
Welcome to Epoch. We've taken the steps we feel TQ should have taken in order to balance the game. We feel that releasing new things should be for fun new content rather than constantly releasing the next overpowered class or item (talismans, steeds) so you spend more money.
Example of our changes on weapon skills/spells.
One-handed Weapon skills:
We felt there was very little variety in combinations, we've remade some skills and buffed/nerfed others to promote their uses. We are very excited to see what creative weapon combinations you can come up with
Axe skill Earthquake --> SliceNDice
Now grants a short burst of Cyclone skill. This skill pumps you up full of adrenaline and makes you attack and move faster like a true axe warrior.
Dagger skill Penetration
Activation rate increased. Daggers are suppose to attack fast and be deadly.
Whip skill Roamer
Range and Aoe increased slightly, comparable to Boreas or Halt from Classic Conquer. We felt this was a great start to introducing new leveling weapons besides a Club.
Hammer skill Boom
The skill is called boom for goodness sakes. Your character will slam with such a force that it produces a shockwave, comparable to that of a fixed Hercules but lower damage to compensate. Another great leveling skill.
Hook skill Siezure -> Now called Lure (fishing pun intented)
This skill has been given an insane range but little to no damage. It now serves the purpose of grabbing the attention of most/all fish.. uhh, I mean monsterrs on your screen and making them approach you. Great for setting up xp skills during leveling.
Scepter skill Celestial
Activation rate increased slightly, a little easier to level. Scepters saw some use before in classic but mainly for style. It now triggers more often to bring it up in line as a great single target option.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Two-Handed weapon skills:
2h weapons always felt like leveling weapons that led up ultimately to using one-handers, We wanted to bring them more in line with other weapons while allowing them to retain their leveling utilities.
Glaive skill Widestrike
Now an active skill instead of passive. It works just like FastBlade/ScentSword. It will shoot a targeted line attack.
Poleaxe skill Boreas
Buffed to match Longhammer's Halt skill damage as before there was no reason to use a Poleaxe over a Longhammer.
Spear skill Speedgun
Increased width slightly and had its activation rate increased. Not having a skill go off when landing a hit felt awful. Landing a melee hit should be rewarded, not punished.
Halbert skill StrandedMonster
Increased activation rate and made 360 degrees instead of an arc. Range increased slightly. Halbert now works very similar to a wand with more range but less damage as a trade off.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tao skills:
We made adjustments to make leveling feel right. Previously making a tao included an "aww crap, better go get plvled to 70!". We didn't want that to be the case. We also adjusted the mana cost of skills so that taos don't require a ton of mana potions to be carried, this opens up room for more health potions and puts them more in line with other classes.
Thunder, Fire
Mana cost adjusted so that leveling doesn't require as much mana potions. They function like a weaker Fire of Hell with more range. This lets water taos have a method of leveling besides being power leveled, and still a bit slower than fire circle
Fire of Hell
Damage increased. This is now fantastic for targets that are clumped together.
Fire Circle
Now casts twice as fast. We felt sometimes as a tao you were in a situation where you want to hit many targets but the risk of sitting still for so long was a death sentence. This change allows for skilled players to level at physical monsters with good spawns and giving you very small windows to use during PvP if the moment is right.
Tornado
Mana costs lowered.
Fire Meteor
Accuracy increased to 75% at all levels. Still takes a very long time to level but its damage is roughly 3 times that of Tornado at max level, if you can take the time to level this spell you will be a powerhouse.
Invisibility -> Demoralize
Now has the opposite effect that stigma has in where it will lower your attack by the same percentages. This is great for cancelling out someone's stigma or weakening stronger targets.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Archer skills:
We wanted archers to have a use in PvP other than just blasting gates/pole and to feel useful on all targets. Previously it felt like they tickled anyone with max level boots on and destroyed everyone else. Dodge in general has been lowered and some of their skills have been touched up. In addition, for similar reasons as taos we've made arrows come in larger numbers to prevent inventory clutter and allow more potions to be carried.
Scatter
We've increased the range to be the same as Fixed scatter for all levels, now only provides damage increase for each level up. This buffs Archer's early leveling to be more in line with the new Tao spells.
Rapid Fire
Now costs less stamina, shoots stronger arrows.
Intensify
Channel time reduced greatly. Similarly to Fire Circle, standing still was a death sentence. Especially for so little benefit.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Overall, we want you to enjoy the server and not feel frustrated. We ask that you speak up and tell us how you feel about the server. Not just if you feel when something is too strong or too weak, but also when you think it was well done. This helps us know how to proceed with many of the post-release features we're already working on.
Happy Conquering






