1. Welcome to the Toram Online Forums. Please make sure to read our rules and be friendly to all our members.
    Click here to read the rules before posting.
    Dismiss Notice

Skill Rebalance thoughts?

Discussion in 'Toram Online General Discussions' started by Zephyr666, May 22, 2019.

  1. Jbazt

    Jbazt Into the Forsaken Realm of Consciousness Elite Member

    Joined:
    Dec 4, 2016
    Messages:
    1,513
    Likes Received:
    499
    IGN:
    Jbazt
    I think finale missing on moving targets is not a nerf only for mages because bosses/minibosses movements kinda depends too on tanks. Ive said this before bosses/mini bosses got two types of atks, skills and auto atks. And boss/minibosses will move a lot esp on bosses that do auto atks more frequently will always close the gap by walking towards tank. Same goes for the decoy user tanks who will stay on the decoy area waiting and kiting boss where its cast. Altho there are bosses that programmed to move a lot in the arena, long max ranged tanks and decoys can adds an extra movements to boss/mini bosses that can sometimes affects on most dps skills to miss like finale, dt, cf, etc.
     
  2. D.Song

    D.Song Member

    Joined:
    Feb 16, 2016
    Messages:
    16
    Likes Received:
    74
    Tanks got nothing to do with bosses using their aoes , you know if the boss ends its chain of attacks it will start walking to the tanker so it can start its next chain of attacks , so the tanker standing where his dekoi is doesnt mean mages can time their finale , who knows which attack is coming? Any boss now jumps everywhere and uses dashes and lasers from range , tankers dont interrupt because bosses counter and immune sometimes so there is no blame on tankers for making bosses harder to finale.

    Let me include something already mentioned , having tanker doesnt necessarily mean the team is safe , even if it stands in the corner taking all hits , bosses have party blue aoe , target the furthest member , randomly attacking members, i always asked myself why do shield mages have pdef when they cant use it? Every possible thing i mentioned just now could happen the moment you start casting finale , sure unlucky , but there is really no time for casting at all , you can never time it right even if you know the pattern of the chain attack , because we all know the boss will teleport because of the connection speed either the tanker or the mage have , mage lost its value even before the nerf , the game doesnt care anymore about what classes go through , there is no reason to nerf , this is not a pvp game , make it class dependant and not broken like this , tell me how do you enjoy the game when everything you do all day is spamming 2 skills impact and whatever? You sure are satisfied with that....
    Very creative game indeed.
     
    • Like Like x 3
  3. Jbazt

    Jbazt Into the Forsaken Realm of Consciousness Elite Member

    Joined:
    Dec 4, 2016
    Messages:
    1,513
    Likes Received:
    499
    IGN:
    Jbazt
    Mages may lost its value a bit with finale missing on SOME boss battles but it may never loose its value on farming mobs/minibosses. Coz in every mmo out there, mages/wizards are known as an effective multiple targets farmers and was never known as class for dps concentration on a single target. My tank will always prefer mages on minibosses farms (unless luk) in the past, at present, and in the future.
     
  4. Lil☆Neko

    Lil☆Neko Well-Known Member

    Joined:
    Jan 26, 2018
    Messages:
    543
    Likes Received:
    537
    IGN:
    Lil☆Neko

    If i'm farming minibosses i prefer 4x THS or at least 1 THS, and the rest CF/Meteor... most of the time. For bosses that walk away from whoever has aggro (like dusk machina), there's nothing that tank really could do for finale users especially if there are multiple wandering bosses.

    As for the fact that "in every mmo, mages are AOE farmers", here in Soviet Russia, i mean Toeram, Finale punishes whoever uses it because endgame minibosses have mobs that have really high HP. If some of them survive finale through guard or simply really high HP... flinch, stun, tumble, knockback. Impact being a 3m AOE certainly doesn't help mages.
     
  5. Jbazt

    Jbazt Into the Forsaken Realm of Consciousness Elite Member

    Joined:
    Dec 4, 2016
    Messages:
    1,513
    Likes Received:
    499
    IGN:
    Jbazt
    And yes mages effectiveness on most multiple minibosses farm will highly depend on the tank.
     
  6. BK

    BK The Best Elite Burger Known To Mankind Staff Member MODERATOR Elite Member Epic Member

    Joined:
    Jul 14, 2015
    Messages:
    5,426
    Likes Received:
    2,933
    IGN:
    BK.
    Mage best class from 2014-3000, mage so good mage makes the game
     
    • Funny Funny x 1
  7. mayam

    mayam Elite Member Elite Member Epic Member

    Joined:
    May 14, 2016
    Messages:
    4,203
    Likes Received:
    2,473
    As always you are talking about stuff even if you have never actually tried the class.
    Carbuncle, mithurna lynx, fanadon, wandering wheel, lyark master, dusk machina. Choose one of them and show me in game how exactly your tanking is gonna help me hit them.
    Mages are NOT good AOE users. There strongest so called "AOE" only has a range of 1m, the rest wider aoe hits do less damage than skills like sword tempest from 2h users and hasso happa from katanas, crossfire completely outclasses it as an aoe too. Absolutely no one is gonna agree about mages being better aoe users here.
     
    • Winner Winner x 1
  8. Efra

    Efra Well-Known Member

    Joined:
    Dec 27, 2018
    Messages:
    195
    Likes Received:
    87
    IGN:
    Efra
    Well, lets just see how they'll rework magic skills then

    I personally hope they will do justice to the magical side of 1H+MD (Magic Blade). Because that is the only other option if you still want to play magic, but don't want to play as a Mage who just sit there casting a spell which is more likely to miss.

    1H+MD will be a lot more flexible than Finale Mage, because, well, they won't be using Finale (what's the point on using it on 1H+MD really...), and most likely to use Burst, and a lot of other skills, Blade skills included (not just Impact > Finale until you die)

    What I'm hoping :
    - Ether Flare and Element Slash are included as Magic Skills to reduce Burst's cast time
    - Element Slash being non-missable, just like every other Magic skills (This is stupid, really)
    - Rework the whole Magic Critical system. I don't really see the point of reaching stupid amount of crit when critical magic doesn't even deal a good damage
    - Boost Magic skills' power on MD (Burst especially)
    - Make Enchant Sword both Physical and Magical? Like, it does 2 hits, one is calculated with ATK, the other is MATK. Also, make it more useful on 1H than 2H (this is the stupidest thing ever since they released this skill)

    Asobimo please
     
    • Like Like x 1
    • Winner Winner x 1
  9. mayam

    mayam Elite Member Elite Member Epic Member

    Joined:
    May 14, 2016
    Messages:
    4,203
    Likes Received:
    2,473
    This please, thank you for saying it.
    Its not like they havent done something like this before either, holy fist does that (phys+mag damage) as well but they refuse to gives a stronger version of it dunno prolly trying to keep holy fist more unique and "different" from others. Like its so retarded they add a pure physical skill in the MAGIC blade tree which also does way better with physical 2h users that dont even care about magic or MATK.
     
    • Like Like x 2
  10. Jbazt

    Jbazt Into the Forsaken Realm of Consciousness Elite Member

    Joined:
    Dec 4, 2016
    Messages:
    1,513
    Likes Received:
    499
    IGN:
    Jbazt
    Im farming mini bosses masskills and like i said i prefer them more. But with latest minibosses with what many saying anti meele for dps and sometimes for anti melee tanks too, who farms multiple minibosses now a days? And the fact that mages got the tendency to poke other mobs and other boss spawn with finale making tank on a very tight situation made em isolated on mass miniboss farms. Like i said mages effectiveness on some will highly depends on the tanks ability to keep the aggro and to survive at the same time. If the tank wouldn't even think of the idea then killing em one at a time be cool too with other dps classess
     
  11. D.Song

    D.Song Member

    Joined:
    Feb 16, 2016
    Messages:
    16
    Likes Received:
    74
    Would be very nice if they added more dmg skills and have them based of atk and matk together and only 1h md can use it so staff md doesnt benefit from it (which is how fu existed and killed knuckles), if i remember its possible to reach 4k after calculating both atk and matk for magic blade char with good gears , why not make it real asobimo?
     
  12. Mehek

    Mehek Well-Known Member

    Joined:
    Aug 7, 2018
    Messages:
    55
    Likes Received:
    18
    IGN:
    DEmperor
    Screenshot_20190527-075933_YouTube.jpg Screenshot_20190527-075938_YouTube.jpg Screenshot_20190527-080818_YouTube.jpg Screenshot_20190527-080925_YouTube.jpg
     
    • Like Like x 4
    • Friendly Friendly x 1
  13. Mehek

    Mehek Well-Known Member

    Joined:
    Aug 7, 2018
    Messages:
    55
    Likes Received:
    18
    IGN:
    DEmperor
  14. Efra

    Efra Well-Known Member

    Joined:
    Dec 27, 2018
    Messages:
    195
    Likes Received:
    87
    IGN:
    Efra
    Oh and 1 more thing I want to add

    Currently, the only viable option for 1H+MD is the Physical side (STR>DEX)
    And if they rework Magic skills correctly, hopefully Magical side (INT>DEX) will be viable too

    But what about both? Hybrid of both Physical and Magical?

    So far, hybrid build can go so well because there is a synergy when playing the same type. Pure physical hybrid, like Sword-Fu, Bow+Katana, Sword-Arrow (this one is probably dead), etc. Magical hybrid? None, because there's only 1 Magic skill tree. You can't really call Staff+MD a Magic hybrid because both Staff and MD uses the same Magic skill tree. What about Staff-Fu and Knuckle+MD? It's true they're combining both Physical and Magic skill trees, but they can only choose Physical side of damage (why do you want to use Knuckle when playing magic tho...)

    1H+MD is the only true ambitious crossover ever existed in Toram, being able to use either Physical side or Magical side.

    But can you combine both Physical and Magical in 1 char? Yes you can
    But can that character be good? *A loud "NO!" can be heard from Asobimo's HQ*

    Physical and Magical is the opposite of each other.
    If you raise both ATK and MATK, neither side will reach their true potential
    If you can't reach a class' true potential, your char will be a crap. That's how this game works
     
  15. BoHammer

    BoHammer Well-Known Member

    Joined:
    Mar 4, 2018
    Messages:
    349
    Likes Received:
    52
    IGN:
    Bohammer
    Maybe they can increase the radius of finale's first hit to 6 meters to be more effective or as what ive previously suggested turn this into a single target spell since it is on the single target branch of.magic skills
     
  16. Efra

    Efra Well-Known Member

    Joined:
    Dec 27, 2018
    Messages:
    195
    Likes Received:
    87
    IGN:
    Efra
  17. WindSlash

    WindSlash Guardian Angel of Picos Elite Member

    Joined:
    Aug 28, 2015
    Messages:
    1,838
    Likes Received:
    864
    IGN:
    WinSlash
    The Update info segment of the last stream has been transcribed, translated, and are now subtitled with captions.
    My takeaways from watching it:
    -Magic Skills, at least most of them, are gonna have new damage calculations.
    -Halberd skills are all pretty much getting buffed.
    -Dark Power Skills getting reworked coz they are introducing a combo tag: Bloodsucker. That might make Demon Claw obsolete.
    -Along with Bloodsucker, they are now releasing (finally) the "Invincible" combo tag.
    -The toram dev team are hoping to make more people use long combos... so they plan to introduce a "long combo bonus" as an incentive. and indirectly related to this, they also are exploring the possibility of introducing skill(s) that halves mp consumption like magic:impact.
    -They also are planning to shorten the charge time for MP Charge.(this is kinda needed)
     
    • Winner Winner x 2
    • Like Like x 1
  18. Mehek

    Mehek Well-Known Member

    Joined:
    Aug 7, 2018
    Messages:
    55
    Likes Received:
    18
    IGN:
    DEmperor
    Only change that finale needs sir is get back to the way it was they should rework magic burst and make it more storm like skill or maybe javelin like that way mages can have a quick dps skill and not stand on one place for 10 secs
     
  19. Mehek

    Mehek Well-Known Member

    Joined:
    Aug 7, 2018
    Messages:
    55
    Likes Received:
    18
    IGN:
    DEmperor
    I read deadly spear will work like impact
     
  20. WindSlash

    WindSlash Guardian Angel of Picos Elite Member

    Joined:
    Aug 28, 2015
    Messages:
    1,838
    Likes Received:
    864
    IGN:
    WinSlash
    I remember reading "reduce the cost of the next skill" but dont remember it saying "half", but who knows. *shrugs*

    edit: okay so i re-watched it. they threw me off with "will not change much" comment at 6:17, but then they do mention a "maybe if it manages to inflict critical damage, we can halve the mp for the next skill". So i did not pay attention. lol
     
    Last edited: May 26, 2019

Share This Page