Knock knock. Who's there? Rappelz Redemption! (Info&Updates)

07/17/2011 22:43 Limery#31
Quote:
Originally Posted by ismokedrow View Post
The Rappelz Redemption team has made great progress in both server stability and added features and several other areas. We are truly excited for the future.
Can you give an example?
07/17/2011 22:48 RoflcopterGoesSoiSoiSoi#32
We're currently in the process of changing, modifying, rebalancing and equalizing character classes. Other recent projects have included a full log system for in-game activity and an in-house script to track and hand out prizes for login events.
07/17/2011 22:55 Limery#33
Quote:
Originally Posted by RoflcopterGoesSoiSoiSoi View Post
We're currently in the process of changing, modifying, rebalancing and equalizing character classes. Other recent projects have included a full log system for in-game activity and an in-house script to track and hand out prizes for login events.
So your editing the skill's too? Would be nice for crossblock or w/e the sin's skill name is to work.
07/17/2011 23:15 RoflcopterGoesSoiSoiSoi#34
I'm working on Deva classes right now. If you have any other suggestions or ideas, send me a message! I'd love to hear them.
07/18/2011 07:06 RoflcopterGoesSoiSoiSoi#35
A handful of Deva class patch notes, subject to change:
Quote:
Priest
- The toggle effect of "Mass HP Regeneration" has been increased.
- The toggle effect of "Mass MP Regeneration" has been increased.
- The toggle effect of "Mass Bless Weapon" has been increased.
- The toggle effect of "Mass Bless Armor" has been increased.
- The toggle effect of "Mass Bless Magic Power" has been increased.
- The toggle effect of "Mass BLess Magic Armor" has been increased.
- The skill cooldown of "Restoration" has been decreased.
- The skill cooldown and casting time of "Energy Beat" have been increased, but magical attack power has been boosted.
- The skill cooldown of "Mass Healing" has been reduced and healing power has increased.
- The skill cooldown of "Touch of the Goddess" has been reduced and healing power and HoT effect has increased.
- The skill cooldown, cast time of "Flash" has been reduced and attack power has been increased.
- The skill cooldown and attack power of "Heaven's Spear" have been increased and cast time has been reduced.
- The skill cooldown, cast time and mana cost of "Shining Cross" have been reduced.
- The skill "Acid Swamp" now has a longer effect duration and much stronger damage-over-time effect.
- The skill "Frozen Snare" now has a longer effect duration and a much stronger damage-over-time effect.
- The skill "Acid Spray" now lasts 31 seconds with a cooldown of 30 seconds, but has a greatly increased mana cost.

Bishop
- The skill cooldown, cast time of "Flash" has been reduced and attack power has been increased.
- The skill cooldown and attack power of "Heaven's Spear" have been increased and cast time has been reduced.
- The skill cooldown, cast time and mana cost of "Shining Cross" have been reduced.
- The skill "Acid Swamp" now has a longer effect duration and much stronger damage-over-time effect.
- The skill "Frozen Snare" now has a longer effect duration and a much stronger damage-over-time effect.
- The skill "Acid Spray" now lasts 31 seconds with a cooldown of 30 seconds, but has a greatly increased mana cost.
- The seal duration of "Rock Pin" has been decreased, but attack power has been increased.
- The skill cooldown of "Cold Bolt" has increased, but has a longer effect duration and a much stronger damage-over-time effect.
- The cooldown of "Snow Slide" has been reduced.
- The cooldown of "Earthquake" has been reduced and the attack power and mana cost of the skill has been greatly boosted.

Knight
- The aggro modifications on all Knight skills have been increased.
- The cooldown of Stun Mace Perfection has been reduced.
- The cooldown of Stun Mace has been reduced.
- The mana returned by "Mental Breaker" has been increased.
- The stun effect of "Shield Strike" has been increased by 1 second.
- The stun effect of "Shield Charge" has been increased by 2 seconds.
- The duration of "Active Guard" has increased to 15 minutes.
- The duration of "Blessing" has been increased to 15 minutes.
- The duration of "Divine Cluster" has been increased to 15 minutes.
- The cooldown of "Divine Flare" has been reduced.
- The cooldown of "Deflecting Shield" has been reduced.
- The cooldown of "Holy Aura" has been reduced.
- The cooldown of "Hate Aura" has been reduced.
- The stun effect of "Judgement of Heaven" has been increased by 1 second.
07/18/2011 12:00 Limery#36
The edits look nice but are we talking about major edits or minor ones? For example, -10 mp or -100, +1 second on the cooldown or 10+?

Also is it possible to get creature life leech back from e3? That skill was pretty nice.

Thanks in advance
07/18/2011 13:12 RappelzVeteran#37
about the knights self buffs, (blessing, active guard and cluster) can you increase them to 30 mins xD i always found it annoying to rebuff every 9 mins T.T

also if possible for soldiers, can you make the skill damage done by using 1h swords increase alot, so it may be worth using ^^? that would be epic as soldiers do have 1h sword passives.
07/18/2011 15:59 Saarkin#38
Nah. Don't ask her to touch the soldiers, their already spammy enough as is. And their meant to be two handed users from the get go, don't see the point of making them one handed and a shield type.

Their balanced, and a little change could just snowball it.

As I've been told...by who, will remain nameless...unless they get loud and tell you it was them.
07/18/2011 16:10 Pokke#39
I find it more annoying that Creature Tame has a 2 min cooldown and you need 15 secīs :D

It would be much cooler, if the cd is 15 sec ... cuz it sucks to wait 2 mins, before attempt another tame ..
07/18/2011 16:13 Limery#40
Quote:
Originally Posted by Pokke View Post
I find it more annoying that Creature Tame has a 2 min cooldown and you need 15 secīs :D

It would be much cooler, if the cd is 15 sec ... cuz it sucks to wait 2 mins, before attempt another tame ..
aggreed, the cooldown is not nessesary
07/18/2011 16:30 RappelzVeteran#41
soldiers have 1h sword skills and passives, would make sense to boost the 1h skills abit more, i would definatley play if he did it ^^ also a pvp nerf would be epic. the retail pvp is shit, 1 hit win is bull.
07/18/2011 16:32 Azzimi#42
Quote:
Originally Posted by RappelzVeteran View Post
soldiers have 1h sword skills and passives, would make sense to boost the 1h skills abit more, i would definatley play if he did it ^^ also a pvp nerf would be epic. the retail pvp is shit, 1 hit win is bull.
he might change somethings about the soldier skills to also support dual's, but it wont probaly not so powerfull as 2h mace. soldiers got more skills for maces than sword
07/18/2011 16:56 ismokedrow#43
Quote:
Originally Posted by Pokke View Post
I find it more annoying that Creature Tame has a 2 min cooldown and you need 15 secīs :D

It would be much cooler, if the cd is 15 sec ... cuz it sucks to wait 2 mins, before attempt another tame ..
To my knowledge our Creature Taming skill has a reduced CD of 30 seconds.

Quote:
Originally Posted by RappelzVeteran View Post
soldiers have 1h sword skills and passives, would make sense to boost the 1h skills abit more, i would definatley play if he did it ^^ also a pvp nerf would be epic. the retail pvp is shit, 1 hit win is bull.
Where soldiers may have a small set of passives/actives for dual wielding swords, it has never been a viable form of PVE or PVP for the Soldier, as most all of the Soldiers viable actives require a 1h/2h mace.

Either way Team Redemption will look into the issue and update you as soon as possible.
07/18/2011 19:24 Saarkin#44
Don't we already have Dual wielding classes?

Aren't soldiers you know, the burst of all hell type character? Would think you were wanting to have a one handed sword so you can use a shield and tank a bit. Yet I DID forget they were a mace base character...

Which should have tipped me off you wanted to dual wield swords, if I had remembered that fact. It sorta confuses me, their made to do burst in a short time frame right? Not a DPS type of character. Why dual wield when we already have characters with passives/skills made for it?

It's sort of like going two handed mace on a cleric for damage reasons later levels, since the bulk of their damage skills are in the magic area.

While it could work maybe. Never know till you see it, or even try it yaself.

....What would happen when they buff the solo king/queen that is Soul Breeder?
07/18/2011 20:02 RoflcopterGoesSoiSoiSoi#45
The dual-wielding passives and skills on soldiers will not be modified. I'm sorry for any inconvenience.

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The cooldown and cast time of "Creature Taming" have both decreased, but the mana cost has increased.

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Some skills have had cooldown reductions as significant has 15 minutes, while others are just a matter of seconds. I'm afraid I didn't play in Epic 3, I'm not sure what skill you're referencing as it's not in-game now.