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Activation range of Soul Hunter skill, not radius.

Discussion in 'Toram Online General Discussions' started by Momoeater, Jul 23, 2021.

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  1. Momoeater

    Momoeater Well-Known Member

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    Idk what you talking about, you said things are balanced and here you are complaining that things aren't balanced with long paragraphs.
    I don't even have any problems that things aren't balanced and I'm fine with it.
    I don't even feel like complaining that certain classes have problems.
    Problem with people like you is that you want everything to be easy and complain your entire life.
    You just don't know how to adapt.

    Non balance is a part of game.
    If everything is same and balanced, there is no need for other classes.
    You aren't experienced with gaming enough to understand that factor.
    You just a casual gamer.


    Knuckle is my main class, I have no problem at all with that class.
    It's not a class for amateurs.
    Of course such people are the only ones who always complain.
    This class needs high lvl expertise.
    If you don't have that lvl of expertise of course you will complain.
    Class is very fast with 50% motions speed.

    And yeah I get it you were saying "if" it was possible to exceed 50% motion speed.

    I do come across few people putting shades on knuckle class, overtime.
     
  2. Kaisyl

    Kaisyl Elite Member Elite Member

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    On the topic of soul hunter, yes that skill is broken. Tho it's an all weapon skill so tbh, I don't really care? Probably adjust it for more vatiation between weapon types or something. Like knux innate +50% motion speed, staff/md have ranged execution where they can spawn it centered on the enemy.

    Next, the invincible everything meta. It's dumb. No idea why they wanna slap invincibility on every freaking skill when they have a rather nice guard/evasion system they can modify to allow dodging during skill animation (not during casting or channeling, that's for mirage). With skill animation evasion, everyone wins.

    Next, the weapons. I stand by saying that all weapon skill trees should have been equal from the get go with only the variations coming from the buff skill tree only. Also, knuckles is a terrible weapon. It is slow. PAINFULLY so. It has no mp regen other than shellbreak which is a lv2 skill and can get fcked over by the chase attack passive and Chakra which only restores 100 MP (quick draw does this naturally at a 30% chance passively) and is lost when hit. You can't chain multiple skills to bypass their naturally low attack power because of proration, you can't use save tag because you will not do any damage and your only assist comes from annihilator which is a terribly high cost skill that has no place in a boss farming party (drops are rng). The game is designed specifically AGAINST knuckles (look at all the bosses), they can't farm outside sub MD and that can potentially fail to a MD/Scroll. They have nothing. No role whatsoever. Even taking a knuckle user as a tank can mean a party wipe if the knux accidentally uses one of their many ailments.

    There are barely any knuckle users end game for a reason.

    Bow is stupid OP. They have a whole lone of dual element burst damage skills from the first skill tree level, they have a charge up no risk burst damage skill for lv4, they have 100 armour break, they have stupid high MP regen, thry have monstrously fast skills (faster than knux), the game is designed in their favour (ailments can make everyone do 100% pierce damage to some bosses), they are the best support (design favouring ailments). What bow doesn't have is HP regen and guard + evasion.

    Honestly, bow is OP only due to comparison of other weapon types not by design (with the exclusion of a whole line of dual element burst damage skills, that's just stupid OP)

    Stuff they can do to fix the game?:
    - Make evasion during skill abimation possible, it places more emphasis on skill based gameplay, bosses can now move a lot faster or randomly to compensate instead of the fixed patterns they have going right now. Removes the need to put invincible on every freakin skill.
    - Remove either the burst damage effect or dual element effect from that whole ailment line of shot skills.
    - Boost all martial skill base motion speed by 50%
    - Remove the designed benefits and disadvantages from all bosses and have them mechanically enabled instead.
    - Modify skills to deal normal proration (achievable by modifying certain combo tags to make skills to normal proration.

    Buffing/nerfing individual skills in Toram is a pointless affair because at most what that does it put a band aid on the issue.
     
  3. Kousunpo

    Kousunpo Well-Known Member

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    Buffing all non bow classes would be much better than nerfing 1 classes, toram developers are nowhere close to being anywhere near as competent as the iruna developers are in terms of nerfing, if toram developers are to nerf any class they will completely kill whatever class they nerfed into oblivion, and if they do you might as well say good bye forever to those classes they completely destroyed and ruined with their Absolutely Incompetent Nerfing Capabilities, and also sell that weapon if 2 slotted and reset any of your characters that had used that weapon before that weapon becomes Absolute Trash upon Toram Developer's Absolutely Incompetent Nerfing!!!.((but keep a 1s Version just in case they finally understand how utterly Incompetent their nerfing capabilities are and undoes the Oblivion class Nerfing, also prebuy a couple of reset books and reset skills just in case))

    My suggestions for buffing non bow class to be on par with bow are as follows

    1.replace cast time system for mages with a cooldown system, allow all magic to miss if user does not have sufficient intelligence, and make crit rate for spellburst requirements same as physical formula, give a massive in battle mp recovery passive

    2.give melee classes innate ampr buff on par with decoy shot, and also skills that grant temporary immunity to spikes

    Step 3. There perfect balance with absolutely no nerfing required, and no class is completely destroyed by toram developers completely incompetent nerfing capabilities with this proposal of true rebalance!!!
     
    Last edited: Aug 8, 2021
  4. Kaisyl

    Kaisyl Elite Member Elite Member

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    There is no difference between casting and cooldown other than cooldown just allowing you to run around like a headless chicken whilst everyone else continues spamming their skills.

    They can boost mp recovery by buffing the survival skill tree and natural mp recovery equipment. Or just equalize all the skill trees to allow all a decoy shoy equivalent
     
  5. Kousunpo

    Kousunpo Well-Known Member

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    There is a difference, with casttime the mage is just a fragile piece of wet paper floating in mid air waiting to be swatted to death by bosses in 1 shot even with mirage evasion((note:7 seconds in total spent midair is more than enough time for bosses and other mobs to kill the casttime mage 7 or more numbers of times over)), while with cooldown they can actively avoid attacks and use other magic skills while waiting until that specific powerful magic skill they used finishes its cooldown, survivability and combat reactiveness are the key difference between cooldown and cast time!!

    Also the cooldown will only apply to 1 magic skill at a time and cooldown time would also depend on factors such as tier level, each tier level is a second of cooldown time added to the respective skill used.

    and yes allowing each class a decoy shot equivalent will be wonderful
     
    Last edited: Apr 15, 2022
  6. Kousunpo

    Kousunpo Well-Known Member

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    All sub weapons are fine as they are now, removing sub weapon capabilities destroys variety, and variety is what makes toram shine, no need to remove sub weapons and sub weapon skill capabilities from any classes
     
  7. Kaisyl

    Kaisyl Elite Member Elite Member

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    Cooldown doesn't solve the DPS issue with mages because ATM, soul hunt is simply better and more reliable. Even if Finale is instant, it can still miss. Even if finale is instant, you cannot use other skills because the meta is Impact > Smite, this means a finale combo at full effectiveness is 10 MP, this means that you either hope to use a fast magic combo (Never happening) or just wait for cool down and run around by the time.

    Yes mages survive but what's the point is the true question here.

    Mages have no MP regen only MP recovery so no chance in hell for using a quick combo during cooldown and hoping to cast finale right after. All other magics are also pointless to use as they are painfully slow and weak.

    Cooldown adds survivability but truly nothing else in my opinion.
     
  8. Kousunpo

    Kousunpo Well-Known Member

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    Then there is some more buffing that can be applied to mage besides replacing casttime with cooldown, make base mp consumption of finale to about 800 and make it a homing skill similar to lances, and allow "MCDR"((magic cooldown reduction, the stat to replace cspd)) stat to affect universal cooldown, to reach maximum cooldown reduction of Instant will need 10,000 MCDR stats((makes even the highest cooldown magic skill like finale and all higher tier magics instant)) and 7000 MCDR to reduce 4 seconds cooldown((most magic including burst cooldown would be instant at this point, and magic like finale is reduced to 3 seconds cooldown)) and 4000 MCDR to reduce 3 seconds cooldown and 1000 MCDR to reduce 2 seconds cooldown, and another buff can be to increase the lower tier magic skills power to be at least decent to use too
     
    Last edited: Aug 8, 2021
  9. Kaisyl

    Kaisyl Elite Member Elite Member

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    Finale's skill constant is extremely absurd (For now), lowering the MP cost isn't exactly the best of ideas for balance. You effectively have a 6 MP finale combo and still retain the last problem of there being no other magic skill to use while waiting for said cooldown to end.

    Making finale spammable isn't the most balanced idea either. Though I can't argue this point because of satellite arrow's existence which can be used to argue in favor of making finale spammable.

    Reducing cooldown does nothing to make up for Finale being the only useable magic skill in the game. Using other magic is simply a waste of time. Either solo or in a party, only Finale is useful. Burst works if you have full elemental equipment but, if you are willing to put in so much effort on a burst mage, a bow/arrow user with boss farmable equipment can most probably just do the same in not better. This is not a usually brought up argument but even the pet system in toram is designed for bow users.

    Mages only have Finale, adding cooldown isn't going to do squat to change that other than make mages survive more which was never the point considering finale was designed as an all or nothing skill. No other skill needs a 'Magic Cooldown' either because they are cast well enough as is.
     
  10. Kousunpo

    Kousunpo Well-Known Member

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    I have updated my response to include improving lower tier magics, please reread and comment your thoughts on the update, also obtaining 10000 mcdr would require sacrificing a significant amount of matk and damage which is a trade off balance for spamming finale and future higher tier magic
     
    Last edited: Aug 8, 2021
  11. Kaisyl

    Kaisyl Elite Member Elite Member

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    Focussing on lower tier magics, the problems are as follows:
    - All: Too slow.

    That's it. Magic Arrows never should have had a cast time, granted they wanted to introduce mages to cast time with the skill, still makes it one of the worst opening skills in the game.

    All magic skills are associated with slow animation speed which is one of the main downsides of magic given that magics do not graze or miss. This is balanced.

    Making magics instant cast also does nothing to solve the high cost relatively low return mages have to deal with. The problem falls back to MP Regen. Magic Cooldown does not help with this, in fact, it inflates this problem to an abnormally astronomical level because you now have mages spamming MP Charge during cooldown which means they go right back to being stationary which means that the solution did nothing truly effective other than reduce the time stationary by 1 second for finale and variable for others.

    Magic skills also do not stack WHICH is the main issue with magic. Without being able to pile on magic, you have to wait for each spell to finish before casting again. Magic once cast in most fantasy I am aware of, remain until the spell duration completes not when you cast again. Magic in this game isn't continuously channeled, there is no reason to make it lost on every re-cast.

    Making Finale a homing attack is not exactly balanced. That means the central AoE always hits which means that there is no risk of using the skill whatsoever. This means you get free high damage for nothing.
     
  12. Kousunpo

    Kousunpo Well-Known Member

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    Then there are more buffs that can be applied to mage besides replacing casttime with cooldown and improving lower tier magics

    1. lowering finale's constant to be only 1/3rd of what it is currently, so homing along with the sacrifice of power necessary to have a 0 cooldown instant finale via extremely high MCDR stats((10000 MCDR, which would be extremely difficult or near impossible to achieve)) would be perfectly balanced
    2.make spellburst rate formula equal to regular crit formula
    3.remove motion speed entirely for mages and allow magic to miss or graze if mage does not have at least 250 intelligence, each 3 int points would be similar to 1 crit rate but for magic to even hit at all, base magic hit rate would be 25
    4.with cooldown system replacing casttime, mp recharge is already instant, so mp healing should be quick as decoy, and not really stationary, and also under the cooldown system all magics are by default instant cast but require decent MCDR to spam efficiently
     
    Last edited: Aug 8, 2021
  13. Balugbog056

    Balugbog056 Well-Known Member

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    IGN:
    Butz'
    ye all sub wep system is fine (i just mention how main wep should work pros and cons) but the big 3 broken skill ruin the entire class system which most of weaker weapon mostly rely on utility while the stronger weapon has also similar utility (both can get absurb mp recovery and 50% motion without putting agi)
     
  14. Kaisyl

    Kaisyl Elite Member Elite Member

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    Cooldown does not change what the innate problem of magic is. Making magic the same as physical class like bow means you really should give bow an honest try before you suggest something like this.

    Magic works by having a set time to cast it. Yes being immobile is a major weakness of mage but that's how it works. To change that fundamentally changes how it works while at the same time does nothing at all because it does not change the rate at which magic is used. All you did was remove the time taken to be used and moved it to the time before use. It's like this spongebob episode called the worm where Patrick makes the whole bikini bottom push the city somewhere else only to face the exact same problem. It simply does not change anything.

    What needs to change with magic is the embedded code of function within the game files. Magic skills have enough of a constant, they just need higher rates and the best way to achieve that is by allowing magic skill reuse even when a spell is in duration. An example of this would be lances which has a 1 second cast time with a 9 second? spell duration. That's 9 seconds you can't use magic lances for else you waste the skill. The same applies to magic arrows in which mages have to wait until it ends before using the spell again. All that waiting adds up making it effectively not worth the time to wait to use all those lower tier magics when 1 Finale gets the job done.

    You can't just say nerf Finale's damage. What's your basis for this? Cooldown and instant cast? That won't matter if mages are dealing 1/3rd ~ 1/2 damage at a rate far less than a BOW/KTN/HB/BWG. Toram is "class - free" you can't center skill balances on one skill alone. This is why I say Toram is design hell. You have to look at EVERY skill and even when you do that, you can still miss something. Bow is a perfectly good example of that tbh.

    Bow used to be the ones whose only worthwhile skill was snipe now they (overbuffed) the ailment skill line and nearly all of the shot skill tree is useful for them leaving everyone else behind. This is why many are saying bow does not need a nerf.

    Mages now do not need instant motion and cast times, they do not need to have the entire crit system made exactly like phys DPS because they have no need to truly invest in any of those things if they simply allow magics to stack. This would allow mages to work towards overcoming the disadvantages of cast time and motion speed rather than being like every other weapon out there. Mages should be the hardest weapon to start off with that eventually lead into smooth gameplay as they obtain CSPD but the devs really messed up on that particular design point.

    What you propose will have mages basically standing still with no animations whatsoever and spells just spawning into exist before them with the same issue of having to wait for the spell to disappear to reuse it.

    Knuckles is a WHOLE issue on it's own which requires a near full game rework because of garbage design decisions early on which did not account for knuckles playstyle (it's like they were left out of any planning whatsoever).
     
  15. Kousunpo

    Kousunpo Well-Known Member

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    I main bow and bowtana all the time precisely because it fits my standards in what to main a class for so i more than "tried" it i lived and live it. And those standards i have for what a main class should be are practicality and being fast, have good survival, have good dps, and have good mobility, and great at both party and solo, and because of all the downsides of finale mage i use burst almost all of the time as a mage and almost never use finale unless party asks me to, and the only other usesful thing about mage i see besides burst((yes in my experience burst is way superior to finale if have all cspd equipments and consumables etc)) is storm, so that is why i believe that finale needs an entirely different system due to how nearly useless it is((that is my perspective)) because an unreduceable cast time makes it impractical in combat and on top of that boring, if you really think casttime is necessary, then they should at least make it's cast time reduceable via certain conditions etc, and also upon making the casttime reduceable to also not make the castspeed requirements so high that it requires some fragile skill that dissapears in 1 hit((like how burst requires high cycle)), and there are rpgs out there that have all magics being instant casts but have cooldown and they turned out fine, so i disagree with the notion that magic needs casttime, cooldown will do just nicely, also during cooldown mages are not immobile they would be highly mobile and can actively evade and use different magic skills while waiting for the cooldown on high damaging magic to be used again. And as for disadvantages, cooldown is a disadvantage by itself yes but cooldown isn't Impractical garbage like casttime is, at least with cooldown mages are more practical in combat and can be independent main class if they wish to be and do not require handholding almost all the time unlike with casttime for mages in which to be independent at all as a mage requires mages to pretty much use burst build.
     
  16. Side Character

    Side Character Member

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    I think Toram wouldn't add any Damaging Active skill with cooldown anytime soon. There are only a few skills that are included in cooldown mechanics such as Stone Barrier, Resonance, and Shadow Walk which are buffs, and Enchanted Spell and Mirage Evasion, which are Passive skills. Introducing a dps skill with cooldown mechanics in Toram Online just doesn't feel right because it will render some stats more useless than they are now, especially for finale mages, namely Natural MP Regen, CSPD, and AMPR... those stats aren't totally useless but with great builds can make finale more efficient. I personally think Finale is great as it is post-distance modifier update because it can be both a defensive and offensive skill which relies on Player's equipments unlike Burst which often relies on the skill itself (the i-frame and the damage bonus from weap). In Toram, MP is a pseudo-cooldown while MP regen, recharge/recovery, and AMPR are pseudo-cooldown reductions. Try a game like Epic Conquest and see how much better Toram implemented some of its Mechanics.
     
  17. Kousunpo

    Kousunpo Well-Known Member

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    being a wet piece of paper floating in mid air with unreduceable long cast time, needing constant handholding((aka being dependent on others all the time)) otherwise doomed if you intend to do certain things such as battling on your own, prone to dying even with mirage evasion((can be killed 7 times over when casting finale accounting for both motion time on top of cast time which is 7 seconds in total)),unable to use mirage evasion more than once during finale thus dying many times, bosses being super speedy attackers and just instakilling said mage outright even with mirage evasion, boss is smart and teleports out of the way and then outright kills finale mage right away. all of those are reasons why finale mage is far from meeting criterias and standards of being a go to main character, whereas burst allows for more independence and battle practicality once fully geared for instant cspd, and bow and all other physical classes are the ideal main class materials due to not needing anywhere near as much handholding that mage does, and they excel in both party and solo unlike mages due to infinitely better speed and infinitely better mobility and infinitely better survival and infinitely better practicality than mages, considering all of those criterias and standards, 90% of all physical classes have greatly surpassed mages, and here is a quote "a powerful boxer can have all the strength in the world but if they can't land a hit because they are too slow and then get knocked out by a far faster but weaker punch long before the powerful boxer can even complete the Almighty punch, what good is having all that power in the first place?" And another quote "i don't know about other martial artists, but i would rather use kickboxing than silly slow and useless taichi for combat", and as for cspd stats becoming useless if they decided to actually make magic practical and fast by replacing casttime for cooldown, a new stat if you read my earlier posts called MCDR((magic cooldown reduction)) will replace cspd, and i played epic conquest and i would prefer playing as edna in toram than finale mage anyday due to the criterias and standards i have explained about what it takes for a class to be a main class, being extremely fast, practical, have good survival,decent to high dps,good mobility, and most importantly does not require constant handholding
     
    Last edited: Aug 9, 2021
  18. Momoeater

    Momoeater Well-Known Member

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    Cooldown is not a bad idea.
    Why are you worried about only finale?
    Like cooldown won't do a thing for finale?
    All your focus is on finale?
    Even with 1 skill with 10 sec cooldown, is there only one magic skill?
    While is cooldown is getting over with, spam other skills.
    You worried that much at how powerful it would make finale skill?
    It's about mages survivability, not about finale.
    Cooldown would increase mage survivability extremely high, on par with any other class.
    Some people just hate mages, don't they?
     
    Last edited: Aug 9, 2021
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  19. Momoeater

    Momoeater Well-Known Member

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    And there is no point comparing Toram to Iruna,.
    Iruna has fixed classes, you cannot freely change classes.
    In toram just reset stats and skills, and boom new class build.
    Iruna you cannot do any of that.
    Currently max skills are available at lvl 340 and super difficult to lvl up, far more difficult than toram.
    Changing class requires real money which is costly.

    In toram you get free orbs or rests every now and then, that doesn't happen in iruna, like in forever.

    Things are not balanced in iruna, like how you want in toram.
    Think of it like a tank can only play as a tank, a healer can only play as a healer, an attacker can only play as an attacker.
    That's the difference between toram and iruna.

    Toram has no such limitations, where in iruna a class is forced to follow only 1 path, that's a different kind of nerf. Once you have a high lvl char and devs make any changes, you will have no choice but to continue playing with that class.
    Otherwise spend high amount of money in iruna for resets.
     
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  20. Kaisyl

    Kaisyl Elite Member Elite Member

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    Mage isn't naturally fast that's why you can't apply the playstyle of a bow towards it.

    I'm not going to repeat myself saying how impractical it would be to make a cooldown system for mages so instead, I'd advise you to try to adopt a new perspective. Mages aren't about speed, even with burst, due to high mana cost, they can't cast it more than 4 times before having to recharge (more under certain setups).

    The complaint that finale is an extremely boring skill has been there since the beginning. No one wants to just watch their character hover and slam down repeatedly for the entire duration of their time in Toram. There is no diversity in mage and this was explained to be because of time taken to cast low tier skills which do not stack, another point I will not revisit.
     
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