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Originally Posted by im batman
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I have always been a firm believer that if you can't be bothered sit at your computer playing a game, you really shouldn't bother playing it at all. But being able to get HKs in a very limited fashion would be a bonus to those who have worked hard to get them.
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The thing about R.O.H.A.N. is that it's such an old game and the old players just don't have the time they used to have to play it and mindlessly grind as when they are 16, 17, 18, etc. People who started playing this game at say, 22 years old back in 2007, are now 33 years old. There's not a whole lot of getting around this, a lot of these old people simply won't play at all if there are no Hunter Kits, and depending on their situation I don't blame them.
Like I said in my previous comment, I believe there should be easy grinding spots like the ones in R3, and some rooms with fewer and/or tougher enemies. Monsters that hit HARD, that stun, that poison, that use powerful attack skills, like small-scale minibosses and bosses. Basically, these areas should require you to be either in a party to survive, or paying 100% of attention, not just setting your character in the middle of it and running a hunter kit.
Monsters in these rooms/areas would could have better drops rates for say, the revamped Armor Option stones idea, higher crone drops, higher SES drops, higher max-stat, loot possibly scrolls and misc. stuff like Guild Stones...
Quote:
Originally Posted by kristian4
Idk why is this hatin on temps all the time.They need a small nerf and they r complitely balanced.Never played Origin(well i did ,5mins),noticed its not what i wanted and i just quit.Its not hard to be OP with str lock,nor int lock.About scouts...if their skills are well boosted,they r very good massive killers,tested them in URohan,enjoyed playing them str also.
About HK ,8-16 hrs is a good limited time.Maybe add it as a reward in minor TSB,so they might become a bit worthy to be played :P
If u replace some useless skills in rohan(like teleport for white mage) with something worthy for PVE at least would be good.I dont remmember 1 giant skill that open chests...well this is also useless :D keys dropping is average good :D
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The problem with Templars is that they don't have any true weaknesses or shortcomings.
They're a magic class, but their PDEF isn't very low with their Mental Barrier. They can have almost the same defense as a Str Guardian, and will take 0 elemental damage.
You can't reliably 1-2-shot them, Magic Barrier every 12 seconds prevents that.
Let's say this is OG Xor rohan. The Templar has 4 51 IPV, +38 Int eyes and ears, a +30 all stat costume, a +10 all stat hat, a +30 all stat talisman, and a +40 all Gold Trophy, your mace has +25 psyche on it, you have 372 base Psyche. You have Alm, Mental Blow, a 30% Alm Scroll, and Arcane Mastery, that's a 90% boost, so you have 706 Psyche. 706x18 is 12,700.
That's 12,700 damage absorbed damage every 12 seconds. Tell me, who can deal 12,700 damage on a Templar every 12 seconds? A Str Guardian can do it with his combo, but that's almost never going to happen because of Reflection. A Str Defender has the same issue with Fixation. A Str Dragon Knight can't because he will stun himself on Reflection due to Dragon's nail, which CAN'T be deactivated. An Int Dekan can't do it because Templars have a shit-ton of Magical Defense. Warlocks and Wizards don't have a chance in hell of breaking it.
The only classes that can reliably break it in a timely manner are Rangers, Str Dhans, and Vit Dekans. So, the Templar uses Magic Barrier and it's up for a whole minute. In 12 seconds the cooldown time is over, the Ranger uses his combo and breaks the barrier, so the Templar puts up ANOTHER barrier. This barrier is broken as well, but by now Siege Shot and Speed Wind are overr. The Ranger uses Double Strike, Strip Shot, Critical Shot, and Murder Shot. The Templar is at 20% health, but Heal brings him back to 100%, so the Ranger has used all of his power and the Templar hasn't had to use a single potion.
A Vit Dekan's Forefoot Swing and Magic Barrier have basically the same cooldown times, so he can't win, either. A Dhan is basically the only thing that can kill a Templar in a head-to-head fight.
Magic Barrier is a huge issue to deal with when fighting a Templar, which is one reason why I want variable-stat boss drops. Templars would all flock to the rings with high Int and low Psy, making their barriers a lot weaker. Magic Barrier is just one of the issues, though. The next is the Constant. Fucking. Healing.
Seriously, it's bad enough that you can't stun a Templar to hold them down, but even if a Templar was stuck to the ground, you couldn't kill them. With the gear in my example, the Templar would have 1,974 Int and 706 Psyche fully buffed, how much healing power does that equate to?
Well, level 4 Heal is 400% of Int and Psyche every 4 seconds. That's 10,732 recovered health every 4 seconds. If heal is level 7, that's 18,774 health recovered every 5 seconds. Nobody can fucking deal 18,774 damage every 5 seconds, that's ridiculous... and only part of the problem. There's Group Heal which can recover 19,192 health every 20 seconds at level 7, and that's not all, there's Instant Heal which is based off 900% of the user's Int, so that's 17,766 health restored instantly every 2 minutes... and that's still not fucking it, because there's Euphoria and Euphoria. You can stand next to a Templar and use Crazy Standing on him and all they have to do is use Heal twice every 5 seconds and they won't die, they don't have to use any potions, at all. a Templar damn near has to be AFK for you to kill them.
There's of course, the issue with Reflection. It lasts too goddamn long, and the duration of Chrono needs to be shortened to that Reflection can't be used 3 times in a row.
The last problem, other than them hitting too hard, is Vanishment. Tell me why a Templar can release from any stuns and any roots every 30 seconds, when they already have a skill that grants them immunity from them, while a Scout is only able to release from roots, and only every 180 seconds. This skill should't even be available for Templars in the first place, it should just be made unusable.
Templars can't be 1-2 hit, and you can't pin them down. If you do pin them down, they will release from whatever it is and go from 5% Health to 100% in an instant.