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RateMyServer.Net => Server Discussion => Topic started by: Suspension on Nov 14, 2014, 03:03 PM

Title: A new kind of classic server
Post by: Suspension on Nov 14, 2014, 03:03 PM
This is not server advertising. It's just an idea I've got in mind.

Hello all. I'm seriously thinking about opening a server, but there are a lot already and I really want to offer something different. More specifically, I want to fix the gameplay. I'll explain:
- I want to make the search for gears less weary, so you can focus on training, pvp, woe and BG.
- I want every build to be important, no matter if you're a combo monk, a GC sader or an autocast Sage.

For that, I wanna make some modifications to the game. All these would be performed on a classic type server (2-1 and 2-2 classes only) and would start from ep.9 mechanics:

Mechanics
- Ranking alchemist potions will heal 30% extra instead of +50%
- On WoE, altered status will be halved and some skills (like dazzler and unchainted serenate) AoE will be greatly reduced.
- Knockback works in gvg map for non players, non mob objects (traps, firepillars, for example). Although there would be some limits to how many it can be stacked.
The best example for these changes is stun. Stun has made that every char outhere willing to participate on WoE has to be based on a Vit build. And if the Vit build is useless, then the job becomes useless (hello Lord Knight).
- Base HP and SP natural regeneration slightly improved.
- Critical attacks deal additional damage. (33% - 50%)

Server features
- Rates: 5x/5x/5x. However, once reached lv 85 the experience rate would drop to 3x. At level 90, to 2x, and at level 95 to 1x. This is to let users experience the best state of its characters on pvm with the addition of new dungeons adapted for non-trans characters and still be usefull on woe.
- Algorithmic drops: Drops chance under the 1% umbrella would be gladly enhanced. The lower the chance, the greater the chance boost. For example: instead of a chance of 0.05% for a card, it would be increased up to 0.10% or 0.15%. This is to make people enjoy the fun part of playing a game: Killing innocent, cute pinky balls of jelly instead of hunting hours for a card.
- New content adapted to the game: Newer dungeons (Abyss, Thanatos, Instances) in a classic environment. Cash mounts, etc.
- An account for all: male, female and autotrade characters.
- No dual client: There would no need with the previous feature, and it would greatly improve partying.
- Absolutely no pay for win and no unabalancing donations. Just classic (pre-trans) items available.
- NPC and zeny cost: Gradually increased from low level characters to help developing newbies. Also, there would be job packs available on each job change with a little bit of zeny, weapons and equipment.

Weapons
- Knuckles: The size modifier is the killer of this type of weapon and has no sense, so I would change it to 100 (small) 100 (medium) and 75(large), opposite of maces (75-100-100).
- Books: To improve Battle type sages, the ASPD modifier would be improved.

Classes skills

Monk:
- Combo's behavior changed. Attack and sp cost reduced. They no longer require the triflecta combo state. However, chaining different combo skills will greatly improve the damage (A combo skill would have a 30% extra damage after a lower level combo skill has been casted). The original requisite for the no-cast asura strike will remain.
- Asura Strike has a delay of 150 seconds.

Hunter:
- Blitz beat ignores damage modifications, demihuman reductions and the bonus from Int is boosted.
- Claymore trap reverts to the previous functionality: the more enemies, the more damage.
- Blast mine: Improved damage.

Crusader:
- Grand Cross usable over land protector as a self centered skill.
- Shield skills damage is boosted.

Assassin:
- Venom skill tree boosted on variety and damage. Venom Splasher requisites removed and cooldown shorted.
- Improve dual dagger efectiveness.

Alchemist:
- Increased bombs damage. Acid Terror will be a minified version of acid demo (damage multiplied by target Vit), but no def bypassing.
- Homonculus available, but with a cap level of 75.

Dancer & bard:
- Dazzler effectiveness based on distance with target.
- Songs and dances have lowered sp consumption and less delay to improve usability, longer durability. No more static support classes.
- Musical Strike/Slinging arrow attack improved.

Blacksmith:
- Smiths also increases passive damage (for the weapons it can use).

Rogue:
- Remove Bow penalty for backstab.
- Backstab doesn't turn around the target automatically.

Sage:
- Autocast uses lv5 spells instead of lv3.

In addition to these skills, I have plans on modifying second class quest skills and also implementing extended classes, nerfed on some areas and improved on others, to balance them with second classes.

Objections
- Combo monk may be too overpowered with these changes
- All these skill changes involve offensive damage, may need to improve deffensive capacity.

Audience
I'd place this server in west Europe or East North America, as its the population less granted by other private servers and asian countries have a lot of classic type servers. The goal is to make players able to play under 200ms.

#########################################################

These is in the theory. Any criticism or new ideas are welcome. But overall I want to keep it simple, playable and, more important, enjoyable.

Sorry for my English.
Title: Re: A new kind of classic server
Post by: OnimeNoKyo on Nov 14, 2014, 05:26 PM
send me a message if your server is ready(open)we will play thanks we are Looking for WOE PVP BG ancient old school server
Title: Re: A new kind of classic server
Post by: Bullet on Nov 14, 2014, 05:38 PM
Hi,

It is said that original team of developers who made RO was booted out by some s*** new manager when Samsung bought over Gravity or something. And pending fixes for bugs & balancing issues were completely dumped & new team proceeded with newer episodes etc.

My point is the game is broken, while classic & even worse while trans.
It would be still broken if the original team remained because a long time needed to observe where the balance failed & how..

That being said,
I love RO, Classic  /lv & agree with most of your ideas of balancing issues. It is very much needed unless you love to see a server with 1hit(or currently 1st guys to hit) with EDP SB, ASURA & AD crap.

however,

Mechanics

+ Vit should give negative resistance to some stat, maybe will increase chance of being hallucination/sleep/chaos (max resistant up to 66% min duration 2 sec)
+ Agi or Luk should be given prominent for some status resistant (max resistant up to 66% min duration 2 sec)
+ Status recovery items like green pot & panacea should be like a usable kit (requires some interupp-able casting (2~4sec) to recover)
+ Should also allow direct direct stack trap/pillars (max 5), most of the mines skill should be boosted with additional status effect (reduce healing effect/Slow cast/hallucination/etc) nobody making use those trapping skills-its like a worthless s*** on the ground.
+ Donation of some sort might needed with limited benefit, trans equip like valk shield can be implemented for non trans.

Server features
+ never thought of such changes on rates as per level. Thats very good ! especially on the drop rate !
+ 0.1% card drop is sufficient as max.
+ new content added but the equip should be extended to non trans (no reduction of monster difficulty,it should be elite-reduced when proven to be too difficult in long run)
+ 50% is too much, 33% is ok - those lifeless grinders always spoil the game with 24 hour jobless gaming.(i got work to do man, but I love RO  /sob)

Weapons
+ Books need boost with autocast, but I can't figure the proper balance.
+ most importantly, higher level of weapon should be valued more ! why the heck comp bow [4] is better than Draculas Balista. A modifier of +ATK% on weapon should compound with weapon level.

Classes skills
I've aloooot of suggestion on these.
Not suitable to write an essay here,
mostly agree with yours but,
- Asura cap delay should be 70~50sec, 150sec is too long, hes not OP with that nerf.
- No Homun if bombs boost, or no bomb boost if capped Homun intro'ed (reduced stat growth or level cap as you suggested)
additionally
+ class combo card, those anolian,alligator,merman etc, for archers & all should enable soul link effect (only when equipped, penalty for unequing the set, stun 3 sec ?) Since soul linkers have no place in classic.
+ Signum Crucius -50% defence enemy mid range AoE with 33% chance on non demon/undead race.
+ Abra Cadabra SP reduction & removal of trick dead, etc.
+ Implement "Ragnarok" bard dancer ensemble skill.
+ Evasion from luk should block all skill & target spells (chance to block Bowling Bash/JT/Asura/DS/blitz beat, but not SG, LoV) evasion build is non existent & critical build is fancy mid to low difficulty pve use (with cap of 40 evasion? since you're going to sacrifice alot on ATK to achieve this anyway)

I've got tons of suggestion to balance the game,
there's alot of broken pieces need to be considered, like addressing....
~ Players that level & hunt with & for their characters should be rewarded more than lazy leechers & separate account(rogue) gear/item farmers.
~ More benefit for team players
~ balancing on boss cards

I'd be happy to be game content advisor for your server if you're serious on making one.
Very little or no scripting skills tocontribute, so if you have a beta server to test with I can contribute playing the CBT while your team (if you have one) to code it.

Strongly advice to run OBT with all changes clearly announced for a long time (with medium to high rate temporarily) before official release with wipes. Allows players to understand & gather to start on same time.

Most of my other ideas require deep scripting & core coding expertise,
please pm contact if like more ideas.
Title: Re: A new kind of classic server
Post by: Bullet on Nov 14, 2014, 06:04 PM
Quote from: OnimeNoKyo on Nov 14, 2014, 05:26 PM
send me a message if your server is ready(open)we will play thanks we are Looking for WOE PVP BG ancient old school server
Are your group pinoy (typical)?
Lonely & looking for compatible group for classic low rate.
Title: Re: A new kind of classic server
Post by: Suspension on Nov 14, 2014, 06:25 PM
I really like your point of view, I'll comment below

Quote from: Bullet on Nov 14, 2014, 05:38 PM
+ Vit should give negative resistance to some stat, maybe will increase chance of being hallucination/sleep/chaos (max resistant up to 66% min duration 2 sec)
I don't agree with this. Raising Vit makes you more vulnerable? Doesn't make sense to me.
Quote
+ Agi or Luk should be given prominent for some status resistant (max resistant up to 66% min duration 2 sec)
Maybe it should for balance purposes, but it would look like some silly renewal fix with no sense.
Quote
+ Status recovery items like green pot & panacea should be like a usable kit (requires some interupp-able casting (2~4sec) to recover)
Good idea.
Quote
+ Should also allow direct direct stack trap/pillars (max 5), most of the mines skill should be boosted with additional status effect (reduce healing effect/Slow cast/hallucination/etc) nobody making use those trapping skills-its like a worthless s*** on the ground
I just agree here.
Quote.
+ Donation of some sort might needed with limited benefit, trans equip like valk shield can be implemented for non trans.
My plan is to have those extended accounts as the main supporters for the server incoming, something like 10$ per month would greatly help even if very few make use of it.

Server features
Quote
+ new content added but the equip should be extended to non trans (no reduction of monster difficulty,it should be elite-reduced when proven to be too difficult in long run)
Personally I would like to keep it classic about equipment, but everything could be changed later.
Quote
+ 50% is too much, 33% is ok - those lifeless grinders always spoil the game with 24 hour jobless gaming.(i got work to do man, but I love RO  /sob)
It's not that much when you have to compete to lifeless players haha xP

Weapons
Quote
+ Books need boost with autocast, but I can't figure the proper balance.
As I said, I think boosting the ASPD is the better. Improves physical DPS and chance of bolts.
Quote
+ most importantly, higher level of weapon should be valued more ! why the heck comp bow [4] is better than Draculas Balista. A modifier of +ATK% on weapon should compound with weapon level.
I freakin' agree with you. I'd love to copy renewal here and make % cards only apply to weapon strengh. However, someone pointed to me that one of the beauties of RO is that the way you build your character has more impact than in other games, where the priority is the equipment.

Classes skills
Quote
- Asura cap delay should be 70~50sec, 150sec is too long, hes not OP with that nerf.
The problem here is that this environment would be classic, so a Monk is way slower than a Champion. Casting 5 spirit balls, fury, cast another 5 spirit balls and looking for another target would already passed those 70-50 sec. My idea is to make Asura a trully ending skill, and thus make the user choose wisely over who is going to waste those 2 and half minutes delay.
Quote
- No Homun if bombs boost, or no bomb boost if capped Homun intro'ed (reduced stat growth or level cap as you suggested)
In fact I would work on some method that you can have two builds, one with homun and one with bombing. But not together.
Quote
+ class combo card, those anolian,alligator,merman etc, for archers & all should enable soul link effect (only when equipped, penalty for unequing the set, stun 3 sec ?) Since soul linkers have no place in classic.
Classic = no combos :(
Quote
+ Signum Crucius -50% defence enemy mid range AoE with 33% chance on non demon/undead race.
These skills changes are already focused on offensive behavior. I think this would be bad.
Quote
+ Implement "Ragnarok" bard dancer ensemble skill.
I don't know what it is but somehow I think I read it somewhere.
Quote
+ Evasion from luk should block all skill & target spells (chance to block Bowling Bash/JT/Asura/DS/blitz beat, but not SG, LoV) evasion build is non existent & critical build is fancy mid to low difficulty pve use (with cap of 40 evasion? since you're going to sacrifice alot on ATK to achieve this anyway)
This is interesting. Would help critic builds and fury monks.

Quote
~ Players that level & hunt with & for their characters should be rewarded more than lazy leechers & separate account(rogue) gear/item farmers.
~ More benefit for team players
~ balancing on boss cards
The idea is to trully have everything on one account (male, female and @at characters without needing to change account), and thus disable dual clienting.

Quote
I'd be happy to be game content advisor for your server if you're serious on making one.
I would trully like discussing more changes, for sure!

Quote
Strongly advice to run OBT with all changes clearly announced for a long time (with medium to high rate temporarily) before official release with wipes. Allows players to understand & gather to start on same time.

Most of my other ideas require deep scripting & core coding expertise,
please pm contact if like more ideas.
Almost everything can be easily achieved.
Title: Re: A new kind of classic server
Post by: exii on Nov 15, 2014, 01:12 AM
Oh gawd..
This is why not everbody should open a server. Your whole concept ist based on f*** autohits and you think FE entrance defs are the major kind of gameplay regarding woe.

This flood of stupid changes overwhelming me so hard, I have no words.
Title: Re: A new kind of classic server
Post by: Bullet on Nov 15, 2014, 01:21 AM
Quote from: exii on Nov 15, 2014, 01:12 AM
This flood of stupid changes overwhelming me so hard, I have no words.
Good, you always had the right to remain silent.
Title: Re: A new kind of classic server
Post by: exii on Nov 15, 2014, 03:08 AM
Quote from: Bullet on Nov 15, 2014, 01:21 AM
Good, you always had the right to remain silent.
Like you always had the right to release crap based on less experience.
Title: Re: A new kind of classic server
Post by: OnimeNoKyo on Nov 15, 2014, 05:24 AM
yes we are why? (-) you have pinoy's server discrimination here?
we just want to play a decent old school server w/o abusing multi client party +10%exp for lvling bots ETC.
active WOE PVP and BG for fun.
Lonely kinda not able to play decent RO server is like S*** wasting my time looking for new low rate anciend old school server.
Title: Re: A new kind of classic server
Post by: exii on Nov 15, 2014, 05:53 AM
dudewat?

need words to post this lel
Title: Re: A new kind of classic server
Post by: Suspension on Nov 15, 2014, 06:27 AM
Quote from: exii on Nov 15, 2014, 01:12 AM
Not sure if troll or just "special". Anyway nobody would force you to join this :D
Title: Re: A new kind of classic server
Post by: eKoh on Nov 15, 2014, 11:08 AM
I cannot count the amount of times that a server fails because they think they have the BEST server ever in mind. They spend all their time on developing this AMAZING server, but you know what happens then?...

The server never shows up, or it dies really soon...

If you want to implement those kind of things, it's ok, but, you will lack of motivation later, and also time, money, whatever.

If you really really want to do something like this, make a server 1st, make it stable with enough ppl playing it. After that, introduce the changes you want 1 by 1. I find this way much better to make it possible, otherwise if you keep working on all what you have posted, you will NEVER make it happens, I've seen it before a lot of times. You will only waste your time
Title: Re: A new kind of classic server
Post by: exii on Nov 15, 2014, 12:08 PM
I totally disagree with this.
If I join a server and the admin planning to make it worse (imo) I would leave it because this is not what I came for.
Heavy modifyings like these are partly backsteps in episode history but most players wish to have progress while playing a server. Would be the same like you farmed a d.robe and this item is removed with the next patch.

Detailed planning never be that important as with those kind of servers.
Title: Re: A new kind of classic server
Post by: Suspension on Nov 15, 2014, 12:25 PM
Quote from: eKoh on Nov 15, 2014, 11:08 AM
If you really really want to do something like this, make a server 1st, make it stable with enough ppl playing it. After that, introduce the changes you want 1 by 1. I find this way much better to make it possible, otherwise if you keep working on all what you have posted, you will NEVER make it happens, I've seen it before a lot of times. You will only waste your time

Worst advice ever. You shouldn't do drastic changes like these when the server is already live, you'll scare your current players and leave a bad reputation for future users.

If the server never shows up you're not wasting people time playing it. The best idea, for everybody, is to develop first, which doesn't have associated costs as server, advertising, etc, and doesn't waste people time.

The problem with nowadays servers is they don't offer nothing different and when they do, they are bad planned. That's why things have to be considered before rushing.
Title: Re: A new kind of classic server
Post by: eKoh on Nov 15, 2014, 01:31 PM
I actually didn't read the features you say .

Now that I read them they are changing a lot of the gameplay, well, that's really dangerous, because most of the players are going to be affraid to join this, since it is very different of what we are used to play.

Just have that in mind, that's why people do not like customs, because they can change the way to kill mvps, Woe builds, etc.

And yes, introducing those kind of changes while running the server will make the server disappear haha.

But if you are going to open your server, you might not have it perfect when it starts, everything comes out with its V1.0, then the v1.1 comes, and it goes like that.
Title: Re: A new kind of classic server
Post by: Bullet on Nov 15, 2014, 03:01 PM
Yes,
I've to re-emphasize that the developer should incorporate all these & run an OBT wipe for a considerably long time for feedback(genuine intellectual) & observation of balance. Putting these changes by patches is ridiculously too much.
Players must know the server info, rules & mechanics before they start the game.
So they can choose & plan their character & build wisely along the game without game balance changes popping in the middle as party pooper.

Another thing is, this changes might not(admitting still possible) fail like other server because we're like not simply choosing a random mechanic & making a random changes. This is not all about picking a strong class & nefing it, or making a max lv 255 or all stat 99 server.

Any one point in your RO life, you might have tried a character build to be different & unique style to compete. Such uniqueness in non-existent today, you have no spot in the game, you're gonna get slammed right in your face with these different build due to rigid mechanics. What you nave is standard cookie cutter build or characters.

There's no more agi wiz or priest able to perform well,or luk knight or assassin,
venom splasher is obsolete, dd sin still sux, standard is sb or the most critical can do is just break an emp.
backstab/plagiarsm/gangster paradise is obsolete, permanent copy is trans fix, not classic, backstab target position change is a fail ! standard is full strip
autobolt sage is obsolete, all goes support.
No shield boom/charge build, poor GC, standard is devotion.
Autoblitz/mines(trap) hunter is obsolete, DS or status hunter.
Combo monk is pve fancy build, asura is standard.
Alchemist is for brewing or CP at town only.

My idea is basically to see population be diverse of builds & style, & importantly able to perform efficiently on par with current standards.
If you want to criticize, be precise & provide recommendation if possible.
No need to be spiteful.

I like this project, I've only seen once a hoster trying to do this, but left off due to no time or will for commitment to get it going.
Title: Re: A new kind of classic server
Post by: Suspension on Nov 15, 2014, 04:26 PM
Quote from: eKoh on Nov 15, 2014, 01:31 PM
I actually didn't read the features you say .

Now that I read them they are changing a lot of the gameplay, well, that's really dangerous, because most of the players are going to be affraid to join this, since it is very different of what we are used to play.

Just have that in mind, that's why people do not like customs, because they can change the way to kill mvps, Woe builds, etc.

I think there's a problem in mind of people who open servers. If I wanted to offer the exactly same experience as other server then I wouldn't create a server, I would just join that server and don't divide the userbase. The more people, the more fun.

I know there are a lot of people who is creating server for money, for pride, etc. But that's not me.

In fact I'm not going to create a server, it's just an idea I'd like to see reality. I don't like being admin nor dealing with users. I like to help, I like to create, I like to play with a lot of people. That's why I got this idea and that's why I want people feedback, to see if it's interesting, to make people really enjoy the game again and fix what I think was badly made in the game.

My idea is based on three changes: focus on what is fun (Killing monsters, MVP, PVP, WoE) making what is boring easier to accomplish (grinding, hunting for cards), enable more diverse builds and adapt the new goodies Ragnarok has implemented.
Title: Re: A new kind of classic server
Post by: Playtester on Nov 16, 2014, 03:49 PM
QuoteThere's no more agi wiz or priest able to perform well,or luk knight or assassin,
venom splasher is obsolete, dd sin still sux, standard is sb or the most critical can do is just break an emp.
backstab/plagiarsm/gangster paradise is obsolete, permanent copy is trans fix, not classic, backstab target position change is a fail ! standard is full strip
autobolt sage is obsolete, all goes support.
No shield boom/charge build, poor GC, standard is devotion.
Autoblitz/mines(trap) hunter is obsolete, DS or status hunter.
Combo monk is pve fancy build, asura is standard.
Alchemist is for brewing or CP at town only.
Many of these things can already be improved by just properly implementing all the skills. I already fixed plenty of skills that for example make Agi Wizards a lot more viable (all the Icewall fixes for example).
Title: Re: A new kind of classic server
Post by: Suspension on Nov 16, 2014, 04:58 PM
Quote from: Playtester on Nov 16, 2014, 03:49 PM
Many of these things can already be improved by just properly implementing all the skills. I already fixed plenty of skills that for example make Agi Wizards a lot more viable (all the Icewall fixes for example).
That has nothing to do with what we're discussing here. It's not the skill behavior that makes the game unbalanced in some areas, unbalance applies to official servers too.
Title: Re: A new kind of classic server
Post by: OriginsRO on Nov 16, 2014, 09:07 PM
As long as players are aware of all these changes going in then i don't see the harm. Goodluck i'd say.
Title: Re: A new kind of classic server
Post by: boxlunch on Nov 16, 2014, 10:10 PM
Yeah, good luck with that.

We made two servers dedicated to expanding the metagame through custom mechanics, balanced classes, and new content; every class was made viable, new builds were accessible, and the fresh perspective was designed to make RO more enjoyable through new custom modes. One server had extensive changes while the other had occasional changes. We advertised the f*** out of the servers, contacted countless guilds, and hosted events which offered monetary prizes. Neither server really took off because the players who would play that kind of server don't play RO anymore; we'd get guilds to join, but then they'd leave because we couldn't get enough competition.

The RO populace now is pretty spoiled and they don't want anything new. They want to play the same old game from 2004. The private servers with the largest populations -- literally thousands of active players -- are those pinoy pre-trans servers (no transcendent classes, content from Episode 8.whatever) which just goes to show how bad the state of RO is. Private servers with large populations have players simply because they've invested too much time in playing there to leave; TalonRO has one of the highest populations, but there is 0 WoE scene and no one really does much but sit on their asses and grind the same quests again and again. Even if you explicitly state why the changes were made, and gave examples of how it would progress the metagame, the vast majority of players will just b**** and moan because they can't be bothered to learn how to properly play the game. They want to play a point and click game where winning is inevitable like solitaire, not a strategic game dependant on skill like poker.

A server with custom mechanics would've been successful in 2010, but not now. There are players who would be interested, but there just aren't enough of them. You'll work hard to make the server, and get excited about the possibilities, but then you'll see how many players s*** donkey vanilla servers have and you'll lose all motivation to do any more work. You'll put your heart and soul into a server and get 20 players while another guy just recycles default code with overpowered donations and gets 200 players.

By all definitions, RO is a dead game now. No matter how many people still play, the fact that there's no progression in gameplay and the metagame means it's dead. It's been the same game for the better part of the last decade and the vast majority of players are completely fine with that. If you want to play a fresh new RO server with better mechanics and overhauled gameplay, just sit and wait for Tree of Saviour. It's being made by the original RO dev team and it'll be what RO was meant to be.
Title: Re: A new kind of classic server
Post by: exii on Nov 17, 2014, 03:18 AM
Its just depressing me to read over and over from ppl who are crying about builds like agi wizards.
The bitter truth is that this game is old and such massive build variaty like in gw2 never was intended.
The only reason why such builds existed were just because ppl were too lazy delete their chars and found some dumb follower who tried to find something new and also created char with this concept like agi priest just because it seemed to be a new experience.

Name me a single MMO were viable builds arent important for extensive game progress and were fun builds can compete with them. Like on every other MMO its possible to builds those but you have to realize that this is not the intended way how to play this game.
Especially because Ro is that old it just has the classic job setting like healer, tank, dd and whatever.

Dont get me wrong; I would like to see a heavy costumized server. I was talking to a buddy once for hours to develop a concept were classes like ws (one of my fav cls tbh) finally can celebrate a comeback into woe by some changes which would make this char necessarily. We were analyzing its weakenings and tried to find a viable solution without interrupting the whole working game process.
But in my personal oppionion that very basics which were presented in this topic are just stupid and for somebody like me its obvious that op never understood whats excatly wrong with this game to work on satisfying changes. And this exactly why I said that some ppl never should open a server.

If you really want to a have tip for "new" game contents I would recomment just to full implement 15.2 and chanage the stats of every single monster. I personally think that this game (talking about pre-renewal) became boring just because of lacking fresh new content. Pre-renewal ragnarok has the best game mechanics Ive ever seen in an mmo but if you are just stucked into episode in 13.3 even the most excited player getting bored of this after years.
I never understood whats so hard creating a unique server when I see how less freatures the server implementing and how much content still never is in use.
Did you ever heard of Freya's set? Ive never seen this ingame. Tons of costumized headgears 'n s*** just because the ppl need something new. But the truth is the everybody forgot that still existing things here. Its making me sad if ppl try to touch the stars but forgot on what latter theyre trying to climb to them.

Whatever. Do what you want.
Title: Re: A new kind of classic server
Post by: Suspension on Nov 17, 2014, 06:35 AM
Exil, you're just spouting non sense, and seeing through your other posts it's clear you just try to impose your vision of Ragnarok online thinking it's the right one - sadly, it isn't. The original developers were fired and no one can be sure of how the game was going to be developed or what changes were about to be made to accomplish balance. Also you have 0 reasons why this shouldn't be made, you just mention some non sense about autoattack and FE defenses which are not even in the original post.

For the rest of the people - I don't want to heavy modify the game, just making it more diverse and make every build useful. I'm tired, really tired of the scene of 1 job -> 1 build -> 1 skill. I want to see different jobs with different builds and every one of them have viable purpose on every scenario, using different skills.

For example, in woe, Gravity has made it so the only way you can enjoy a FE woe is having at least 70 vit or you'll end the entire time stunned. With this, you've killed every single agi build and this is true because they tried to fix this by making agi resist stun status in Renewal.

I wouldn't change too much of the game, just the necessary changes to make it more diverse. If I really want to modify the game I'd just create a new one.
Title: Re: A new kind of classic server
Post by: exii on Nov 17, 2014, 08:29 AM
Quote from: Suspension on Nov 17, 2014, 06:35 AM
I don't want to heavy modify the game, just making it more diverse and make every build useful.
lol
And you really dare to use words like "nonsense"?

Thats exactly what Im talking about. Agi builds are not viable on sinx in WoE? How come? Neither the fact that a sinx isnt really useful in modern WoE meta, maybe its just because stupid 1 click autohitter never should be as viable as classes which are based on skill use. This problem often existing on highrate servers with 195+ aspd. You just reach a point were click'n'wait is faster then skill spam (even with ahk).

But not only there. The whole renewal system is just kinda freaking joke. With heavy delays and fixed cast times autohits became far too important and are often much viable as skill use over time.
When I see videos from kro rangers who proudly showing their chars soloing FBH just by autohits there is something really wrong. And at this point you just confuse me because I have no clue why you can support such things in any way.
If you want such a trash I recomment you to play another game. Im sure you can be lucky with click'n'kill anywhere else.

If I see aspects like yours I absolutely dont have any doubts that my vision of ragnarok would be one the best so far.
Title: Re: A new kind of classic server
Post by: Suspension on Nov 17, 2014, 08:48 AM
Quote from: exii on Nov 17, 2014, 08:29 AM
1 click autohitter never should be as viable

Here's your non-sense, so much hate over a thing I've never even mention in my post, autohitters. Maybe you're refering to battle sages? One change of about 20 I've think about? Yes, you can't even read properly but you think your vision of Ragnarok is the best. Sure.
Title: Re: A new kind of classic server
Post by: exii on Nov 17, 2014, 10:32 AM
Quote from: exii on Nov 17, 2014, 08:29 AM
1 click autohitter never should be as viable as classes which are based on skill use.
Quote from: Suspension on Nov 17, 2014, 08:48 AM
Yes, you can't even read properly
Title: Re: A new kind of classic server
Post by: Suspension on Nov 17, 2014, 10:40 AM
You base your entire hate on autohitters, and you just quote yourself as "proof".

You're going places. Not college, but places.
Title: Re: A new kind of classic server
Post by: exii on Nov 17, 2014, 12:16 PM
The only proof I brought is that you arent able to read properly or just have massive problems to interprete "complex" sentences with more then 5 words.
I have no problem with auto hits but I have massive problems with if ppl trying to convert ro to a point and click adventure.
It feels just wrong if you can spam your skills like stupid and dont get rewarded for it.
Title: Re: A new kind of classic server
Post by: Suspension on Nov 17, 2014, 12:23 PM
Quote from: exii on Nov 17, 2014, 12:16 PM
I have no problem with auto hits but I have massive problems with if ppl trying to convert ro to a point and click adventure.

The thing is (just for you, that seems to be quite special) nowhere in my post suggests I'm trying to do that.

There's like a list of SKILLS that I want to BOOST so people MAKE USE OF THEM. Got it now? Do I need to repeat it in some other language to you to be able to understand?
Title: Re: A new kind of classic server
Post by: exii on Nov 17, 2014, 12:37 PM
Too lazy to re-read everything for now. Just rndmlpicked up things from the first post.
Quote from: Suspension on Nov 14, 2014, 03:03 PM
- Books: To improve Battle type sages, the ASPD modifier would be improved.
Quote from: Suspension on Nov 14, 2014, 03:03 PMHunter:
- Blitz beat ignores damage modifications, demihuman reductions and the bonus from Int is boosted.
Quote from: Suspension on Nov 14, 2014, 03:03 PMAssassin:
- Improve dual dagger efectiveness.
Quote from: Suspension on Nov 14, 2014, 03:03 PMSage:
- Autocast uses lv5 spells instead of lv3. hi soul link lel
Title: Re: A new kind of classic server
Post by: Suspension on Nov 17, 2014, 01:04 PM
1st book and autocast are related, so they're the same.

2nd Blitz beat is not limited to auto-attack, it can be performed manually.

3rd Improve Dual Daggers efectiveness - Like allowing them use skills?

So you just pick 3 or 4 from a complete list of skills and you fail miserably. Poor boy.
Title: Re: A new kind of classic server
Post by: exii on Nov 17, 2014, 02:13 PM
Quote from: Suspension on Nov 17, 2014, 01:04 PM
1st book and autocast are related, so they're the same.
Still autohit exclusive and just dbl failed.

Quote from: Suspension on Nov 17, 2014, 01:04 PM2nd Blitz beat is not limited to auto-attack, it can be performed manually.
Bb is mostly used as passive auto proc. An improved BB is the same as FA then. wp

Quote from: Suspension on Nov 17, 2014, 01:04 PM3rd Improve Dual Daggers efectiveness - Like allowing them use skills?
You seem not to understand what this skill does.

I feel like Im messing with a 12 yrs old kid. Getting tired of this s***.
Title: Re: A new kind of classic server
Post by: Suspension on Nov 17, 2014, 02:20 PM
1) Yes, autohit, one change out of 20. Deal with it.
2) In your opinion.
3) I think you don't know what dual dagger means.

I've already proved you wrong, now you're just butthurt. Consider stop posting.
Title: Re: A new kind of classic server
Post by: exii on Nov 17, 2014, 02:26 PM
The only proof you brought multiple times is the massive lack of understanding how to work with/improve the game mechanic.

This topic just converted to a fight between children fighting for a toy.
I never could teach you anything because those things are related to logical understanding.

Have fun spreading your s*** ideas around.
Title: Re: A new kind of classic server
Post by: Suspension on Nov 17, 2014, 02:30 PM
Wise decission. Read carefully next time before making wrong assumptions and thus, make yourself look like an idiot.

For the rest of us, what changes do you like/dislike or seems too overdone?
Title: Re: A new kind of classic server
Post by: exii on Nov 17, 2014, 03:27 PM
You arent even able to figure out what the assassins dual skills are used for and tell me that I could make myself look stupid by wrong assumptions?
Are you kinda mentally disabled?

You started a topic here, talking about things like butthurt when getting a bad reputation, own yourself when sightly lacking of understanding some basics. Not sure if I should have compassion or just feed you for fun.
Title: Re: A new kind of classic server
Post by: Suspension on Nov 17, 2014, 03:47 PM
Jesus, you're now just a spoiled child showing his tantrum.

Let me explain it carefully for you: If I want to modify the game I can make a char with dual daggers (which is not a skill, there's no skill called dual dagger, there a skill called right handmastery and left hand mastery that have nothing to do with what I'm talking about) do whatever the hell I want to, like, for example, make it perform skills.

Now, please, stop embarassing yourself.
Title: Re: A new kind of classic server
Post by: exii on Nov 17, 2014, 04:15 PM
"Dual skills" was not limited to right and left hand mastery. swt
Lets face what we actually can use with dual daggers: vs, ms and sbk.

-Vs is not viable because of the whole mechanic behind; all in front melee, cds and the time required before dmg is applied
-ms is not viable because improve strength or lower cd doesnt solve it if you need specific builds for it to use this skill effectively
-sbk is not viable because there are too many factors around which would need to be changed (reduce, siege mode, relation of atk/matk behaviour, etc)

And dual skills are mostly based on melee which would make it useless to create new skills (generally a bad idea just to create new ones if even the old ones wont work with your system).
Also improving things is kinda tricky because the potential increase with 8 slots can escalate really quick and I have my doubts that somebody like you find a satifying soluting once you realize s***s not working.

You think a few changes here and there would give you a basement to fix those things but this far away from reality. Also if dual builds are as viable as builds with a shield there would be something really wrong in this game. But I dont think that somebody who wants to f*** up paladins (not lord knights; lol who the heck cares about lord knights?) with 120 vit by multiple scream gypsies per guild and reduce things which were based at players skills just to pure luck if you are stunned or not.
Title: Re: A new kind of classic server
Post by: Suspension on Nov 17, 2014, 04:40 PM
I was about to correctly discuss your points, now that I thought you have calmed your mind. But your last sentence just confirms all that was just verbiage and you've not even read the thread, spouting nonsense again.

If you don't like whatever you imagined partially reading this thread, well, sorry for you but deal with it.
Title: Re: A new kind of classic server
Post by: exii on Nov 17, 2014, 05:27 PM
Quote from: Suspension on Nov 17, 2014, 04:40 PM
I was about to correctly discuss your points
What points? Points like


QuoteJesus, you're now just a spoiled child showing his tantrum.
or
QuoteWise decission. Read carefully next time before making wrong assumptions and thus, make yourself look like an idiot.
or
QuoteI've already proved you wrong, now you're just butthurt. Consider stop posting.
or
QuoteSo you just pick 3 or 4 from a complete list of skills and you fail miserably. Poor boy.
or
QuoteGot it now? Do I need to repeat it in some other language to you to be able to understand?
or
QuoteYou base your entire hate on autohitters, and you just quote yourself as "proof".

You're going places. Not college, but places.
or
QuoteYes, you can't even read properly but you think your vision of Ragnarok is the best. Sure.
or
QuoteExil, you're just spouting non sense, and seeing through your other posts it's clear you just try to impose your vision of Ragnarok online thinking it's the right one - sadly, it isn't.

You are just try to defend your half assed concept with hands and foots here and your butt pain getting more and more intense. This isnt a discuission anymore since page #2.

Just take another example of the glorious fail:

QuoteMonk:
- Combo's behavior changed. They no longer require the triflecta combo state. However, chaining different combo skills will greatly improve the damage (A combo skill would have a 50% extra damage after a lower level combo skill has been casted). The original requisite for the no-cast asura strike will remain.
- Asura Strike has a delay of 150 seconds.
So, lets fight with champ in pvp. The basement for this change was that champs are superior because of snap/asura (or whatever stupid reasons you are able to soak out of your fingers).
You want to change it to a playtype which is based on auto attacks to proc skills.

Just take a look what kind of classes actually playing pvp. Its hw, champ, sinx and pala sometimes. Everything else became rare.
Whos the winner of this setting? The hw.
You now need agi to make a viable relation of time for the number of hits to proc a skill. So you are trying to run like an idiot to the hw, getting perma pushbacked or hitlocked by jt, cant proc any combo and be not able to use other skills just because you are reduced to a stupid agi type for high proc and massivly lacking dex. Asura never was the problem. The real problem was the availability of consumables for an unlimited use. Lets say supply management (not champ specific).
Now you converted it just like you would try to join a western shoutout equiped with nothing but a knife. Well played bro
Also bad news for you: one of the best fixings on some servers was just to fix the cast time to 1 sec. But lets convert this class into a joke instead of making things simple and add some additions to combo types to give them a chance.

You should stop trying to defend it and start adding some additions instead. The frame size of changes which would make your visions partly possible would be bigger as the difference between pre-renewal and renewal. But Im pretty sure you never will understand this. But yeah, I have to deal with it =/
Title: Re: A new kind of classic server
Post by: Suspension on Nov 17, 2014, 06:24 PM
Quote from: Suspension on Nov 17, 2014, 04:40 PM
If you don't like whatever you imagined partially reading this thread, well, sorry for you but deal with it.
Last words for you.
Title: Re: A new kind of classic server
Post by: exii on Nov 17, 2014, 07:06 PM
What else should you reply facing such incredible mistakes by yourself?

lol
Title: Re: A new kind of classic server
Post by: Suspension on Nov 17, 2014, 08:58 PM
I wrote a post proving you were wrong but I'll let you have the last word.

@ontopic: I'm open to suggestions for Knight. But personally I think Knight in a pre-trans scenario is actually very diverse.
Title: Re: A new kind of classic server
Post by: Bullet on Nov 17, 2014, 09:45 PM
wow...@Suspension, you really bothered to reply all those nonsense?

i love criticism, but must be precise & have at least some understanding what is discussed here.
Theres nothing constructive past few replies../heh

I wouldn't bother altering knights,
BB build,vit spear build, agi 2HQ are all essential in PvM n GvG above average.
those out for agi spear should just switch to crus.

But like someone mentioned, you're going to have a small niche target when starting.
I believe you can probably attract community of old timers looking for a chance to relieve old times with good & balanced gameplay.

on "events" I suggest additional x2 exp on one random selected "popular" maps on weekends.
I still remember those days acos & archers roam gl church, merchies vending at mid.
knights, assassins,mages etc on argiopes.
mages & hunters on clocks,etc.
GH prison etc.

I think perfect dodge blocking non aoe skills will restore some balance to evasion build.
Title: Re: A new kind of classic server
Post by: Suspension on Nov 18, 2014, 07:52 AM
Carefully thought, in fact I'm not changing much of the game. Just boosting skills so there is more variety in WoE than 1 skill job builds, and Agi builds don't get perma-stun. The only difficult change for users might be Asura, but it just will make monks use more other skills like fist offensive and occult impaction if they go spirit.

Although I'd like to compensate Snap builds which are totally focused on Asura, but I don't really know how.
Title: Re: A new kind of classic server
Post by: exii on Nov 18, 2014, 08:41 AM
Snap build lol
Wtf is a snap build? The only thing you do to improve snap is to wear an aspd fist, aspd headgears like rwc gold and seal of contintal guard for maximum switch autism.
The only build which has agi is a pvp build to reduce the animation delay of snap, zen and fury.

Will be extremly funny to see how you wrecked asura wonder why nobody is playing this class anymore in woe instead to use other skills.

RIP combo champ 2006.
Title: Re: A new kind of classic server
Post by: Bullet on Nov 18, 2014, 11:11 AM
Quote from: Suspension on Nov 18, 2014, 07:52 AM
Carefully thought, in fact I'm not changing much of the game. Just boosting skills so there is more variety in WoE than 1 skill job builds, and Agi builds don't get perma-stun. The only difficult change for users might be Asura, but it just will make monks use more other skills like fist offensive and occult impaction if they go spirit.

Although I'd like to compensate Snap builds which are totally focused on Asura, but I don't really know how.
Snap is a utility skill, not to complement Asura specifically. Well, thats me.

However, if you're thinking on extending monk build.
How about physical immune -90% dmg from all incoming (including asura dmg) exceptcritical damage.(inspired from renewal with some adjustment)
Also, allowing immune monk to perform all combos. They already have low aspd i believe while immune.

makes critical worth to build for a counter. But might be allittle OP. But looks easy to counter with a dispel too.
Title: Re: A new kind of classic server
Post by: Suspension on Nov 18, 2014, 01:58 PM
Quote from: Bullet on Nov 18, 2014, 11:11 AM
Snap is a utility skill, not to complement Asura specifically. Well, thats me.

Yes, I know, but the fact that it takes 47 skills points of the 49 available makes the character very hard to level up as they lack every skill (tss lv3, occult lv 3, asura lv 3, combos lv3, etc). It's kind of an extreme build in monk, which is focused on Snap and asura in woe. With the delay of asura, a Snap build would be less offensively effective as it couldn't max other skills.

About the critical build it can be fun on pvm, but it has 0 value in pvp/woe situations. The fury skill is just not enough and the change needed for it to be somehow usable would be too drastic. Although we could allow critical hits with skills and that would improve both critic builds and lucky dodge builds.
Title: Re: A new kind of classic server
Post by: ggwp on Nov 19, 2014, 02:01 AM
- Everyone will use Mastela instead ranked WSP
- Without stun immunity Meteor Storm spam will stun lock people to death at choke point
- You would help more with doing real DPS rathen than hoping someone stupid enough to step your stacked trap

- Monk would only use Knuckle for MvPing with Ashura that doesnt need size mod boost. Chain is way better leveling weapon than any other episode 9 knuckle.
- IIRC episode 9 books doesnt boost matk so no one would make battle sages.

- Ability to skip triple attack to do non ashura combo is dumb and the extra 50% boost damage are retarded. TSS is 1750% with cast time and need 5 sphere. Your server skip combo is 1210% using 1 sphere and no cast time.
- Delaying ashura is not the solution , limiting its damage with minimal OP gears is better. (all classic gears , no alice doll , no slotted mid , no BG , no newer episode weapons), With less damage they will have less vit and become manageable by other classes.

- Blitz Beat have 1s delay , unless you got Bragi you wont use this crap.

- Just remove that stupid 20% HP damage and boost self damage.
- No good shield to do Shield Boomerang in episode 9.

- Venom skills are too much hassle than benefit , low damage and need total skill change to work.
- Lel , katar just too good. Even double attack katar build will outdps non ice pick DD damage.

- Why people bother making bottle to do mediocre damage when other class can do better without items. Something like chance to get burning status on demonstration and instead of chance bleeding Acid Terror cause chance Critical Wound lvl 2.
- 75 Vanil / Lif will out dps any other normal char. Alchemist with Smokie become dumb thing in PvP .

- Performer would die 1st with 7x7 Frost Joke / Scream
- Initial song SP cost is fine at is , what you want to reduce is Encore cost. 0,5-1s Amp delay since most people would just weapon switch.

- Hammerfall precast where everyone are succeptible to stun ? .........

- Auto cast is useless since no matk books around in episode 9
Title: Re: A new kind of classic server
Post by: Suspension on Nov 19, 2014, 08:09 AM
Quote from: ggwp on Nov 19, 2014, 02:01 AM
- Everyone will use Mastela instead ranked WSP
If in a classic environment someone can manage woe'ng with mastelas, they deserve it.
Quote
- Without stun immunity Meteor Storm spam will stun lock people to death at choke point
First post:
QuoteOn WoE, altered status will be halved and some skills (like dazzler and unchainted serenate) AoE will be greatly reduced.
[...]although it will greatly reduce the chance and duratioon of altered status.
And even then, Meteor Stun effect could be modified too, that's the point of this thread.
Quote
- You would help more with doing real DPS rathen than hoping someone stupid enough to step your stacked trap
More than stacking traps, the whole point of moving traps around is that the Hunter can directly attack moving them, improving the gameplay for trap hunters.

Quote
- Monk would only use Knuckle for MvPing with Ashura that doesnt need size mod boost. Chain is way better leveling weapon than any other episode 9 knuckle.
Knuckles have less attack than maces. Maces would be better for spirit type.
Quote
- IIRC episode 9 books doesnt boost matk so no one would make battle sages.
It could be changed. That's the point of this thread.
Quote
- Ability to skip triple attack to do non ashura combo is dumb and the extra 50% boost damage are retarded. TSS is 1750% with cast time and need 5 sphere. Your server skip combo is 1210% using 1 sphere and no cast time.
Asura combo would still need triple attack. TSS is a single hit while combos are separate skills based on aspd which allow the target to heal itself. Also, for combos to really be fast they need knuckles which still has less attack than maces and combo build have significatively less dex than spirit types, which has a huge impact on damage. Anyway, I explicitely posted on the first post: "Combo monk my be overpowered" as a matter of discussion.
Quote
- Delaying ashura is not the solution , limiting its damage with minimal OP gears is better. (all classic gears , no alice doll , no slotted mid , no BG , no newer episode weapons), With less damage they will have less vit and become manageable by other classes.
I don't want to nerf asura. I want monks to not be asura-machines, it's way different. Reserve the asura when they truly need it.
Quote
- Blitz Beat have 1s delay , unless you got Bragi you wont use this crap.
In WoE is pretty natural to have Bragi. Without bragi it could be used versus high def enemies in pvp/pvm and would cause better damage than DS, for example.
Quote
- Just remove that stupid 20% HP damage and boost self damage.
Could be.
Quote
- No good shield to do Shield Boomerang in episode 9.
That's the point in improving the skill.
Quote
- Venom skills are too much hassle than benefit , low damage and need total skill change to work.
That's the point in improving the skill.
Quote
- Lel , katar just too good. Even double attack katar build will outdps non ice pick DD damage.
Card modifications and total attack is better with dual dagger. It could be used along the venom tree to deal high damage.
Quote
- Why people bother making bottle to do mediocre damage when other class can do better without items. Something like chance to get burning status on demonstration and instead of chance bleeding Acid Terror cause chance Critical Wound lvl 2.
Edited: People in other servers have realized the target of this skill is not damage but breaking people's armor. I think it's too much cost for just that and that's why I think its damage should be boosted.
Quote
- 75 Vanil / Lif will out dps any other normal char. Alchemist with Smokie become dumb thing in PvP .
The level of the homunculus can be lowered more, nothing is written on stone. Also, it could be done so if the alchemist is not reachable (hiding, cloacking, etc) the homunculus turns passive.
Quote
- Performer would die 1st with 7x7 Frost Joke / Scream
These skills are too OP in woe scene in my opinion. So if somebody wants to stun/freeze the other guild they may take a risk, just like slow grace.
Quote
- Initial song SP cost is fine at is , what you want to reduce is Encore cost. 0,5-1s Amp delay since most people would just weapon switch.
Maybe.
Quote
- Hammerfall precast where everyone are succeptible to stun ? .........
Which is OK because Hammerfall has a lower area of effect and is more exposed than a Dancer behind a wall. First I thought the chance was lower than Dancer's, but I'll leave it at 70%.
Quote
- Auto cast is useless since no matk books around in episode 9
Which, again, can be modified.
Title: Re: A new kind of classic server
Post by: exii on Nov 19, 2014, 05:09 PM
Quote
Quote- Performer would die 1st with 7x7 Frost Joke / Scream

These skills are too OP in woe scene in my opinion. So if somebody wants to stun/freeze the other guild they may take a risk, just like slow grace.
Not in mention to the fact that dispell got almost no effect when suicide marching with slow grace, the effectivity of scream and fj is competely related to bragi. Means 1 dispell and the whole attempt was useless. Reducing the proc chance or give some classes specific resistance would solve the prob so easy but ofc pro developers like you know it better.

QuoteI don't want to nerf asura. I want monks to not be asura-machines, it's way different. Reserve the asura when they truly need it.
No skill except asura is worth to be casted in woe on this class. Dispell, hitlock or just too much aoe dps counter any possibilty to get close enough to proc a whole combo. Did you ever played Monk on non-trans woe the last year (or generally)? I have my doubts. Else you would have realized that even with the current mechanic this class can be the absolute cancer without zen and dex stats under 140.
The class is turned into a freaking joke. And to be effective in pvp players are forced to drop dex for agi which means you have a cast time which even my grandma could handle and shes really old.
And this isnt a nerf? lol.. This is the epitome of a deadnerf.

Quote
Quote- Why people bother making bottle to do mediocre damage when other class can do better without items. Something like chance to get burning status on demonstration and instead of chance bleeding Acid Terror cause chance Critical Wound lvl 2.

Edited: People in other servers have realized the target of this skill is not damage but breaking people's armor. I think it's too much cost for just that and that's why I think its damage should be boosted.
If applying damage is not the key of this why improving it instead to boost what its used for? What an oxymoron



Btw: Ive heard you like 1-hit-insta-k.o.-pillar-stacking.
Title: Re: A new kind of classic server
Post by: bisuke on Nov 28, 2014, 05:39 AM
This is a very good Idea, It would be great if a server opens with this kind of features.
Title: Re: A new kind of classic server
Post by: Suspension on Jan 31, 2015, 10:07 AM
Quote from: dikapramantya on Jan 31, 2015, 07:26 AM
why asura delay?
Because the monk class is valued only by its asura skill, which turns every other skill (and thus, different builds) useless.

The sole purpose of these changes is to make people feel free to choose the build and job they want and feel useful with them, instead of following the non-written rules of this game:
- If you don't have high vit you're useless in woe.
- If you don't follow <insert build here> you're useless in woe and s*** in pvp.
- MVP is for he first one who finds and kills it instead of a party raid.
- To be the very best like no one ever was you have to grind 24/7.
- PVM is boring and you should avoid it. Go to 99/50 (or 70) the fastest way, don't party, don't enjoy it.

Sadly for the second rule I had to cap the asura skill so people don't abuse it and focus on other skills and jobs instead of 10 monks per guild (overexageration) to quckly kill characters with unlimited asuras.
Title: Re: A new kind of classic server
Post by: Rider on Jan 31, 2015, 02:23 PM
Rebalancing classes does sound like a very interesting idea overall and I'm sure many would be interested in testing something new and different. But at the end of the day, you're experimenting with a game that people have grown used to for several years. Changing the game too much would be an hassle and if it doesn't work you've basically wasted a lot of time and effort.

I would keep the nerfs to a minimum and not go about making big changes, but that's just me. Because I know people are very choosy about the class they enjoy playing and they would look at any nerf made to the class with a negative perspective and ignore the good intent behind it. Not to mention you'd be spending a lot of time trying to explain to players who are displeased with the changes and have hardly any support or positive feedback. If you are fully aware of what to expect and can manage to convince the community then you should go ahead with your idea. Good luck  /no1
Title: Re: A new kind of classic server
Post by: dreinor on Jul 03, 2015, 08:55 PM
i also wanted to create a private server with custom changes so that obsolete builds can be used again.. here are the changes, any criticisms about the changes i like is ok..:D

Ragnarok Skill Changes
1st Class


Swordsman:
None

Thief:
None

Acolyte:
Angelus now grants 1 + .4*skill Lvl vit
Rationale: skill is useless before.

Archer:
None

Magician:
Fire Ball scaling changed to (100 +35*SkillLVL)% Matk.
Rationale: Damage of skill is too low before.

Merchant:
None

2nd Class ( 2-1 )


Knight:
Two-hand Quicken now grants +1.5 flee per level.
Rationale: Flee added because Knight's dodge is too low even if build is Agi Type.

Assassin:
Venom Splasher: when target is on skill countdown, target receives 50% more damage from Envenom Skill, Skill Damage decreased from 1000% to 900% but hp requirement for skill usage is removed.
Rationale: Skill is not used because of it's complexity and item requirement. Skill buffed for dual dagger builds and now in synergy with envenom.
Sonic Blow:  Skill can now be chained.
Rationale: Skill Chaining requires player skills & is a good addition to the game.

Hunter:
Tooth of Warg & Warg Strike Skill added. Skills mechanics is identical to Blitz Beat Skill.
Rationale: Skill Added for aesthetic purposes only. In classic days, it was a notion that hunters have wolves(wargs) for companions.
Bow Mastery Skill added. Replaced Beast Bane with a Mastery weapon Skill .
Rationale: For empowerment of Hunter Class.

Priest:
Turn Undead can now be used on non-undead monsters. It now has a chance to turn the target into Undead Property & if the skill fails, a portion of your Matk Attack will damage the target. Skill requires 2 bluegemstones when casting it on non-undead targets. ( *note, instant kill doesn't work on non-undead targets, it will always use the Matk Portion)
Rationale: Improved Skill for efficiency.


Wizard:
Fire Pillar now inflicts Burning Status by 3% change per skill level.
Rationale: Skill buffed for WoE efficiency and now more useful.
Sight Rasher now inflicts Burning Status by 6% change per skill level.
Rationale: Skill buffed for efficiency and now more useful.

Blacksmith:
FAW - Magic Decoy, Silver Sniper & Removal added to skill tree. Skill pre-requisites adjusted so that it can be available to pure forger smiths. Silver Sniper's Atk is based on the Dex & Base Level of the Caster, Magic Decoy's Matk is based on the Luk & Base Level of the caster.
Rationale: We added this skill so that passionate forgers can participate in WoE, they can now help defend the Emperium.
Adrenaline Rush now grants +2 flee per level.
Rationale: Flee added because Blacksmith's dodge is too low even if build is Agi Type.

2nd Class ( 2-2 )


Crusader:
Spear Quicken now grants +1.5 flee per level.
Rationale: Flee added because Crusader's dodge is too low even if build is Agi Type..

Rouge:
Plagiarism Skill reworked. When Activated Skill grants a buff that allows you to clone a skill and activating the skill again, saves the cloned skill. Cloned Skill is equal 1 + SkillLevel*.4.
Rationale:Reworked Skill because Cloned Skill that cannot be saved is useless.
Back Stab Skill reworked. Skill can now be used regardless of the position the target is facing. When the target is not facing the caster,  Back Stab skill will be used, but when the target is  facing the caster,  Stab  will be used. (*note Stab skill is scaled to Atk % = 100+15*skillLvL, is affected by hit rate & uses double the SP requirement of Back Stab).
Rationale: Skill reworked for it to be more useful.

Bard:
None

Dancer:
None

Monk:
Asura Strike now has a 10 sec cooldown.
Rationale: Skill is quite spammable so cooldown is added for class balance.
Chain Crush Combo level 5 added to skill tree. Skill damage formula is rescaledd to (400+200*SkillLVL)%.
Skill added specifically for Combo Monks.


Sage:
Spell Breaker now forces the target's disrupted skill to go on cooldown for 5 seconds after successfully the breaking spell.
Rationale: Added debuff for skill efficiency. Skill is almost useless before because Targets can just recast skills after their spells are cancelled.
Hindsight: Npalm Beat skill removed and Earth Spike Skill added to skills list. Now adds +1 Flee per Skill LvL.
Rationale: Skill buffed specifically for Battle Sages.

Alchemist:
Acid Terror Skill reworked. Skill damage formula is now identical to Soul Destroyer. Skill is now affected by Int and Str. Also, chance of breaking equips are lowered for balancing purpose.
Rationale: Skill reworked so that Alchemists can do PvP and PvM more effectively.
Title: Re: A new kind of classic server
Post by: OldeRagnarok on Aug 07, 2015, 01:54 AM
From Russia With Love /lv /lv /lv /lv /lv /lv /lv /lv /lv /lv /lv /lv /lv /lv /lv
Title: Re: A new kind of classic server
Post by: Suspension on Aug 07, 2015, 02:21 PM
Quote from: OldeRagnarok on Aug 07, 2015, 01:54 AM

Oh my, thank you for your useless and obstrusive spam post that has nothing to do with the topic! :D
Title: Re: A new kind of classic server
Post by: annaquin on Aug 08, 2015, 06:22 AM
I think the change on assassin are a jokes...

venom splasher and sonic blow require a close combat condition.

So against a hunter : 21 cell, considering a walk speed of 3 cells/s= 7 sec = 21 DS/s or 2 FA
Agains a wizard : 15 cell = 5 sec = 5 bolt or 2 SG or 2 MS

So the dmg at close combat should have on maximum condition the same DPS than a camping far away position where monster need to walk close.

Use a maximum condition to compute fairness.
Title: Re: A new kind of classic server
Post by: vashgibz13 on Oct 10, 2015, 10:10 AM
Quote from: annaquin on Aug 08, 2015, 06:22 AM
I think the change on assassin are a jokes...

venom splasher and sonic blow require a close combat condition.

So against a hunter : 21 cell, considering a walk speed of 3 cells/s= 7 sec = 21 DS/s or 2 FA
Agains a wizard : 15 cell = 5 sec = 5 bolt or 2 SG or 2 MS

So the dmg at close combat should have on maximum condition the same DPS than a camping far away position where monster need to walk close.

Use a maximum condition to compute fairness.

I couldn't agree more.