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 Making the sever more balanced

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Frostfire~99

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PostSubject: Making the sever more balanced   Sun Mar 01, 2009 10:10 pm

Quite a few classes right now are under powered and under used while
others (*cough* SinX *cough*) are bit (understatement alert) over used.
I feel the game will be better if all classes are used equally and this
will only happen if there is equal reason to use all the classes. I
want this to be not so much a suggestion as an on going discussion
about changes that can be made to make the sever more balanced. It will
be best if everyone puts forth their arguments about a particular
suggestion so we have a clearer idea of the pros and cons of what is
about to be implemented. Obviously i would not have started this thread
if i hadn't already been thinking about something my self and i hope i
get some res ponce (positive or negative) to my suggestions. I know its long i sorta got carried away but maybe someone will read it the gms at the very least



1) I was thinking it would be good to disable or reducing the effect of
GR and reduce asura damage to the point where it is survivable without
the GR or with the reduced version and with other normal asura equips
(cranial devi etc). It shouldn't be to low otherwise champs become
useless ( lets face it 75% of champ is asura). The reason for this
suggestion is that while GR is perfectly fair against champ it works
equally well against sacrifice and acid demo. With a GR both sacrifice
and acid demo do to little damage to be of any real use


2) Priest is one of my favorite classes on LR its awesome fun to just
support once in a while. However on HR priests just don't cut it, a
couple of their buffs can be useful though with the buffer npc even
that has been reduced to less than significant. The res skill is great
but with ygg leafs so freely available and insta cast for anyone who
wants it its far from essential. And finally on LR you would have
15-20k
hp and a priests 3-4k heal would be a great help, on HR however we have
100-200k hp and heal is 6-7k for those of you doing the math that's a
significantly lower percentage of hp healed. In short priests are
useless.

Now my suggestions are :



a)Increase the amount of heal so that it would be possible to keep
someone being hit by an edping sinx alive by spamming. Just increasing
heal would mean that crusader champ and other classes would also have a
good heal meaning that again it would be unnecessary to have a priest
do it. Instead increasing the amount the skill meditatio boosts heal by will mean that only priests get a higher heal.



b)Remove the buffs like bless agi and other priests buffs from the
buffer so that priests can do that instead, or make people pay for the
buffer npc so they might resort to asking priests for buffs instead.



c)Remove ygg leafs from the game.



3)SinXs are over powered and whether they like to admit it or not
everyone knows it. In pvp there are about 3 steady wizs 1-2 steady
snipers 1-2 steady pallys 5-6 steady champs and about umm 20 sins.
The numbers speak >_>. Sins are easy to make easy to fund and
easy to kill with, my wiz has 193k hp with tao and it takes a good sin
about 3 seconds tops of hitting to kill him. It is entirely possible to
make a sin that is all but impossible to kill with anything but another
sin. poison bottles are easy to get and there is no reason any sane sin
should
not edp constantly (something that was never intended but whatever). I
was thinking about maybe a card similar to the edited version of the
gtb that blocks a certain percentage of physical damage. The orc lords
compounded in weapon were no doubt over powered but perhaps if they
reduced demi human damage instead of reflecting it it would be better
also making poison bottles more expensive would be nice so that people
would mabey opt to hunt for them instead.



4) Ninja, Gunslinger, Taekwon, Soul Linker and Star gladiator all are
newer classes to RO. As such they don't as yet have transcended classes
nor does it seem likely that they ever will, because of this they have
lower hp and lower job stat bonuses than the transcended classes. It
would be nice if they had a boost in their stats so they could hold
their own in pvp, mainly Ninja, Gunslinger and Soul Linker. Ninja and
Gunslinger because they are first jobs and very weak and Soul Linkers
simply because none of their attack skills work on players. As an
afterthought to this though it might be to much you could edit some
other char script and sprite to create a second job for Ninja and
Gunslinger. Though this might take some time and effort it is far from
impossible and the sever would be one of a kind with it.



5) Knights don't do anything much on HR as tanks they are second to
pallys and as attackers breakers duelers etc they are completely out
done by sins. Solution simple make them stronger, perhaps a hp boost to
make them the super tanks they are on LR or/and a damage boost for some
of their attack skills. It might also be nice for other melee classes
if there was a rare card that gave edp lv1 or 2 (I think 5 would be to
much lets leave something for the sins).



6)Profs..... on LR they are a wizys worst nightmare they can sap all
your sp cancel your casts and what not. Now on HR they cant sap sp for
any practical purposes cause you just use a berry, cancel cast?? WHAT
CAST, also the best strategy with prof is sap sp stone curse and dual
cast fire bolt until dead.BUT the GTB blocks stone curse. While not
nearly as useless as priests and some of the other classes having
double cast aoe prop boosting skills weapon enchants and magnetic earth
there can be no arguing that they are second to wizs. I cant think of
much to make them better but maybe increasing the dual cast chance to
100%(they have cast delay unlike jt) and making stone curse work on gtb
users would make them stand a chance

7)hmm Clown Gypsy they were always mostly a fun class to play with but
they had support value on LR. On HR uhhhhh.......... not much. I have
to admit that i haven't played much with these classes a boos tin the
power of their dances would be good i suppose, an increase in the
chance of tarot card of fate doing something bad (other than coma keep
that small), Arrow Vulcan is plenty strong already and since it uses
arrows it has a wide range of properties so i think they got a good
enough offensive and besides they were never meant to be full offensive
characters.

8)Whitesmith there really isn't much point to forging on HR its absurdly easy with the high dex and luk on HR and the fact that you
can reset (on official severs you have to struggle to get to 99 with 1
str 1 agi and 1 vit ^_^ leach all the way)leaving that fact aside why
on earth would you want to they aren't slotted and there are plenty of
easy to get and stronger equips on HR.

Solution:
a)reduce the effectiveness of dex and luck on the success chance of forging so that you still have to try hard to get it right
b)Make all forged weapons have the same number of slots as normal ones
so a vvs fire mace would have 4 slots while a vvs fire chain would have
3 and so on.

In combat white smiths have 3 things going for them a powerful
spamable move cart turmo, one of the best collection of buffs in the
game and the ability to break weapons. cart turmo and the buffs are
both ok breaking equips i don't think so on a sever where you can duel
client and glistening coats freely available it doesn't do much. removing
fcp would make them to imba lets not even think about full strip.
solution make fcp reduce the chance of breakage instead of removing it.

9)Do a similar thing to their pharmacy ability as the forging
ability. reduce the amount dex and luk affect the success chance. also
make their potions replenish 100%hp sp like berrys and make the ingredients easier to get than berrys(or make berrys harder to get than
the ingredients). also give them the ability to make potions with other
affects like say an assumptio potion for example

10) similar to the break chance make fcp reduce the chance of success of full strip

well that was toooooo long but i just had some ideas and couldn't stop
once i started all of the above are just suggestions I'm not sure whether
some of these things are even possible let alone good but i just wanted
to put my opinions froward an maybe make the sever a little better because of it.
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ChillBear[Tina]

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PostSubject: Re: Making the sever more balanced   Mon Mar 02, 2009 5:42 pm

First of all , thanks Frostfire for the suggestion.
I agree on increasing the heal of HP so that it could be useful.
2nd is for the buffer. Some ROs let their players pay for the buffs. So that if some who are HP can be useful to the community.
and 3rd, I cannot agree on removing Ygg Lif. Sorry :]

Hope all the GMs read this thanks Very Happy
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Frostfire~99

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PostSubject: Re: Making the sever more balanced   Mon Mar 02, 2009 8:41 pm

swt k i don't really like the idea of removing ygg leafs either i sorta came up with most of the stuff on the spur of the moment i couldn't think of anything else any ideas ??
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OneeChan

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PostSubject: Re: Making the sever more balanced   Tue Mar 03, 2009 8:18 pm

wow

Nice
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Frostfire~99

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PostSubject: Re: Making the sever more balanced   Tue Mar 03, 2009 11:40 pm

Thx Rikka your support helps Smile
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OneeChan

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PostSubject: Re: Making the sever more balanced   Wed Mar 04, 2009 6:05 pm

I agree with this

for the balance of the server
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Catch_Arch

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PostSubject: Re: Making the sever more balanced   Fri Mar 06, 2009 9:53 pm

Frostfire~99 wrote:
swt k i don't really like the idea of removing ygg leafs either i sorta came up with most of the stuff on the spur of the moment i couldn't think of anything else any ideas ??


Hmmm PVP room or all around YGG leaf??.. lol!
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Frostfire~99

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PostSubject: Re: Making the sever more balanced   Sat Mar 07, 2009 12:26 am

PvP room outside of pvp stuff really doesnt effect the balance half as much
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