That’s great. Thanks for the information. I hope they auto-reset it, so late-returner can start optimal.
QS-Rogue-Hakka user here (probably only one of my 35 characters that hasn’t had the build changed since early access).
Runningshot deleted, Rogue moved to Scout and Hakka to Swordsman. You could say the build was completely dismembered.
But I’m okay with that
QS losing RS makes sense when essentially everything aspd/AA-related is sort of Scouts shtick now, not to mention how Quarrel Shooter was meant to be a defensive archer class, not a running machine gun.
Rogue moved to Scout makes perfect sense as well with the new identity they are going for there. It never had anything to do with archers anyway.
Hakkapelle, considering what it’s based on… a mounted army that slashes you up with swords but already shoots you from distance while approaching. It makes sense that they swapped the weapon roles, where now their one-hand swords are the main weapon and crossbow/pistols are the subweapon, as before the one-hand sword felt like a secondary aspect of them, since you were swapping it off to wield a shield or use a pistol skill, with the crossbow being the constant.
It also adds a dedicated one-hand sword user to the… SWORDsman class. Since otherwise the branch is full of classes that are either multi-weapon viable, focus on a specific weapon like 2-hand spear, 2hand sword, rapiers…or focus on the shield with main hand being free or at most implied to involve spears by concept.
So even in that regard it seems like a welcome change.
I’ like to see another new swordsman class added some time that is specifically about one-hand swords, just to cover that better (and synergize with shield/subweapon focused classes)
Exciting
as much as i would like this too, i don’t think they will do it, just like they didn’t when they made the first rank reset event (tough at the time they did had a reason"ish", with the attributes not being instant to learn for non token users)… probably they will just auto reset to your original base class, if you want to change this you better be active when they make it available .
Gotta light that schwarz?
…yeah, it gets weird xD
-They will remove gems from all weapons.
- Gem effect is changed.
- There will be an event where you can transfer gem lvl to another gem.
- All weapons with 0 potential will get +1 (ONLY THE ONES WITH 0 POTENTIAL)
- They won’t touch trancendence. No blessing refund.
- Some stats (i think magic amplification is gone) will be replaced.
- Cannon becoming 2H weapon will get dmg increased and from the google translation: existing cannons will get +2 gem slots unlocked for free (?).
- New Cannon gonna have more potential on top of +dmg, and 5 gem slots.
Did i miss something?
This is literally what I said though.
And even if the modifiers are just lower, it’s also fine, because you have utility spread throughout that other base classes do not have.
I was also very happy to see the average con on archer as high as swordsman.
It’s strange,though, that Cleric is not the best at any stat.
We have 5 stats in total, and 5 Class trees.
Wizard is best in two stats, Cleric is best in none at all.
I believe since only 3 stats matter anyway, they could give Clerics higher total per level modifiers (e.g. 2,5 instead of 2) than the 4 other Classes so that they can have good averaged stats and still retain the highest average SPR.
This would be to the benefit of everyone since SPR influences Healing, which is obviously only required as Cleric.
Ah yes, more build diversity and not making people forced into meta. So they implied, anyway…
That’s bloody funny, because it seem IMC don’t play their own game and realize that SM and FF are pretty bloody darn awful without Linker. And not as if those are the only troubled classes, either. And the “Scout tree” looks awful as hell. Looking forward to see skill changes/attribute changes more in depth because these are not small changes and some need far more than mere number tweaking. As if screwing builds with multiple mixes in them wasn’t enough, there are changes here that’s beyond buffing/nerfing, its completely screwing with playstyles since the game came out.
Welp… kinda… was late and too lazy to typo every class :V
Also… i kinda like chaplin instead of chaplain :V , at the beginning it was more funny, i paste the chart from google translate and the lazy in me didnt bother too much in fixing it properly…
Side note… update the doc to allow builds of 1 or 2 extra classes… just choose blank …
@Wurmheart yeah… did not pay too much attention to that… fixed it also…
No details are out yet, lets just hope SM and FF loses their dependence on Linker. I’m sure anyone would like a viable SM and FF without having to take Linker, and do the same with other classes with regards to their dependence to certain classes.
Anyways just be patient I guess?
Shinobi are black ops, covert ops in history. Those magic is just folklore fantasy, and I would never call that anime/manga Naxxxx ninja/shinobi. but shinobi from tos they fit well in scout/assassin tree
Which assassin tree? You are like this vaka-guy here in the forum, who is always talking about elite-ranks.
This is why I don’t quite like the shinobi we have in TOS currently. IMC have turn it into more the fantasy found in Naxxxx then how they were in history. With it move to scout tree, they could finally become the covert agent
Things to notice:
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Blocking won’t deny all damage taken anymore, it will only lower damage taken by 50%.
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Swordmen get 150% blocking modifiers while other classes get… None? This means swordmen will be the only class with reliable block rates. No more wizzies with 90% chance to deny physical damage.
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Evasion is very strong, because it still denies all damage taken, but as far as I understood, your evasion rate is lowered when more than 5 mobs are attacking you at once (10% evasion loss per mob after the first 5). This might be in a similar change to what RO has for Flee reductions?
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Block/evasion works for spells.
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Scout may look like a salad, but I think people are still with stuck on the mindset of what classes are today. Chronomancer loses Haste and Thauma gets Quicken, this means Thauma might resemble more the speed buffer Chrono is today than the one it will be in the future. The whole concept of Scout is attacking fast, dodging, and dealing with monsters 1x1 or 1xFew, so Linker also makes perfect sense (Remember how we use Linker + Kundela Slash today? Scouts will probably behave similarly in future).
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Skills are now designed based on a “maximum score” and getting +skill factor, +aoe, +targets, +good mechanics uses this score up to it’s maximum. This means all skills will be very evenly balanced in terms of damage/aoe. When skills are too evenly balanced, the biggest difference come from equipments/stats and, most importatly, buffs/debuffs. Support classes might be much more valuable now.
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Peltasta has, by far, the highest factor in a single stat, 1.5 for CON. The second highest factor is 1.2, for Canoneer’s STR and Sadhu/Exo’s INT. This means picking Peltasta in any swordman build will increase your max HP by around 30~50% while reducing your overall dps by a similar amount.
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As others stated, clerics lose a lot by having such evenly distributed stats. As an example, if you make a pure magic-based cleric and pick PD and Miko, you are already wasting couple of points into STR and DEX which you’ll probably never use. Support clerics will probably suffer the most with stats they don’t want.
Going too realistc and you gonna have a boring character thats too tied to reality, thats why games and other sources use creative freedom, fantasy and foklore to make it more appealing, even those tales of ninja were romancitized in their origin.
Tos still used some mechanics that WERE used by shinobi, even in romanticized way, just give some research and think as a game designer, how to implement such things to a game and make it appealing to the target audience .
Balance wise the tree isn’t as bad, the issue is the theme that doesn’t click with non-magicians. That wouldn’t be much of an issue if the base class were something like “Trickster” as one that can perform in several fields with minor acts (having at least one magic trick as well), being able to evolve into special magic, throwing, shooting and all sort of niche things.
Linker is too much of a Wizard in theme to be taken away as the chains are pure magic, opposed to a possible steroid like power source of Thauma, and they can’t revamp the class to be something completely different that can be justified by its theme. Worst case scenario they’ll include an enchanted chain item to be used on every single skill or some flimsy explanation for this kind of magic that will still feel out of place as it starts from Scout.
You might want to not forget to add that its not just 390 as the level in the formula but actually (Level - 1). It being 390 would mean that our level would actually be 391
Maybe linker will work more down to earth, like gathering/CC mobs with ropes or some sort of stuff like that. Which means no more “supernatural” stuff. Spiritual chain is loosing it’s gem, isn’t it?
That would go well with squire, lore-wise
But the outfit… Oh, the outfit. Same as enchanter. Too out of place
I’m worried about Featherfoot too, but let’s see if any of FF’s abilities were changed. For all we know, Kundela slash could be a huge AOE now. You never know what will happen until it happens.