- Available for Storing only => Store-able once
- Available for Using only => Use-able once and will be destroyed after
Source : Cabal EU Tester’s Blog
Welcome back to the Tester’s Blog! For those of you familiar with this you know what to expect. For any new readers, in this blog I take a closer look at the coming updates, and answer any questions that you might have (if possible and within reason, of course!). There is quite a lot of text ahead, so grab a coffee, sit back, and let’s take a look at some skill and ability changes coming with Rising Force.
Before I start I’d like to direct your attention to our livestreams from the test server. If you have not had a look yet, head over to our Youtube channel where they are available. The streams should give you a brief idea of what to expect from the awesome new Tower of the Dead B3F dungeon, and the new PvP Battleground, as well as give you a quick look at the new Archridium sets.
Today’s blog will focus on some of the changes with the skills and stats. This is not really a very exciting topic for a livestream – unless you like staring at skill descriptions, of course – but very well suited to the more leisurely approach of a blog. I will start with the most fundamental changes, and work through as many as can fit into the space of a blog.
Let us start and consider what ESTsoft calls stat-balance changes. The short version is that they have changed the ability values of weapons, armours, accessories, and buff potions. We are looking at a fairly comprehensive overhaul here. The basic stats also give new effects:
- STR: Increases Damage Reduction and Attack for all Battle Styles
- DEX (BL and FB): Increases Attack
- DEX (All): Increases Evasion, Attack Rate, Defence Rate
- INT (All): Increases Magic Attack and Resistance
Your character will still have the same basic stats as before, purely in terms of how many points you have allocated to STR, DEX and INT, but you will notice some rather big changes on things like your Attack and Defence stats. But don’t think everything will become too easy now!
The developers also changed the difficulty level and monster levels for all the dungeons. It will be up to you to find out exactly how much changed, but I am sure that you will find some challenges in unexpected places.
Sword and Magic Skills
Another really big change is that the entire skill system has been restructured. Instead of Sword, Magic, Upgrade and Special skills you now have Attack, Support, Enchantment, and Special tabs. Every skill that you can use to attack, from magic arrows to Transcender sword skills will be grouped into one tab, called Attack. Some of your buffs and debuffs, most notably the short buffs, and skills such as Dash and Fade Step were moved into the Support group. and your longer buffs like Aura Barrier are passive – this simply means that you never have to cast them, they are always applied once you have learned them, no duration or rebuff every required. This also does mean that if you use an Odd Circle all your passive buffs will be immediately effective (And yes, it is likely that there will be a ‘show buff effects’ option in the future, in order to remove the visuals of a skill like Aura Barrier). The separate skill ranks for Sword and Magic is now a thing of the past, you will only see a single, unified skill rank. This is long overdue in my mind, especially since it has been years since you had to level your Sword and Magic skills separately. Simplicity is almost always a good thing.
You will also notice some changes on the skill levels. When you first log in after Rising Force is live all your skills will be set back to level 1, and all your skill points refunded. However, don’t worry too much about remembering which skills are on which level, since yet another change is that all skills now have fixed cooldowns. So it does not matter if your Warrior has Whirlwind on level 1 or on level 20, as the cooldown will be the same. Only the damage and other effects change as the skill levels.
New Skills and Abilities
Now this is where things get interesting! As you may remember if you watched the first livestream I said that this update is as big a change as Episode 2 was – and I stand by that statement. The new abilities and new skills will have a big impact on the gameplay. The first three new abilities can come from your character class, or items, or even from specific skills. They are:
- DMG Reduce: When attacked this reduces the damage received (fairly obvious)
- Accuracy: This increases the attack success rate, and counteracts the opponent’s evasion rate
- Piercing: This increases the damage on successful attacks, and the classes with a base piercing rate will counters their opponent’s defence rate
Your skills will also have some new abilities, and the more analytical players will of course work out their combos to make use of these new abilities.
- Domination: When domination is active the character cannot move or use skills.
- Immobile: The character cannot move or use movement-related skills.
- Silence: The character cannot use any skills for the duration.
- Immune to status changes: No status changes can happen
- Complete Evasion: All attacks are evaded (yes, even combo)
- Reflect Damage: Reflects a portion of damage back to the opponent.
With great power comes, well, changed abilities. Consider the Intuition skill on a Blader. It now grants Complete Evasion, but only for 12 seconds, and costs 300 SP to active with an 80 second cooldown. The Instant Immunity skill is another example: This is limited to Warriors, and also consumes SP on activation. The list of skills with changed abilities is quite a long one, and perhaps better suited to the patch notes or a certain external information blog maintained by one of the players from Mercury EN.
There are also a couple of new skills, but not yet the new attack skills (those are only coming with the third part of the Rising Force update, we’re getting Part 1 and Part 2 now). Two for the Wizard, two for the Force Bladers, and one each for the Force Archer and Force Shielder:
- Magic Control (WI): Self-buff that increases Magic Attack
- Spirit Shield (WI): A barrier that reduces damage
- Astral Enchant (FB): Enchant your sword using a sub-weapon
- Art of Curse (FB): Debuff that reduces the opponent’s resistance (this one is long-awaited, I know)
- Quick Move (FA): Increases Evasion
- Reflex Shield (FS): Reflects attacks using the Astral Shield
These are good additional tools to have for each class, and serves to shore up some slight imbalances that exist at the moment.
The last big change is that some skills have been changed to become ‘Instant’ skills. This simply means that they can be activated while other skills are being used, and can also be activated during combo – they don’t count towards the combo, and doesn’t break it either.
We will of course post all the skill changes, for every class, in the patch notes once they become publically available (I would have taken them from the patch note draft thread, but I received updated notes this morning and I have not yet had the chance to make all the corrections needed).
As always, ask any questions you may have about the skill changes, or suggestions about which part of the update you want me to take a closer look at with the next blog update, in the comments.
Until the next livestream / blog!