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•Virtual Life (VL) hidden absorb increase attribute removed ??

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Edgardo

...

 

Changing the mobs attack power is a stupid fix...

The VL nerf effects 1 class why would you change something to fix it that effects all classes?

Simply put the other classes would get more out of it than the class it was intended to help in the first place.

Wrong.  The VL fix affected all classes.  We all know very few could even stand in their corresponding exp map without VL.  That's why mobs are going to get a correction (AFAIK).

 

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Rehv

...

 

Changing the mobs attack power is a stupid fix...

The VL nerf effects 1 class why would you change something to fix it that effects all classes?

Simply put the other classes would get more out of it than the class it was intended to help in the first place.

Wrong.  The VL fix affected all classes.  We all know very few could even stand in their corresponding exp map without VL.  That's why mobs are going to get a correction (AFAIK).

 

Yeah but that doesn't change the fact that all have VL without needing PRS :)

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Rehv

how come?

 

'o_O

 

Checked new formulas, all classes are getting a +- 32% abs boost.

With PRS tanking and killing crap, no need for them at parties anymore :D

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punkrocke

how come?

 

'o_O

 

Checked new formulas, all classes are getting a +- 32% abs boost.

With PRS tanking and killing crap, no need for them at parties anymore :D

 

Welcome to the FS world muahahahahah

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Zero

Welcome to the FS world muahahahahah

 

But FS world also has PvP world :P. Also, they're listed to get an AoE boost at some point on the development list.

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Rehv

Welcome to the FS world muahahahahah

 

But FS world also has PvP world :P. Also, they're listed to get an AoE boost at some point on the development list.

 

#Campaign: ICE METEORITE NEXT T5 RELEASE. C'mon we have even seen it being used in PROMO video...

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lifesgood

...

 

Changing the mobs attack power is a stupid fix...

The VL nerf effects 1 class why would you change something to fix it that effects all classes?

Simply put the other classes would get more out of it than the class it was intended to help in the first place.

Wrong.  The VL fix affected all classes.  We all know very few could even stand in their corresponding exp map without VL.  That's why mobs are going to get a correction (AFAIK).

 

The VL Fix (more like monumental screw up) affects the prs more than any other class was my point  and that does not change the fact that changing mobs attack power is the wrong way to fix the issue.!

X class needs a balance  you tweak that  class not change the monsters come on its obvious  that its the wrong thing to do... lmao

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Rehv

...

 

Changing the mobs attack power is a stupid fix...

The VL nerf effects 1 class why would you change something to fix it that effects all classes?

Simply put the other classes would get more out of it than the class it was intended to help in the first place.

Wrong.  The VL fix affected all classes.  We all know very few could even stand in their corresponding exp map without VL.  That's why mobs are going to get a correction (AFAIK).

 

The VL Fix (more like monumental screw up) affects the prs more than any other class was my point  and that does not change the fact that changing mobs attack power is the wrong way to fix the issue.!

X class needs a balance  you tweak that  class not change the monsters come on its obvious  that its the wrong thing to do... lmao

 

Wartale wanted to reduce the HUGE GAP that existed between VL and non-VL users. I'm all okay with that, but VL is what guaranteed 1 prs slot in every party, because damage and tanking SUX. You can do whatever you want with the game, as long as every class have their own role at PVP and are needed in a party (so they can level).

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lifesgood

...

 

Changing the mobs attack power is a stupid fix...

The VL nerf effects 1 class why would you change something to fix it that effects all classes?

Simply put the other classes would get more out of it than the class it was intended to help in the first place.

Wrong.  The VL fix affected all classes.  We all know very few could even stand in their corresponding exp map without VL.  That's why mobs are going to get a correction (AFAIK).

 

The VL Fix (more like monumental screw up) affects the prs more than any other class was my point  and that does not change the fact that changing mobs attack power is the wrong way to fix the issue.!

X class needs a balance  you tweak that  class not change the monsters come on its obvious  that its the wrong thing to do... lmao

 

Wartale wanted to reduce the HUGE GAP that existed between VL and non-VL users. I'm all okay with that, but VL is what guaranteed 1 prs slot in every party, because damage and tanking SUX. You can do whatever you want with the game, as long as every class have their own role at PVP and are needed in a party (so they can level).

 

You see thats where the mistake is you  should never buff or nerf a class on a PVP issue... (as he said himself the vl was only an issue in pvp)

 

There is 2 ways to fix the issue  leave the survivability as is  and buff prs damage ALOT (low surv = very high damage)

 

OR

 

Balance the Classes

 

At no point should the mobs be changed to fix this screw up!

 

You could also make VL not castable in PVP in its original form to fix the PVP whingers issues!

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sonofsaturn

Solo Forever. Parties are nice, and vl is even nicer. Perks perks perks. However i do support all the attention to balance on this server :)

 

Edit: balance, whilst supporting class roles :)

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ItsThePrzybysz

how come?

 

'o_O

 

Checked new formulas, all classes are getting a +- 32% abs boost.

With PRS tanking and killing crap, no need for them at parties anymore :D

 

Yeah cuz that makes sense.

 

If you can solo FT2, AD1, AD2 and get better xp solo than with a party... Let all of us know your secret

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Electron

I decided not to change absorb formula's of all classes or decrease monster's damage in maps.

 

Instead looking to release a new T5 Priestess skill called 'Holy Aura'.

 

Holy Aura gives percentage based abs (like VL hidden abs) to all party members within a short range for a short period of time (seconds, like chimera of light). This forces the priestess to stay near the party members, because the priestess can't just cast something like VL and then wait 3 minutes on a safe spot.

 

Additionally, I will change the following PRS skills:

Grand Heal becomes healing based on % of HP. With 50% hp healed at level 10 Grand Healing. Grand Healing will also heal the Priestess itself.

Chain Lightning Chain Lightning bolts increased to 20 (from 12) and max damage increase (Wand dmgx4 (from x3)).

And a small unrelated change: Regeneration Field will become 200 HP regen and 300 MP regen.

 

Absorb on new Orbs x2 more abs than current orbs.

40 spirit = 1 abs (instead of current 50 spirit = 1 abs)

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Rehv

Cool but I still say some improvement in ABS is needed... being raped in a map 10 levels below you while mech can tank solo in map of his level still sux =P

Also that doesn't fix pike 1-shot at pvp, as I doubt people will x1 with a vl giving aura nearby >.<''

 

EDIT:

 

I decided not to change absorb formula's of all classes or decrease monster's damage in maps.

 

Instead looking to release a new T5 Priestess skill called 'Holy Aura'.

 

Holy Aura gives percentage based abs (like VL hidden abs) to all party members within a short range for a short period of time (seconds, like chimera of light). This forces the priestess to stay near the party members, because the priestess can't just cast something like VL and then wait 3 minutes on a safe spot.

 

Additionally, I will change the following PRS skills:

Grand Heal becomes healing based on % of HP. With 50% hp healed at level 10 Grand Healing. Grand Healing will also heal the Priestess itself.

Chain Lightning Chain Lightning bolts increased to 20 (from 12) and max damage increase (Wand dmgx4 (from x3)).

And a small unrelated change: Regeneration Field will become 200 HP regen and 300 MP regen.

 

Absorb on new Orbs x2 more abs than current orbs.

40 spirit = 1 abs (instead of current 50 spirit = 1 abs)

Which skill will you remove? Cleansing light???

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topher

Wow, sounds nice.

I'm not so sure.

They must remove one skill and that's not going to be good. Also, this boost in CL won't make it so good. And He didn't say anything about making Grand Healing animation fast, which is really necessary.

Furthermore, priest must be a good tank, and he didn't say anything about improving priest own abilities in tanking. As she didn't do anything in bc, beyond supporting people, this is a need.

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Crius

I decided not to change absorb formula's of all classes or decrease monster's damage in maps.

 

Instead looking to release a new T5 Priestess skill called 'Holy Aura'.

 

Holy Aura gives percentage based abs (like VL hidden abs) to all party members within a short range for a short period of time (seconds, like chimera of light). This forces the priestess to stay near the party members, because the priestess can't just cast something like VL and then wait 3 minutes on a safe spot.

 

Additionally, I will change the following PRS skills:

Grand Heal becomes healing based on % of HP. With 50% hp healed at level 10 Grand Healing. Grand Healing will also heal the Priestess itself.

Chain Lightning Chain Lightning bolts increased to 20 (from 12) and max damage increase (Wand dmgx4 (from x3)).

And a small unrelated change: Regeneration Field will become 200 HP regen and 300 MP regen.

 

Absorb on new Orbs x2 more abs than current orbs.

40 spirit = 1 abs (instead of current 50 spirit = 1 abs)

 

On holy aura: Change one of the tier 1-3 or at least a tier 4 skill instead of making a new must-have tier 5 (I assume you intend to replace the last tier 5 skill, whatever it was called). VL would be the obvious choice. The priestess will already be hard pressed for tier 5 skill points to spare. Unless you plan on making CL the new AoE of choice for the priestess even past tier 5, I suppose. Of course, it will risk simply reverting the priestess to the state of "VL whore" again, regardless of where you put the skill, only this time the priestess will also have to sacrifice another and potentially useful skill to get it.

Grand healing: I still think a short but high regeneration effect is the way to go here, so the healing isn't made redundant by a potion most of the time.

Chain lightning: Good, though I'm not sure where this would place the priestess in the AoE ranking. The base damage is not terribly high to begin with and changing it to max damage * 4 will only add 63 damage per target (and that's with a perfect 120 +20 staff), still, every bit helps.

Regeneration field: Well, that's nice I suppose, but I'm not entirely sure it will address the survivability issue while using it. 200 HP regen for the priestess will certainly help, but I have no idea how far it will work or for that matter if it didn't just turn the priestess into an immobile tank in the maps that it does.

Orbs: Perhaps we'll finally see some use for them then, but it'll give the priestess (and mages) a 10 point absorb boost at best. Not sure how much of an effect it will have.

 

All in all, good to see some improvements, but I'm not entirely certain if it does more than make the priestess average as far as damage goes, and not really all that much better for everything else. But at least it's something, and we'll see how it goes.

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Zero

No. Supporting classes need not to have good tanking abilities. It is the job of the team to protect their valuable priestesses.

 

"Valuable" is a bit of a joke atm, we don't have anything else going for us right now.

 

I've said it before, they need good tanking abilities to make up for the other areas in the game in which they are bad, otherwise they are unbalanced in a way disadvantageous to them.

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Rehv

PT is a weird game, ppl with less HP should hit higher but that doesn't happen here. I can't remember any game that a magic class isn't first or second in damage...

 

Also, priston is a broken game for support. For prs healing to be useful we should have timed potion and fewer mobs per % gained, which would simply KILL priston as it is now. And I won't get this "Holy Aura" (which should be Cleansing Aura as Holy Aura is KS skill...) if Ice meteorite is better. :S:S:S we need tanking skill in T3 or T2 :P or maybe T1 (replace that useless bolt) :P

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mai801chan

1. Grandhealing: % based HP? How does it work? Say, a pt member is in danger. He only has 100hp left. Grandhealing at level 10 will give him 50hp...? ---> Oosp!? He still dies. But any improvement is welcomed, so Im happy to see the change.

 

2. Holy Aura: since now it's survive or die, all PRS will likely max it out ASAP. But, the problem is then we don't have enough t5 skill points to invest in other t5 skills. It's almost like PRS are paying out of their pocket to fix the VL mess. What do we get in return? 60-70 additional dmg to CL and 5 more targets than FS?! Perhaps it'd be more sensible if we make it one of the t1-4 skill (and I'm hoping 4 so that we can learn grandhealing)

 

Regen field: does it work in this PT?! 

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Null

1. Grandhealing: % based HP? How does it work? Say, a pt member is in danger. He only has 100hp left. Grandhealing at level 10 will give him 50hp...? ---> Oosp!? He still dies. But any improvement is welcomed, so Im happy to see the change.

 

50% of their total HP bar. :)

 

Regen field: does it work in this PT?!

 

Of course.

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cat0048

removing a t5 to give us something from an previous tier is stupid. just make the original VL that skill + its hp and keep t5 coming like it is. extra damage to CL is not really enough to put us on par with anyone.

 

still probably wont be playing my priest even with this suggested update., the area surly wont be big enough for SOD and what is a place where you need th extra abs. yes this makes sense, lets stay as close as we can to the squishiest character because without her we cannot play r7 or r8 well and she dies in both of those rounds as it was with normal VL. so when she dies, her aura is gone and we wipe.... Fair? no... not really

 

as for GH, what skill points are you expecting anyone to drop a skill that still halfway works to put into it?

 

yup, the more i think this through, the more i will not be playing my most loved character. GMs here clearly have no idea how to work a game. Sorry guys but its just plainly obvious I'm not trying to bash you and I thank you for all the work you have done but...  you clearly are never going to be able to make this game balanced... or enjoyable for everyone

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Edgardo

I don't usually polish apple, but I like this Wartale decicion.

 

VL will somehow get back, but in a better way, plus a series of changes in order to prs be more healer-like character.

 

Sweet.

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tommylizard

I like the changes, Prs's will now have more options besides VL + extinction.

 

EDIT: may I suggest changing Regeneration Field duration to 300 seconds as well ?

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Zero

No. Supporting classes need not to have good tanking abilities. It is the job of the team to protect their valuable priestesses.

 

"Valuable" is a bit of a joke atm, we don't have anything else going for us right now.

 

I've said it before, they need good tanking abilities to make up for the other areas in the game in which they are bad, otherwise they are unbalanced in a way disadvantageous to them.

 

The new skill will make it. You will have to constantly be with the party and recast. Besides, if you have no offensive power or meaningful support, what kind of idiots will waste time killing you? Same for "tank" class, the idea is just stupid. Unless the tank can pose serious threat to the party (which would be very OP), why waste time killing him (unless they are bad haha, but if they are you dont hae to worry much)

 

The easiest kill is someone who can't fight back. You really think a pike is going to be going for other pikes/fs in BC and actually earn their exp fighting people who are on par with them? No, they will target the most defenseless classes, such as mages and prs. I have no idea how the buff is going to shake things up or how much of a bonus it will be, but either way it defeats your argument.

 

You say we will be made valuable for the new skill that will help us and the party tank, meanwhile saying we shouldn't tank which is the only way we will become valuable.

 

I don't mind a T5 buff [i thought cleansing light was useless to begin with], but I wish there was a bit more of an added effect than simply being the second half of VL or something new and interesting. Basically, VL has been divided into two skills, the +30% HP part on the original skill and the hidden bonus into a T5 skill, essentially paying twice for the same thing we had before [it was a problem though being casted on others, so I do agree it had to be taken off of VL].

 

I agree that it does feel like we are "paying out of our pockets" a bit as someone put it [since now I will not be able to have divine force beyond level 1], but at the same time, I will take that in a heartbeat over being left to rot in the tanking department. Actually, the biggest disappointment was simply ice meteorite being delayed, which I believed was as much a must for prs in the damage department as the new skill in the tanking department. Best solution would've been boost muspell and release ice meteorite imo.

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