Click here to check out this week’s Question and Answer! Don’t forget to comment with your own questions and feedback!
My question is simple. When you will balance the pvp based on skill factors? Not the overall nerf like 10% damage in ktos. And why the team decision is not to cap the enhancement? Ty
Ok so I want a clarification, on last question it has been answered as “Looting Chance (Unidentified Weapon Drop Rate)”.
So does this mean it only affects “weapons”?
@STAFF_Letitia
Nope you are right! It’s all equipment ~! I’ll fix that
Why is Inquisitor C2 worthless?
Thank you for posting the input from the dev team.
There’s a huge disconnect with what was envisioned for Matador and what is actually happening in the game.
You say Matador is intended to provoke the enemies to gain the upper hand in battle. The reality looks completely different as their taunt skill an R8/9 skill is worse than Peltastas Swash Buckling, which is an R2 skill. Swash Buckling affects much more enemies even with only 1 circle investment in Peltasta and the 25% max HP increase attribute is also better that the evasion/accuracy/minimum crit reduction debuff. Why would I waste R8 & R9 on Matador when I can get a supperior taunt skills at R2?
You say that you wanted some kind of hybrid class between Fencer and Corsair, but the problem is that Corsair is a dead end class meaning that no other Swordsman ranks benefit from it combat-wise, or really in any other way, except for an additional monster drop here and there through Pillaging. Corsair is a green icon class, which is supposed to be a support class that mostly has attack skills and the support skill it has only increases dmg for 1 skill in the whole Swordsman tree (Pistol Shot). Not to mention, Corsairs still carry around the most useless skill in the game (Unlock Chest). In the last few year/s no treasure chests have been added to the new maps that require this skill. It should be deleted and replaced with an actual good support skill. Also, no Fencer in their right mind would go 1 or even 2 circles in Matador. Fencer 3 is too strong on it’s own to waste R 8/9 on Matador which are lackluster compared to it.
You say that Matador is intended to exceed at 1 to 1 combat in a game where the main target is to kill as many monsters as fast as possible. Also, all Swordsman ranks starting with Rank 6 (Fencer, Doppel, Dragoon, etc.) have much more DPS than Matador at 1 to 1 combat.
What i also noticed is that Matador is a red icon class (offensive) with mostly support skills and their 2 attacking skills either have no OH charges or only 2. What’s up with that?
Just my 2 cents.
Question to the developers:
Are there any plans to rebalance/rework Kabbalist?
Korean: 카발리스트이리배랜스하다의도사려합니까?
After the rebalancing update in April, skills like Reduce Level and Revenged Sevenfold lost their use in PVE, so a rework in the way of Paladin and Musketeer is required (i.e. removing Reduce Level, maybe making it a Gematria/Notarikon/Class attribute instead, and introducing a new skill instead, e.g. a Golem summoning/creation skill [either working like Alchemists Homunculus or like Sorcerers Summoning skill]) to make the Class more versatile and helpful/meaningful in actual battle.
The damage of Merkabah should also be tweaked a little to have more impact with the new content, as the initial damage is negligible.
Btw., the golem doesn’t have to attack, as golems are defensive creatures & only meant to work for its master and protect him from harm, so a golem that ccs enemies around it(e.g. knocking enemies down or induce stun/fear by drumming the ground/roaring) and has a high AoE defence ratio/protection area around it to allow it to take the damage instead of the Kabbalist would be much appreciated.
- Are there any plans for Orsha? Lets say, to be a dedicated place for a PVP Arena?
- Any plans to improve the fishing system? (Don’t take me wrong I love it) But its somehow still lacking… Say something like a fishing spot for every Territory? (eg: Kingdom Territory, Klaipeda region etc) or a Chief that can cook silver fish into a usable buff other than cooking it on a bonfire?
- [Update] Any plans for a new end game content/gears similar to Earth Tower?
Will post more question when something comes up.
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What does the internal discussion look like when it comes to server merges, particularly Orsha-Klaipeda?
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What’s the Looting Chance formula?
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What are the caps for Evasion+Block Chance? (Just confirmation on the 80%)
Any love for Rogue 3 (without hackashit) and cors/shinobi ?
- Why r9 buff like lightning hands have 300s duration and hackapelle have 45 sec duration regardless of skill lvl?
- Why gungho, concentrate, blessings, aspersion etc lower rank buffs have long duration but not pain barrier and steady aim? Especially steady aim because it has fixed duration regardless of levels but other same rank dmg buffs have more than 100% uptime.
- Why iToS costumes are locked behind bars of gacha system meanwhile kToS can buy them directly with TP?
- Why a r4 skill “hail” can out perform several of r9 skills?
Edit: - Why Tao’s talisman cost was reduced but same was not done for inqui’s wheel?
Is there a Schedule to release new classes? Like, every 3 months we’ll get a new one?
Or you guys will just randomly introduce them into the game?
Are they going to be released for different trees each time or we can get 2 swords classes one after another?
Do you guys have plans to introduce new weapons/sub weapons into the game? Long sice the game started players have been talking about how daggers and shields don’t thematically fit wizards, thus it would make much more sense if wizards have books or orbs as subweapons. Also Axes and Double-Swords are a common theme among swordies.
Will wizard or cleric get mounted classes too?
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Are you working on improving the game engine, like making it make use of the GPU and whatnot? I think that performance more than anything is important for the games future.
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What sort of guild features can we expect to see in the future, like more guild passive abilities to unlock or more things to do as a guild that isnt related to pvp?
Since you have a looting system for the HG weapons, is there a possibility that you can implement a system where the randomness of the HG weapons can be controlled at the cost of say a socket?
So for example, let’s say I get a two-handed sword but don’t want stats like int/spr. I can choose to sacrifice a socket for this.
Next is character progressions. Is there a way in which after passing certain checkpoints in the game, ALL characters are automatically passed on these quests? So let’s say I have one character that has completed up to the Level 300 quest line, ALL characters will be assumed to have done it. Now to be fair to make people play their other characters, the checkpoints are done via rank.
Finally, PvP. I understand that game balance is a tough thing to achieve, but I believe you’re lacking a lot of data to work with and so my suggestion here is to put randomly place teams in 2 pools. Pool 1 is as it is, transcendence and what not, pool 2 on the other hand is no upgrades at all, just raw equipments. I do believe this will give enough insight on how to properly tune stat builds as when transcendence shows up, players tend to gravitate towards a con heavy build.
why there’s not an attribute to increase Squire’s skewers duration? why spring onions cost more than 400 silver?
Are there any plans on Hethran badges rework/adjustment?
Are there any plans on leather armors bonuses and evasion?
Well to be honest I can put up lots of questions but mostly all of them are regarding performance and balancing related. I know those are being worked upon slowly but hearing nothing regarding them for long (especially performance related) disappoints players a lot.
Some other questions can be like:
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Why new players are given so much of exp boosters that they out-level old players in matter of 1 week (seen 2 new players who have 3 lv360 chars each, meanwhile my own chars are struggling at 340-350s)?
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Why many events are created based on network and ping performance knowing that the server itself is not capable of handling them? (I don’t know how to word this properly, I am no specialist in this field).
On similar note, knowing that game has performance issue and many players have to keep effects turned off to play game decently, why made event which forces you to turn on the effect which makes them unable to complete event bcz of lags? -
Comparing attributes of musketeer c3 and dragoon c3:
Why both attributes which ignore blocks have so much disparity between sp cost? (Don’t give the reason, dragoons were dying so they need special treatment). -
Why helmets of dragoons and murmillo have 0 cd 0 sp cost unlimited uptime both on PvP and PvE meanwhile plaguedoctor’s helmet (aka beak mask) has cd, sp cost and uptime issues(I know the issue in PvP but why in PvE)? Also murmillo helmet should have been a stance to use murm skills but the buffs it gives other lower circle doesn’t convince me for it.
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Why damage buffs like blessings and concentrate can get higher and higher but has nothing in defense vs them?
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Why block is so ridiculously good (both in PvP and PvE) and evasion is nearly useless despite having similar formula?
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Why a rank 1 skill- HEAL is so much high in damage, good scaling and has a healing purpose meanwhile other rank 1 damage skills are near garbage or at the best have some utility or CC?
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Why female costumes are so much more detailed, refined and thought upon but not so for male costumes (I know there so much more “female characters” in game than “male characters” but that can’t be the only reason)?
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Why archers have so much AOE related skills but given 0 base AOE AR?(Now no comparison with reality please, even swords cannot cut multiple enemies at exact same time for that matter).
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Why multi target damage skills/AOE damage skills does way higher damage than single target damage skills? (even if you don’t count in aiming from falc3).
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Why a ice attributed monster can be frozen?
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Why wizards and clerics have something or other spr scaling meanwhile archers and swordsman don’t? They are just forced to get spr to keep up their sp cost but nothing scales from it, but clerics and wizards have something or other which scales from it.
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Why there are next to nil archers type monsters in r9 content? (this itself tells that even IMC is aware how bad archers are in PvE)
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Why hidden classes have been given so much importance that they outshine main class tree and became 1st choice in every build if it is possible to put them in?
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Why new rank 8 classes have way more hard hitting skills than old rank 8 classes? (I consider matador as exception in this rule. It feels bad bcz other classes are way much better in comparison)
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Why made so many low level maps and quests when you are basically sitting in 1 or 2 maps spamming multipliers, resets and tomes to level up?
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Why Orsha side of game is so much ignored (and basically heaven for bots bcz no one to notice them to report them)?
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Why Journal have exploration points for already deleted dungeons? Can’t even explore them to get a 100% now bcz it will always remain as blindspot.
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Why Hauberk’s questline in r9 content (narvas area and some maps before) are regarded as sub-quest while demon prison questline is regarded as main quest?
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Why nearly every monster in fantasy library maps(sausys and valandis) have knock back to the point, it near literally forces every player to get gazing golem cards(if they dont have anyother way)?
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Why are the new gimmicks introduced recently (few patches back) so long, have bad rewards and don’t even give achievement points for completing it?
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Why Auto Attack builds are so heavily good in each and every content of game but its not true for purely skill based classes?
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Why experience points given by similar level, similar stat monsters are so inconsistent (take alemeth forest as an example. After damage formula changes, truffles and eldigo have similar HP but still truffle gives way better exp points).
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Why do you get lv10 exp card are drops from lv 358 map and monsters?
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When will the party events be re-introduced?
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Why one GBL reward the arbands were deleted but another GBL reward the potions are still kept?
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Why only thing which always comes in mind of devs is “DPS checks” where you have kill lots of monsters in set amount of time and nothing new?
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Why a lower tier buff can overwrite higher tier buff (for example, if 1 player’s swell brain is giving +800 matk, why it gets overwritten by a swell brain which has +300 matk)?
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Why sage wall recipe still has 0.01% drop rate when its practically useless now while its not even used for collection(HG gears are better and easier)?
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Will the new collection boxes for r9 maps be introduced later on?
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Why defense values on leather armour still so much bad when now hunting ground item stats have been completely revamped? (The reason earlier given for this was, leather armour gave offensive stats like crit rate. But now any gear can get it.). So, will there be any rework on leather armour defense values?
Why not give leather armour AOE AR as stats which is exclusive to it? (I know it will never happen but I still have high hope for increasing defense values). -
Are there any plans of releasing compiled lore as books, e-books etc. for purchase?
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Why despite having lots of earth attributed monsters, there like 1 or 2 earth attribute skills?
Question:
- according to this statement :
For these newly added classes, the 1st Circle contains the classes’ very fundamental concept, while the 2nd Circle allows you to select skills that are more applicable. While finally, in the 3rd circle, are where you can find the killer attacks for the fans of the class. This was the standard that we went with this time around.
you were planning to make C3 the strongest skill base with nuke skills for fans. Are there any plans on balancing all Classes that don’t match this description towards this point?
And, are there going to be differences between green, red and yellow Circles? (e.g. green gets a really potent support skill like Dievdirbys, red gets a strong attack skill like e.g. Cannoneer and yellow gets a supreme crafting skill [there are no examples for this,though, Squire, Alchemist and Pardoner all get a lousy attack skill at Circle 3])
- Are there any plans for a yellow Archer Class that crafts consumables?
Sadhu stigma is multiplying hahaha
Just 1 Question!
Why Matador Costume Specialization quest is so hard compare to other class? also *zealot
(the most important thing in the class costume of matador was the cape and you cant even get it unless you finish stage 3)
