The server is back
online
Changelog:
-Added new vehicle to the itemmall
-Added char effect (wings) to Emerald Special Shop
-Deleted Emerald Flag from Emerald Special Shop
-Fixed wizard speed bug (Didn't need to remove the wizard auto attack)
-Activated Bounty PvP automatic event
-Applied the following skill balance edits (Thanks to BordoMavi)
FIRST OF ALL: HP Grains 15%, Vigor Grains 18% Recovery
CHINESE:
1. Permanent buffs for the chinese noobs
2. Total mastery level from 300 to 380
(why not 400? to prevent heuksal/bicheon/force/fire chars which would be impossible to kill for most of the builds)
3. Overall %15 damage, %10 def boost for ch characters
4. Extra boost for bowers (an extra 5% dmg and 5 critical increase) - compare bowers to glaviers in 1vs1: glaviers deal more damage, have higher HP and a mag def skill, isn't that weird? you either deal more damage or you tank more, not both at the same time. that's why i would suggest to increase the overall dmg of bowers
5. 60% Pain Quota for Chinese chars (2 times)
6. Chineses will have absolute damage (like Clerics and Bards)
7. Force will have 1 ability to reduce Hit/Parry rate at once instead of 2 separated skills. Duration up to 20 seconds, cooldown up to 10 seconds
8. Stun lvl 10 on Force
9. Bicheon knock down probability down to 45%
10. Bicheon Summit Power will now take 100% of Shield Physical Defense, but will increase phy and mag damage by 10%
11. Cold Imbue matches Light Imbue
12. Cold Snow Storm Series base damage matches Light Thunderbolt Force Series
13. Snow Shield Series cannot be used by STR Players
14. Light speed buff up to 105%
15. Fire Shield Series will have 30% Debuff Resistance (Doesn't stack with Holy Spell, no extra skill for Force chars)
16. Duration of all imbues up to 18 seconds
17. Default Force Debuff probability of 80% (because of the 30% debuff resistance on fire shield it should be pretty balanced, has to be tested out)
18. Bow Knock back skills share cooldown
19. Force Debuff Cure skills share cooldown, and cooldown up to 15 seconds
20. Delete the first line of skills from Heuksal to avoid the imbue bug (Wolf Bite Series)
EURO:
Wizard:
1 Disable auto attack for Wizards (because of the skill bug)
2. Simultaneous attack of Charged Squall from 5 to 1 (knock-back skill of wizards) - too high impact on fights at FW/Jobbing and so on, this way it will become a defensive skill and has to be used wisely to interrupt/survive a skill from an enemy who is actually attacking you, not an "interrupting-all-skills-of-the-whole-enemy-team-skill"
3. Earth Fence / Earth Barrier simultaneous attack from 8 to 1, so only usable on yourself (3 wizards in your party are enough for perma 46% phy def -> party becomes invincible against str opponents)
Warrior:
4. Cooldown of Iron / Mana Skin from ? to 5min
5. PQ should not be stackable with Physical / Magical Fences
6. Damage Absorption of PQ and Fences down to 60%
7. Physical / Magical Fence restricted to party members
8. Ultimate Screen should not be stackable with Physical/Morale Screen
9. Cooldown of all Screens up to 10min
10. Cooldown of Shield Crush / Shield Trash from 4sec to 15sec (knock-back skill of warriors using a shield) - way better for both sides, the warrior and the enemy, than reducing the % of the skill
11. Required items for Shield Crush / Shield Trash: Onehanded Sword, Shield (to prevent clerics from using the skill)
12. Knock back probability of Dare Devil to 0% (high damage + high chance of interrupting the skill of the enemy at the same time, just useless and unfair)
13. Damage Return (Warrior) to 0% - one of the deadliest passives for chinese enemies, also one of the most unnecessary skills in my opinion
14. Sprint Assault knock back probability down to 45%, Stun probability 20%
Rogue:
since Warlock is disabled for STR chars rogue doesn't need any further nerf imo, yes they might be strong (not invincible) in 1vs1 but they suck in group pvp
Bard:
15. Boost the damage of Bards (increase the passive skill by 15%)
16. Tuning Sound: Absoluteness damage up to ~8000 and cooldown from 3 sec to 8 sec (too OP otherwise)
17. Booming Wave: add knock back probability of 30%
18. Guard/Mana Tambour down to 30%, Phy/Mag Dances down to 35%
Warlock:
19. INT Restriction for Warlocks (not only some skills, restrict the whole build for STRs, this way you don’t have to nerf some skills which will affect INT warlocks, INT warlocks are weak enough)
20. Boost the damage of Warlocks (increase the passive skill by 15%)
21. 10-15% def increase for Warlocks (while HOLDING a warlock rod, too weak for 1vs1 fights atm)
22. Advanced Reflect down to 60%
23. Scream Mask Stun probability down to 5%
24. Debuff series cooldown from 2 to 8 seconds
Cleric:
25. Cooldown of Healing Cycle from 2 to 10
26. Cooldown of Bless Spell up to 5min
27. Cooldown of Integrity/Innocent from 6/3 to 15
28. Innocent only usable on another player, but not on yourself (very important skill when it comes to party playing, especially while killing jobcave uniques (Haroeris and Seth), but also very unfair in 1vs1 because of the additional Integrity skill) - this way you will only have 1 skill to cure your bad status in 1vs1 fights, but your party play won't suffer too much
29. Holy Recovery/Holy Group Recovery/Group Healing Breath/ Healing Favor 20% higher MP consumption, to prevent heal spamming in 1vs1 fights by STR chars
30. Remove black ress
31. Cooldown of Group Reverse and Holy Group Reverse from 2min to 5min
32. STR/INT cleric buffs restricted to party members only (otherwise random noobs can delete your buffs)
33. Holy Word and Holy Spell Debuff resistance down to 30%