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My Latest Idea/Concept

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Old   #46
 
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faggots stop playing rohan and grow up. go get a gf ******* worthless nerds. best rohan was xor and zrohan game is ded now cya nerds



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Old   #47
 
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someone sounds a li'l bit butthurt


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Old   #48
 
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Quote:
Originally Posted by bmbardieru View Post
faggots stop playing rohan and grow up. go get a gf ******* worthless nerds. best rohan was xor and zrohan game is ded now cya nerds
I have one, we're engaged and we both play Rohan from time to time.. More casual than anything else.. But we both hate wasting time :-)

But thank you for caring so much about our well being
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Old   #49
 
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Still working on this, slowly but surely. At least this proof of concept stuff is keeping me interested in the game.

So far I've completed 1770 bin entries. I only have a couple hundred more across a few files but then I have 2520 ief edits to make which is more time consuming than what bin edits are Oh then there's edits to the game's icons as well plus the most comprehensive change to the mob drop table ever made, then there's skill balancing Why do I put myself through all of this shit?

As part of the balancing changes I've always wanted to make some more comprehensive changes than your average cookie cutter server makes. I'd like classes to have much more defined roles along with clear advantages and disadvantages. The game can be comprehensively balanced, it just takes an open mind, not just from devs, but from the players too.

The Guardian class should be the ultimate frontline fighter, the one who should always be at the forefront of any pvp or boss hunt. DPS is high and so is physical defence. Most of the damage is dealt during combo time and a Guardian's achilles heel is having that combo broken. Outside of the combo they are still dangerous due to their decent regular DPS and some control skills. This is the class that Defenders and priests should be protecting. Another big weakness is their magical defence. This should be the lowest of all classes and also ties in with some classes having much higher magical damage.

There isn't much that needs to be changed about Defenders but I would like to see str defs used a lot more. They'll have high spike DPS similar to Guardians (through Fixation) but generally have more physical defence, health and block rate in exchange for lower overall DPS. Oh and they'll use axes instead of maces. Defending Nature has to take a big nerf simply because it's too overpowered and easy to abuse. It needs to be a situational skill, not something that should be active constantly. Vit pets really need to think more about using their repertoire of useful stuns and push backs instead of just casting DN and spamming sit. Really, you know I'm talking sense.

There's not really a huge amount that needs to be changed for Rangers. Pulling back their mobility slightly and increasing the mana drain on WF is probably necessary though. To compensate I'd increase their physical and magical defence moderately and reduce the cooldown of siege/speed slightly.

Trying to make Scouts into something that can truly be used effectively in PVP is almost impossible and a waste of time really. Ultimately this class is the ranged attack version of the Wizard. With that in mind, Scouts would receive PVE buffs across the board to make them a fun and easy to play alternative to the Wizard.

Oh lord, Templars. Here we go. I don't care what complete knob jockeys like AbsoBarkingPoint or any other tempfag thinks, the class needs a complete change in philosophy. My idea for Temps is to turn them into a "support caster" class, second line fighters and party support. The nuke skills on the 1st and 2nd trees will have zero casting time and hit harder, Erase becomes the same as the Priest's, heals are based on psy only, mental barrier effectiveness reduced and it goes without saying that BM will hit for significantly less. I'm not saying that temps should hit 20's but I am saying they should be hitting more like 200's instead of 2k's. Temps need to be moved from the only frontline fighter and the only candidate for DN to a potential frontline skirmisher that's suited to secondline situations, party support and a possible candidate for DN.

Heals will become psy-based only but also lower in effectiveness. It's too easy for priests to get enough psy then pump vit and become ridiculously tanky. What other mmorpg have you seen healers like you see in Rohan? Sorry but it's all got to be balanced out, way too much God Mode potential exists. On the flip side, int priests are now going to be totally viable because wands are now available after level 50. Ok so you can't heal but by fuck you're going to hit magic vulnerable classes like Guardians like a truck. Healer or a genuine battle Priest? Real valid choice now. Psy Temps are also a lot more viable too.

More to come soon...


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Old   #50
 
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Quote:
Originally Posted by Ishtaria View Post
Still working on this, slowly but surely. At least this proof of concept stuff is keeping me interested in the game.

So far I've completed 1770 bin entries. I only have a couple hundred more across a few files but then I have 2520 ief edits to make which is more time consuming than what bin edits are Oh then there's edits to the game's icons as well plus the most comprehensive change to the mob drop table ever made, then there's skill balancing Why do I put myself through all of this shit?

As part of the balancing changes I've always wanted to make some more comprehensive changes than your average cookie cutter server makes. I'd like classes to have much more defined roles along with clear advantages and disadvantages. The game can be comprehensively balanced, it just takes an open mind, not just from devs, but from the players too.

The Guardian class should be the ultimate frontline fighter, the one who should always be at the forefront of any pvp or boss hunt. DPS is high and so is physical defence. Most of the damage is dealt during combo time and a Guardian's achilles heel is having that combo broken. Outside of the combo they are still dangerous due to their decent regular DPS and some control skills. This is the class that Defenders and priests should be protecting. Another big weakness is their magical defence. This should be the lowest of all classes and also ties in with some classes having much higher magical damage.

There isn't much that needs to be changed about Defenders but I would like to see str defs used a lot more. They'll have high spike DPS similar to Guardians (through Fixation) but generally have more physical defence, health and block rate in exchange for lower overall DPS. Oh and they'll use axes instead of maces. Defending Nature has to take a big nerf simply because it's too overpowered and easy to abuse. It needs to be a situational skill, not something that should be active constantly. Vit pets really need to think more about using their repertoire of useful stuns and push backs instead of just casting DN and spamming sit. Really, you know I'm talking sense.

There's not really a huge amount that needs to be changed for Rangers. Pulling back their mobility slightly and increasing the mana drain on WF is probably necessary though. To compensate I'd increase their physical and magical defence moderately and reduce the cooldown of siege/speed slightly.

Trying to make Scouts into something that can truly be used effectively in PVP is almost impossible and a waste of time really. Ultimately this class is the ranged attack version of the Wizard. With that in mind, Scouts would receive PVE buffs across the board to make them a fun and easy to play alternative to the Wizard.

Oh lord, Templars. Here we go. I don't care what complete knob jockeys like AbsoBarkingPoint or any other tempfag thinks, the class needs a complete change in philosophy. My idea for Temps is to turn them into a "support caster" class, second line fighters and party support. The nuke skills on the 1st and 2nd trees will have zero casting time and hit harder, Erase becomes the same as the Priest's, heals are based on psy only, mental barrier effectiveness reduced and it goes without saying that BM will hit for significantly less. I'm not saying that temps should hit 20's but I am saying they should be hitting more like 200's instead of 2k's. Temps need to be moved from the only frontline fighter and the only candidate for DN to a potential frontline skirmisher that's suited to secondline situations, party support and a possible candidate for DN.

Heals will become psy-based only but also lower in effectiveness. It's too easy for priests to get enough psy then pump vit and become ridiculously tanky. What other mmorpg have you seen healers like you see in Rohan? Sorry but it's all got to be balanced out, way too much God Mode potential exists. On the flip side, int priests are now going to be totally viable because wands are now available after level 50. Ok so you can't heal but by fuck you're going to hit magic vulnerable classes like Guardians like a truck. Healer or a genuine battle Priest? Real valid choice now. Psy Temps are also a lot more viable too.

More to come soon...
I never found Str Defenders to be in need of ANYTHING else. I almost always played them over Guardians. Fix is much better than CS alone, you can use shout to lower their pdef, and you have enough stuns to make sure that they take all ten seconds of it, with or without frozen and shield burden. You can kill an Agi Dhan with Rush + Fix, but not with Rush + CS. Yea, guardians have their combo, but it comes less often, and is much harder to perform. Defenders are more effective killers, but they also have more pdef, equal or greater health, and more utility. Guardians are fun to watch, but Defenders are just better.

Scouts can be OK in 1v1. Their best tactic is to slow their opponent down with Frozen, Fainting Pierce, and Ensnare. After that, they can use their attack skills. HE's are squishy, so that have to kill their opponent quickly before they get caught. The problem is that Scouts' skills are too weak to kill fast. The only decent offensive skills are Drill Shot and Pouring Shot. Multi Shot needs a slightly lower CD and a little bit more power. Rain Shot needs to have a higher crit chance. Bleeding shot needs to be reduced to 5 strong ticks instead of 10-15 weak ticks. Sharp Melee should be changed into a buff that slightly raises HP and defense. Str Scouts suck anyway

Everything you said about Templars was spot on.
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Old   #51
 
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imho no race in rohan should be without a dps and a support specialization. no race should be saddled with nothing but one or the other specialization. Nor should any race be stronger in its specialization than that same specialization in any other race. The only real difference between each race should be style of play - not damage output. Magic attack races should be just as damaging in dps as a melee or ranged attack race. Likewise for the others. An example a templar should not deliver more dps than a ranger, warlock, berserker, avenger or a guardian. In short no dps specialization should be the best for pvp. It should all come down to how well a player plays in his/her chosen play style. Of one guy is really good atr being a guardian, it should be his skill that makes him so. Likewise for a templar player. Or a DK player. That is what makes pvp interesting. Not the tempfag that picks the most OP class in the game and equips the **** out of it in an effort to rape all comers.

same could be said for support specializations. a savage, wizard or predator should provide as valuable support as a priest. These of course would take a little more ingenuity to remove overlaps (i.e in the healer->templar skill trees).

All of this is easy to say though. But with all the possible combinations of weapons, armor, accessories, boss drops, pets and scrolls it is a lot harder to make happen in reality. I don't doubt that one of the smart guys here can figure out how to make that happen though.,

With all that said it should be clear to all rohan players that someone who plays a support class will not be expected to excel in pvp, 1v1 or stand-alone pve (farming). That is not what a support role is for. Support roles are to help the front line dps players do their job. Period. If you want to farm, get yourself a party that includes some dps players and help them do the killing.
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Old   #52
 
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oh *** this guardian bias
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Old   #53
 
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Guardians arent frontline fighters, str dekans are
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Old   #54
 
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Well I'm no Rohan expert but any dps class(Magic, Melee, Ranged) with enough tankiness should be a front liner, with good support on its back and you have pro pvp in the making.
It takes really good skills to balanced out and change the things they have to be changed to make the game worth saying Rohan is back in the scene. But so far there is only one server working with this mentality, sadly
Hope we can find a common goal.
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Old   #55
 
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Ishtaria what do you think about str dekans over the vit dekan ynk made them originally str/int base and a bit of vit the problem is that the scaled to good and ppl start to use the dk vit .
The main problem that i see on str DK is the evolve because rohan is a pvp game most of the time you will die as you die u lose evo for 10 mins and this hurt him alot the second problem that i see is the lack of stuns ,what i want to say whit this is that all classes have some skill that remove stun but also the other classes have paralysis or stun root he has sleep but this dont rly help
Oh and the main role that i see for him is the same as for guardian
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Old   #56
 
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Yeah I also see ALL Dekan builds as frontline fighters. Whilst they do need a couple of buffs to be tanky enough (if they're not vit), the sheer wide-ranging abilities of Dekans makes them perfect for so many scenarios.

Dekans are very much a jack of all trades, master of none... unless it's in the hands of someone skilled. The best 1v1 fight I ever had with with a str or str/vit hybrid Dekan. It finished in a genuine stalemate but it was still one of the best fights I've ever had. I can't remember his name fml

As for the Guardian bias, shouldn't Guardians really be a frontline fighter?

I would also like to make Warlocks a frontline class. The difference between physical and magical attack/defence should be greater in PVP so that a magic attack class has a genuine use. Wizards are and will always be primarily PVE orientated so Warlocks and int Priests should be moved up to the fold.

On the subject of specialisation, all classes should be competent in PVE because let's face it, on a pserver the PVE aspect is something that's not favourable to players when compared to competitive PVP. PVE still needs to be a factor in the game though, hence why Wizards, Savages and Scouts will have a PVE specialisation to give the farmers out there something to do and also help the wider economy of the game.

For PVE Wizards can still bring plenty of crowd control, Savages have their party buff totems and Scouts have strength and mobility debuffs (increased in power to make them viable for PVP). Controlling these classes in PVP needs to be fun and the player needs to feel like they're making an impact, this is the key to PVP variety.

Specialisation is a good thing if done properly. The important part is to make sure every class brings something to the table and make the player want to play that class, even if they're not the one doing the killing.
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Old   #57
 
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A easy buff for dk defense is dragon skin as a buff whit 40%(needs test to be optimize) dmg reduction so he will be very tanky under stun and all time he will be easyto kill in root/slow
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Old   #58
 
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Make Evolve a 24/7 Passive and done like Heroic that way the player needs to either got Evolved DK or Sepa not both. This fixes the Timing issue when dieing. Scouts give them Aoe buff like in Old and some Armor Defense or Evasion buff/skill for defense. Wizards are good but with a little boost to the skills wont hurt as additional aoe damage for CC. Something like Spell damage or w/e.
Some classes going full vit should be a no no. Make them go a combination of Main stat with vit as a minor stat so no one is insanely tanky and still very op in pvp. Example Vit DK vs Str, vit priest vs psy/Hybrid, vit wizz vs psy/hybrid.
Sadly not everyone likes changes and that is why if its for bad or for good the amount of players that think like us is at a low. Look at Old
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Old   #59
 
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Back at DG I did actually try completely removing the cooldown of evolve but it was doing some really screwy stuff and could DC people around the Dekan. I would prefer evolve to be like a toggled passive (with advantages for being in non-evolve mode) but I couldn't do that on my own with just bin edits. Req and Yurn would know how to do it properly though.
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Old   #60
 
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Ive not looked into it but evolve is a mess. :/
Alot of the skills are aswell hardcoded in the client, such as weapon requirements which is just showing again how bad of a game publisher YNK is.


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