Ep. 10 - Planejamento - Parte 6

Olá
O primeiro conteúdo do Episódio foi aplicado aos servidores públicos com o foco no Rebalanceamento das técnicas. Agora, introduziremos os planos para a segunda parte do rebalanceamento das técnicas. O post é um pouco longo, aqui embaixo há um Índice caso queira ir direto para o assunto desejado.

Índice

[Geral]

1. A eficiência da Defesa foi diminuída?
2. Problemas na dificuldade de leveis baixo
3. Conceito das Técnicas de Consumo de SP
4. Redução no tempo de resfriamento e de duração
5. Problemas relacionados à Invocação Instantânea
6. Tempo de finalização de Calabouços aumentado?
7. Balanceamento na Batalha 1-vs-1 - Personagens Espada / Mágica
8. Problemas nos Slots e Pontos de Técnicas

[Guerreiro]

1. DPS do Modo de Batalha 3
2. Duração da Vitalidade de Urso e Recuperação Felina
3. Penalidade na Defesa durante o uso de Espírito Sangrento
4. Remoção da opção de "Danos Críticos" em Brandir de Espadas
5. Conceito de balanceamento Guerreiro

[Duelista]

1. Taxa de Golpe baixa em Golpe Letal
2. Relacionado ao Modo de Batalha 2
3. Remoção da Taxa Crítica das Técnicas
4. Conceito de balanceamento Duelista

[Mago]

1. Aumento no Dano
2. Dano PvP Modo de Batalha 2
3. Relacionado às Sinergias do Modo de Batalha 3
4. Conceito de balanceamento Mago

[Arqueiro Arcano]

1. Redução no Dano do Modo de Batalha 3
2. Arte da Precisão
3. Dano aumentado sob Alvos únicos (Single Target)
4. Relacionado ao Modo de Batalha 2
5. Conceito de balanceamento Arqueiro Arcano

[Guardião Arcano]

1. Ataque Base
2. Precisão baixa
3. Problema com Agressividade (Aggro)
4. Conceito de balanceamento Guardião Arcano

[Espadachim Arcano]

1. Ataque Base
2. Problemas em Execração
3. Problemas em sobreviver
4. Relacionado à Ativação Instantânea de Debuffs
5. Conceito de balanceamento Espadachim Arcano

[Geral]



1. A eficiência da Defesa foi diminuída?
▶ Como todos já sabem, a fórmula de cálculo de dano em Ressurgimento Arcano mudou.

Desde que foi implantado outros status que auxiliam na redução de dano, a fórmula de Defesa mudou com certeza.

Antes, a Defesa equivalia à nova terminologia de Redução de Dano
Melhor que antes, com o novo cálculo de redução de dano, a Defesa atuará como um fator importante na nova fórmula.

Com o novo conteúdo, como rebalanceamento dos status dos monstros, o nível de desafio de todo o jogo aumentou. Entretanto, adaptação será um DEVER, visto que haverá mais conteúdos para serem lançados posteriormente.

2. Problemas na dificuldade de leveis baixo
▶ O episódio Ressurgimento Arcano dará alguns desafios específicos para os personagens low level

A dificuldade para os jogadores 100- foi aumentada e será equivalente à dificuldade dos jogadores 100+. A jogabilidade ficou mais fácil e clara.

A principal ideia de continuar atualizando o conteúdo para os low level é fazer o jogo mais atrativo para os novos jogadores, bem como para os jogadores antigos que querem re-experimentar o jogo

Calabouços de nível 100-, como Cidadela Vulcânica, serão ajustados
Alguns serão dificultados, outros facilitados, para a melhor jogabilidade dos usuários.

3. Conceito das Técnicas de Consumo de SP
▶ Em Ressurgimento Arcano, algumas técnicas necessitarão SP para invocação

A ideia de consumo de SP para invocar algumas técnicas não vem somente do time de desenvolvedores, mas também da comunidade.

Quando ouvimos falar no consumo de SP para invocar algumas técnicas, achamos que seria uma boa ideia visto que algumas técnicas especiais devem consumir algo especial, não tão fácil de adquirir, como MP por exemplo (comprando diretamente do NPC)

O consumo de SP das técnicas fará com que o jogador preste mais atenção e deixará sua jogabilidade mais estratégica.

4. Redução no tempo de resfriamento e de duração
▶ Em Ressurreição Arcana, muitas das técnicas tiveram o tempo de duração e resfriamento ajustados.

Esses ajustes estão focados em rebalancear o jogo. Essas mudanças são testadas e ajustadas de acordo com o feedback dos jogadores e voluntários.

As mudanças afetarão tanto no PvM, quanto no PvP, então é bem difícil controlar os fatores tendo em vista melhorar o nível de desafio do jogo.


5. Problemas relacionados à Invocação Instantânea
▶ Invocação Instantânea foi planejada para melhorar as experiências de jogabilidade


A invocação instantânea permite o jogador fazer outras ações na mesma hora que invoca uma técnica Instantânea (por exemplo, utilizar técnicas de movimento)

E por sinal, Grito Tempestuoso (Instant Immunity) é uma técnica de Invocação Instantânea também, então quando você ver o oponente, invocar Tempestuoso e outra técnica ao mesmo tempo será possível. Agora sim é uma verdadeira Imunidade Instantânea.



6. Tempo de finalização de Calabouços aumentado?
▶ Ressurreição Arcana faz mudança na metade do sistema do jogo. Então qual o propósito?


Todo o sistema foi atualizado como mencionado acima. O conceito principal de Defesa foi mudado também, o que afeta em inúmeras outras coisas no gameplay.

Entretanto, com o intuito de minimizar o choque nos jogadores devido à grande mudança, as alterações estão agendadas para serem feitas gradualmente.

Toda mudança que será aplicada nos servidores Públicos deve ser testada cuidadosamente pelos jogadores, desenvolvedores e deve estar sob controle de desenvolvimento.

Mudanças serão aplicadas às classes, para complementar o balanceamento do jogo, mas toda mudança vem com pros e contras. Para explorar as mudanças no jogo, o jogador deve ter um tempo para planejar suas novas estratégias para bater de frente com o novo conteúdo do jogo.


7. Balanceamento na Batalha 1-vs-1 - Personagens Espada / Mágica
▶ Na Batalha 1x1, a vantagem é sempre das classes de ataque à distância / que possuem mobilidade

Como já dito, as mudanças afetam todo o sistema do game. Classes Ranged sempre tiveram vantagens no x1 contra classes Melee.

Entretanto, a equipe está planejando adicionar uma nova forma de Batalha, ou como sugere o novo nome, um Campo de Batalha, onde a distância não é a chave para vencer uma luta.


8. Problemas nos Slots e Pontos de Técnicas
▶ Esta parte foi comentada na última entrevista mas agora está sob desenvolvimento para alcançar melhores resultados

Mas vocês podem esperar obter o que podemos chamar de uma Simplificação no sistema de Slots de Técnicas e de Pontos de Técnicas.

Isso será lançado nos Servidores de Testes em breve para termos um feedback maior, tenham paciência.


[Guerreiro]





1. DPS do Modo de Batalha 3
▶ After Rising Force update is available, we got many complains about Warrior Battle Mode 3 DPS


Most of opinions are about DPS in BM3, we collected the feedback from various ranges of Warrior players. Players with low-end and high-end gears, players with short and long experience.

Fatal is one of problems too, for comparing with other classes, the speed of Warrior is one of cons that could not be filled up by pros from high attack bonus.



2. Duração da Vitalidade de Urso e Recuperação Felina
▶ Currently Bloody Spirit, Bear Vitality and Cats Recovery have different duration, that is uncomfortable.


After the update, we got comments about the differences between of skills’ duration. As you know BS – BS and CR are perfect combo for Warrior. But the difference now makes uncomfortable. This has been reported as global problem for other classes.



3. Penalidade na Defesa durante o uso de Espírito Sangrento
▶ Defense penalty of Bloody Spirit has been reduced


Not like other class, Warrior is an absolute-non-Force class. Most of Warrior’s skills are casted at short range (yeah, Warrior is a Melee class), so Defense for Warrior is a key point.

Then why Warriors have to suffer the big penalty of decreasing Defense when using Bloody Spirit? You know when something raises sharply some another must be down for sure, in this case Attack-Defense, they are like two parts of a see-saw.

However, 5% of penalty has been taken, now Warriors feel more confident when using the epic buff skill!



4. Remoção da opção de "Danos Críticos" em Brandir de Espadas
▶ The concept of Panic Cry skill has been changed


Since there are many changes related to resistances, after analyzing the game data, we decided to remove the “Decrease Resist Critical Damage” option from Panic Cry skill however we added new effect to the skill, the chance to make target into “Suppression” state.

That’s all about rebalancing, things go up, things go down.



5. Conceito de balanceamento Guerreiro

▶ Warrior is a typical Melee class in MMORPG


Warrior in Cabal is Melee-Tanker class, the pros of Warrior are Damage / Defense / HP.

Controlling Warrior seems to be easy enough for most of players. Compare with the past, the Rising Force update did not change too much, stats are raised to compensate the slow attack speed.

By the way, we are pretty sure that Warrior is the Melee class with the widest-attack area. That advantage gives Warrior some benefits in PvE and Mass-PvP-Battles.

As mentioned above, slow attack speed is one of disadvantages. That lets the 1-vs-1-PVP-Battle harder for Warrior.

There might be some update / additions to the 1-vs-1 Battle specially for Warrior, that will be disclosed later.

We might do some skill tuning for Warrior but changes are not big since the whole concept would not change.
[BLADER]



1. Low hit rate of Crushing Blow

▶ Crushing Blow miss so much, but the Critical Rate is high

The skill has been designed as low-success-rate. Now there are new factors that affect the MISS/BLOCK so there are internal changes which are applied for Crushing Blow that ensure that the skill maintains the original concept.

However skill still gives epic output damage (of course when success). To keep the balance, the penalty of low-success-rate still there.

2. Battle Mode 2 related

▶ Blader’s weapon in Battle Mode 2 is the special weapon for tough situation.

If the adjustment for this is carried out, the balance related problem might make the output damage goes down, not like the way Bladers want.

3. Skill Critical Rate removal

▶ Many skills of Blader have Critical Rate as option. Now in Rising Force update, these options are deleted.

Critical Damage goes up as the compensation for removal of Critical Rate option.

Changes might be applied to Battle Mode attacks, so the Critical Rate will be depended on equipment grade.

4. Blader Balance Concept

▶ Blader is the best DPS class! There are some minor changes that are applied to Blader.

We are investigating data related to damage in dungeons, 1-vs-1 Battle,…

Damage will be adjusted according to collected data. We might reconsider option of “Silence”
[WIZARD]



1. Damage increased

▶ Wizard’s Damage has been increased compare with before update.

Due to rebalancing, new Magic Attack buff skill has been added to Wizard, that helps increasing the base Magic Attack.

However since players gain a notice-able amount of Magic Attack from new buff, adjusting attack skills are not needed.

There might be some additional content in future for Wizard, that will be revealed later.

2. Battle Mode 2 PVP Damage

▶ Damage of Battle Mode 2 is changed in Rising Force update.

We applied downgrade 80% to Wizard damage in Battle Mode 2 after Rising Force update, since in BM2, Wizard casts 2 skills at once, so that means the amount of output damage is simply double.

This was forgotten in the first release of update, but a bit later, we applied the change to lower it.

Sorry for any inconveniences, this is our mistakes.

3. Battle Mode 3 Synergy related

▶ There is a big gap when you compare the Base Attack of Non-Force classes with Force classes.

Force classes have low base attack, but the chance to deal Critical hit is higher, that’s the concept.

However, we might add the critical chance to Synergy of Non-Force classes, of course carefully with analyzed data.

4. Wizard Balance Concept

▶ Wizard is a high magic damage with wide range. We are keep adjusting the basic concept of rebalancing for Wizard.

With the special “firepower” kind than other Battle Style, Wizard is optimized with numerous of targets.

This concept was kept maintaining to ensure that Wizard could be the defender when the party faces with huge amount of opponent. Since Wizard can cast Stun effect on targets, it works like a saving-method.

For changes that do not fit to the basic concept, we might change to improve later with analyzed data.
[FORCE ARCHER]



1. Battle Mode 3 Damage Reduction

▶ Defense as well as other defensive stats make changes to the whole damage reducing system

Defense still keeps the main factor in defensive calculating formula and to keep the balance between classes, when Force Archer got very high damage and speed in Battle Modes, the defensive stats can not be high.

However we can adjust something in the future to fill up the problem of lacking defensive stats.

2. Art of Snipping

Art Of Kneel adjustments are unavoidable to filling up gaps between classes. And of course, we just lowered the final output damage.

Since the skill is a bit overpowered, the penalty should still be there, yes we mean the unmovable. As in some previous interview, we mentioned that we might remove that penalty but not for sure, not now.

3. Damage raised with single target attack

▶ In Rising Force update, we apply some changes that causes Damage raised with single target attack.

For example, we improved the synergy effect of Battle Mode 3, compare with before. To get a fast fact, we can say, the damage has been raised around 150%. Most of skills which designed for PvP activities are raised in damage too.

Healing ability is not changed, still like before the update.

However, just want to confirm that Battle Mode 2 is not included here, it’s not the single target attack.

4. Battle Mode 2 related

▶ We got many complains that Battle Mode 2 is less efficient after Rising Force update.

In fact, we improved some features for Force Archer Battle Mode 2, for example, the Amp and Add Dmg stats are raised, as well as the appearance of new options like Penetrating, Hit increase (which are applied in Nov 21st)

To get a fast fact, we can make sure that the whole damage is raised about 152%, compared with before.

As mentioned above, the clearing dungeon time is raised, that dues to many reasons, we are keep analyzing data everyday and we might apply some changes later.

5. Force Archer Balance Concept

▶ To make clear, Force Archer is kind of support class, with heal and buff skills.

There are many issues related to Force Archer, specially on Battle Mode 3, we are keeping reviewing requests / feedbacks and trying to maintain the main concept of Force Archer.

By the way, the Passive Skill system are finalized and will be pushed on the Test Server soon, that might solve the Force Archer issues.

We are sorry for being delayed.
[FORCE SHIELDER]



1. Base Attack

▶ Low Attack , yes that’s the main complain about Force Shielder.

Adjusting by adding more base attack to Force Shielder will change the base concept of game that Force classes have low base attack. And it’s unequal if we add more base attack to Force Shielder only.

However the base attack is still raised a bit, due to the internal calculating formulas, you can simply notice that via weekly patch notes.

2. Lower attack success rate

▶ Since the ability of defense of Force Shielder is the main concept, to keep the balance, attack ability must be lowered.

With the future content like Tower of Dead B3F, the pros of Force Shielder will be impressed.

The chance of performing a success attack is low but the defensive ability is very high, as well as the addition of Guard Break skill that fill up cons of Force Shielder.

3. Aggro problem

▶ The main role of Force Shielder in party is taking aggro and being the main tanker.

In fact we are now just counting Force Shielder with the role as the main tanker only.

About the taking aggro, we are working on the brand new “aggro-related system” that depends on Defense.

That will make Force Shielder be the Aggro-Tanker and will improve the position of Force Shielder in party.

For fast fact, the position of Force Shielder in party will be improved.

4. Force Shielder Balance Concept

▶ Why do we get so many feedback on base attack?

Mentioned above but now, I will tell something more, instead of giving big damage, Force Shielder is designed to be a class that gives a Big Critical Hit. You know, currently Completer and Transcender skills are working really good.

Back to the update, while all classes got raised in resistances, including Critical Rate resist, we increased the Critical Rate of Crushing Blade.

And after all, to make it clear, we want to confirm that there might be no change to “Low Base Attack” issue.

Things gonna be applied to Force Shielder, perhaps an interesting thing.
[FORCE BLADER]



1. Base Attack

▶ Low Attack, we got many complains about this problem.

Adjustment for this in under review-progress. But you know, rising base Attack for Force classes might break the current concept of game. So that must be careful, the solution of changing internal calculation might be selected.

By the way, Force Blader is the class who owns many powerful Buffs/Debuffs, so please be patience if changes come late.

2. Execration problem

▶ In the Rising Force update, when the debuff casting fails, the cooldown lowers by a half.

Execration is a debuff, so when it fails the caster can still use Field of Execration, and repeat that progress. That causes some unbalance issues, specially in Battles

We are reviewing this issues and will apply some changes to this.

3. Survival problem

▶ Decrease the ability of Field of Execration skill is lower the survival ability of Force Blader.

That’s the comment from many players that we received. We will review and consider to take changes on this issue that must maintain the balance for all classes.

4. Debuff Instant-Cast related

▶ Many skill changes to be Instant-Cast, including debuff skills,

Receiving complain is a problem, solving them is a bigger one. We are working with this issues, we might increase the time of debuff skills.

5. Force Blader Balance Concept

▶ We will describe some more information about Force Blader Battle Style.

First, Force Blader is designed to be a debuff-er, so Force Blader has many pros in 1-vs-1 Battles. As the prove, most of names in Mission Battle Ladder are Force Blader.

How about other role? Can Force Blader be good in another point? We are hoping to get more comment in future about this. And by the way, we are consider to apply some changes for Battle Mode 2 for Force Blader in near future too.
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