Dev Note Vocation Definitions

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Cauliflower
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Dev Note Vocation Definitions

Post by Cauliflower »

Over three years ago, we presented you a rough concept to redefine the four vocations. Due to several internal and external factors we had to put off our work on this topic.
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After all the time that has passed by, it is finally time again to pick up our work. Of course, we checked your feedback we received back then, but we also want to know what you, the community of today, is thinking about our current thoughts regarding vocations.

Therefore, our game designer Evonary drew up a new and reworked, but still rough concept of how vocations could be defined in the future.
Please note: It is only a rough draft. Nothing is carved into stone and everything is still subject to change. This is only a first vision and in no way a detailed concept ready to be developed. We have still a long way to go but right now we want to hear your feedback about our first vision to see if there are any major flaws we have overlooked, and we are curious how you like it altogether.

Please also note that we had to exclude any PvP related topics in this first draft. We focused only on the PvE aspect of the game. We are aware that once we include PvP into the development, certain things have to be reviewed again.

Of course, we can only work on the vocations if we are willing to change, adjust or even to implement new stuff into the game. Therefore, our ideas are based on the following conditions (please note again that everything is still subject to change):

  • Adjustment and revision of the buff, debuff, damage over time systems.
  • Adjustment of the rune and spell system.
  • Reworking of the summon system.
  • Adjustment of the enchanted weapon system.
  • Adjustment of the capacity, mana and hitpoints increase at level up.
  • Adjustment of the promotions.
  • Adjustment of armory and weapons.
  • Implementation of critical hits.
  • Implementation of a hit chance for all kinds of attacks.
  • Implementation of a second promotion with new special skills.
  • Adjustment of the skill progress.
In the following, you find four links which lead you to four different threads, one for each vocation. In the threads, we show you a rough concept of each vocation. You will also find a short template with some questions we would like to ask you.

Knight
Druid
Sorcerer
Paladin

Please understand that this is only a rough concept and that we cannot give you more details right now. Also, everything is still subject to change and there is no guarantee for the concepts to be developed.

We are looking forward to your feedback!

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Re: Dev Note Vocation Definitions

Post by Trululu »

Nerf Paladins please :(
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Re: Dev Note Vocation Definitions

Post by Ice Crambler »

Woundering if Ek's really won't be able to use any Runes.....
Would make them the worst Voc.....

No energy Walling........ no Mwalls....... just nuthing... would be damn weired
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Re: Dev Note Vocation Definitions

Post by Cauliflower »

Trululu wrote:Nerf Paladins please :(
Really? Rp is the worst vocation.

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Re: Dev Note Vocation Definitions

Post by Trululu »

Now you can see how Paladins block monters in Zao/Rosha/Oramond and have more Damage:

Paladin Level 500 can hit 500+ with Prismatic Arrow. Each Arrow costs 20 GP
Mages Level 500 can hit 500+ with SD runes. Each SD rune costs 110 GP
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Re: Dev Note Vocation Definitions

Post by Cauliflower »

Trululu wrote:Now you can see how Paladins block monters in Zao/Rosha/Oramond and have more Damage:

Paladin Level 500 can hit 500+ with Prismatic Arrow. Each Arrow costs 20 GP
Mages Level 500 can hit 500+ with SD runes. Each SD rune costs 110 GP
Well, you can't have more damage while blocking, and without exeta/exori spells Rp is way worse than ek when he blocks, not to mention the ornate set, which also makes a huge difference.

RP is indeed cheaper, but your calculations aren't accurate and do not contain proper comparision - mage has a sure hit, rp can even miss.
While mage is more expensive, on higher level it turns out profit anyways and he can make insane exp without waste, while rp has to spend tons of money if he wants to reach anything close to that k/h - 300 rp alone can't go over 1kk/h without waste, mage can do it on 200 with the finger in his.. :p

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Re: Dev Note Vocation Definitions

Post by Trululu »

When the Paladin is the Blocker he use Explosion Arrow and hit 200-350+ (For 3 mobs+).

You're right on theme, level per hour but when only one target, Paladins have more damage than mages.
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Re: Dev Note Vocation Definitions

Post by Cauliflower »

Trululu wrote:When the Paladin is the Blocker he use Explosion Arrow and hit 200-350+ (For 3 mobs+).
Well, bursts arrows are only effective if you are high level and have a sioer :p
You're right on theme, level per hour but when only one target, Paladins have more damage than mages.
Only if they use utito and sds/mas sans, and even then, depends on spot, on my then 250ms I could kick 400rps from pretty much any spawn, grims, goroma, demons.
When it was 1by1, i was winning almost all of the mobs and when it was for example, 8 mobs, rp could win 1-2, but i would surly take the rest.
Rp is good only because it can make decent and long hunt with really cheap supplies, but nothing over that imao :p

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Re: Dev Note Vocation Definitions

Post by Eduemu123 »

Dont touch the EKS!! I'd honestly hate them without runes usage :(

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Re: Dev Note Vocation Definitions

Post by Trululu »

Mage can use Wand/Rod + SD
Paladin can use Arrows/Bolts + Utito + Exori // Arrows/Bolts + SD in single target is op.
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