A few things to contemplate before the upcoming release.

#1

16:25 02/12/2018

Scraps

Threads: 2

Posts: 4

In my testing I have come across a few oddities I'd kindly request some extra consideration be taken into account.


To begin when I first started the option of manually controlling your movement and skill output for the arena allowed you to climb ranks, as well as the auto option. Around the time the 2nd server became available this seems to have changed, and if this was intentional I'd ask it to be mulled over about retracting such change. 

While there may be other reasons in favor or against, I know from a personal standpoint the ranged AI seems to be rather lacking; unless all your skills are essentially within the same range (yea archers @_@). What I mean by this, is for example I have one account set-up that even though there was more then enough time to have used all 6 a few times, and have won somewhere along the line, this AI decided to sit and repeatedly spam the lightning bolt until it eventually died... Another, issue I have come across; regardless of what set-up is seemingly used, is that left-click skills are seemingly never used by the AI. This can't be argued as using what's best in the instant either, as for example what logic would there be not to use say storm shield against a tough opponent either on the outset, or at the very least while your experiencing a significant loss of life with more then enough mana left? There's also the argument for properly kiting when possibly; say for delayed skills, or at the very least to I don't know, not sit in the poison explosion pool for example when you have "jump" skills...



Expanding upon said poison mentioned above brings me to the next topic for consideration. This being in the balance of the trifecta skill selection currently listed in shop. Therein you have 2 area poison skills, one of which you even have a choice to use as more of a self-ring skill when mobbed, and then there's a minimally timed single target stun...Now the upgraded output is "fine" but as the stun timing never really seems to take off anywhere near significant juxtaposed to it's cooldown(even with using a reduction rune) this seems to make it rather obvious it's been given the short-end of the stick if you will. As a suggestion, I would put forth the idea of having said skill's hit-box become a circular type instead of a singular. Having this multi-target close range stun I believe would do well to adequately balance what it offers compared to the other two, without having to bother with advanced stun times; which seemingly would be the easier target of change, but could end up rather tricky preventing a possible repeated effect or overall stun-locking combination down the line. It also would then still be comparable to other melee skill offerings.


In regards to skills in general; while I've noted a broad interpretation was acknowledged, I've only found the issue of skills occasionally not working in dungeons in regards to many of those that are archer specific, and mainly only under a particular circumstance. This being when select targets are essentially within kissing distance of your character. I believe knowing this, might be of assistance; should it not already have been noted, so that what might actually fix the issue would be to slightly inwardly adjust the range of said skills; especially as given those that are archer specific or can even mostly be used without a weapon change aside from the elemental mines being used creatively, archer lacks any anti-encirclement skills apart from it's arrow rain. 


^This brings up another small point I'd like to have considered. That being in the possible creation & implementation of a cross-bow subset; or otherwise single hand option for bows. While yes, you can change class with a brief weapon and skill change at any time, not having said single-hand option I believe puts the class specifics at a disadvantage.
How so you ask? Well given that there are dual-wield options for both mage(staff) and warrior(a few options) you can one hand each type of these and create a mage/warrior skill hybrid; of ANY of there type of skills, to be used at one time. While I do admit this would take a fair amount of work, it is a issue I do believe should be rectified for the good of the game.


There are a few other things I have noted at present, but will be waiting for a full translation in order to bring them up in-case there is some aspect of the issue I may be missing.
Having said that, I may add to this post before then if I find others. I also encourage other players to list similar findings that all together might not fit neatly elsewhere here as well, and hopefully rather then creating undo clutter they might be noted, addressed, and maybe even past on in a much less chaotic manner. 
Edited by Scraps on 02/12/2018 16:25

#2

02/16/2018

Kitwritten

Community Manager

Threads: 231

Posts: 1981

there is actually 4 servers, CB 1 and CB 2, yes there is differences in them as we are using the logs for information..... there is also the dev servers which the players do not have access to... chinese and english, the chinese one is the most up to date and features new systems that are coming to the game, such as the 20+ pet system......


The PVP system is bugged, we are working on that..... the problem is that the skills work differently in arena than they do in dungeons.... so in arena, storm shield needs to be made into a passive skill that uses trigger runes, the problem is that it can only use one, close combat or ranged as a trigger

I did suggest a skill change option so you can change your skills at the click of a key but we are changing the skill system as well.......

the sub set system is the debuffs, symbols that players have mentioned while fighting... it took me a while to translate them.......

Fire skills  can trigger the ignite debuff causing burning

Ice skills can trigger the frozen debuff, lowering opponents movement, attack and cast speed

lighting skills can trigger the stun debuff....


Yes the translation is bloody confusing, it was done by google because the devs do not speak english... what normally happens is we have a localization team who translate from chinese to english then I come along and I translation from english into gamer english..... and when you have things like the chinese for mana is also the same for hit, force, accuracy and violence....lol.... in gaming we have P attack, M attack, block, dodge, armour, HP, mana, energy shield, crit, crit damage... and to us they are pretty clear....


but in the chinese system, dodge is restricted to attack skills only but not elemental skills, thats where resistance comes into play. armour blocks physical only, energy shield appears to be affected by physical and elemental......attack block and spell block is not blocking them, its actually stopping them from happening....

There is no moving speed boost, like a enchant etc......but it can be increased as the player levels....it also appears to be affected by armour vs robes......


yes we are looking at other classes of weapons..... some of them may be visual only, while others may have more effects ...... cross bow and shield I will suggest.......we are looking at redoing the skill system and expanding it.


two poison skills ? there is 3 green skills listed in the shop but in the game there is poison and toxin which are different skills.....poison is affected by resistences and energy shield but toxin can not be resisted, it has to be avoided


so we have a list of changes, PET system ( in testing ) change of merc system ( in development ) mount system ( in development ) costumes ( in graphic design ) talent system ( will be changed for RoG v2 ) weapons and skills ( in development ) skill changes include making poison ignore energy shield and elemental resistance, adding a immunity skill which lasts 3 seconds to warrior carrying shield, will not apply to dual wielding or ranged characters.


classes: druid / summoner, being considered, monk ruled out, pure class such as pure mage, pure warrior, pure ranger being worked on, they will be diamond characters with specific skills and equipment because a non mage pure, will not use elemental skills or abilities but things like a warrior becomes a paladin, need to be addressed....

we are strong on the theme of DPS and tank type builds.....

we are using the rule of thumb that a hybrid character is the easiest to build but pures take a large amount of gamer knowledge, skill and understanding.... anybody can build a pure and level it up by running in a team to get exp but we envision in game events and contests that will test a pure build and the skill of the player....


I am a personal challenge gamer, things like dungeon 42.3, cleared in under 40 seconds, solo.....but my next challenge is to clear it solo in under 40 seconds with 3 stars ( I failed on the 50 kills ).....

so I want to see things like a personal best rank sheet for players, that can be viewed by other players.....a overall server ranking would be nice but in CoA, players leveled up, got over powered then went back to team dungeons and cleared them with 10 second runs... so they get their name in lights but it shuts out the players doing those TDs from having their name in lights......


I also want to see a monthly or weekly arena ranking reset, this was done in Empire revenant, and it stopped the top players holding the rankings, getting the rewards but they had quit the game..... so I want to see a game that is fair for new and existing players, where they can have their name in lights in the arena because they earned that position and fought to keep it... but when they go inactive, they lose it.......