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New Update. Read yo!

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sEntapEacE
TheLeaf
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New Update. Read yo! Empty New Update. Read yo!

Post  TheLeaf Wed Mar 18, 2009 9:13 pm

Alright so, if you didnt see, they're releasing a new update, but it doesnt sound very good so far. Below is the translated version for Sacriers on the French website, which is here.

Note: This was done using a free translator, so if anything is unclear I'm just as clueless as you. If you want me to translate anything else for you lazy people, just post it here. There are updates for all the classes, but this is just a taste.

Updated it 1,27 brings essentially improvements of the different systems of game, a better équilibrage of the classes, of new quests of line, again tournaments, an improvement of the forgemagie as well as farm-raised system and the body of the special sorts. The game systems (armor management, cares, life insoignable, tacle, among others initiative) and the sorts were reviewed in order to bring a better complementarity of the classes and to return a lot more flexible the creation of the groups of game. We hope equally to renew a part of the experience of game while proposing more possibilities to the players to win their fight. We are ourselves concentrated essentially on the revaluation of the tactical aspect of the game while developing the capacities of management of the space, while increasing the possibilities to modify and to interact with the positions of the allies as well as the one of the enemies. We are conscious that all these modifications will modify in a certain measure your manner to play, but we carry out all these modifications in the common interest that we divide with yourself, the one to return the game better. These major modifications will allow us afterward to continue to let the game evolve on of better tactical and playful bases. We know that certain of our decisions are not easy to understand and that you test sometimes big difficulties to seize the relevance of our choice when we try to do to evolve the game. We take therefore henceforth the initiative to detail and to comment on the modification majority that we carry out, while explaining you why we take these decisions and our objectives.

Sacrier

The global functioning of the punishments totally was reviewed. The former punishments were not viables when the personages of the class Sacrieur evolved alone or in restricted groups, but were too powerful and unbalanced to high level and in group.
The necessary investment from the team of the Sacrieur to obtain from the infinite and considerable bonus seemed to us negligible. A single turn of preparation sufficed to obtain from the very important bonus that did the Sacrieur the principal source of damage of a team. In addition, thanks to their quantity of points of very important life and their goes out of Sacrifice, the personages of the class Sacrieur combined simultaneously two principal roles, since they played the role of "tank" (archetype of personage that receives the damages instead of the other personages) and of principal source of damages. The former management of the punishments did not bring any challenge, few constraints and proposed therefore a playful interest a lot too limited, so the tactics to set up in order to take advantage of consequent bonus was limited. We have therefore decided to modify the functioning of the punishments and the management of the two principal roles of the class Sacrieur.

The new management of the punishments, the return viables whatever the circumstances (JCJ, classical fight, fights in the keeps) as well as the size of the implied teams. The punishments generate henceforth bonus of graduated characteristics during a same turn. The first bonus received are very important, then diminish within a same turn, in order to return them viables when the number of personages and of enemies is weak, all while assuring itself that they remain balanced in the fight in team (where the sources of allied damages can be very numerous). It is not therefore more necessary to concentrate all the attacks on the Sacrieur for than it takes punishment advantage, the simple one does to expose itself to the adverse attacks allows assuring consequent bonus, that always can be completed thanks to the allied attacks.

The punishments have a length of 5 turns (and are lançables all the 6 turns), the personages are able therefore to receive bonus thanks to the in a manner punishments practically continuous. The generated bonus have a limited length (5 turns). A Sacrieur that will want to take advantage to the maximum of the bonus of punishment will have therefore to await several turns and to expose itself in a manner continues to maximize the punishment effects.

The punishment bonus not more will be able to be obtained if the Sacrieur no longer loses points of life. The former system of punishments, allowed winning important bonus without real compensation since the bonus could be won without that of the points of life are not lost. Henceforth, to win a bonus of a value X it will be necessary that the Sacrieur loses at least X points of life. If the punishment bonus allows for example to win 50 points of force, it will be necessary that the attack causes at least 50 points of damages for that the bonus of 50 points of force is won. If the attack causes only 20 points of damages, the force bonus will be only of 20 points. This management of the bonus allows us to promote the taken one of risk and the exposition of the Sacrieur for that it can optimize the gains of bonus, but also to limit the cumul of the roles of the Sacrieur, that will lose progressively points of life (non-soignables) profiting from it bonus conferred by the punishments.
In addition, the punishments apply for their whole length, a malus of life insoignable of 10%. This constraint allows us to incite the players to choose between the role of the "tank" and the one of principal source of damages. While exposing itself and while maximizing the punishment effects, the Sacrieurs will have more difficulty to play a role of "tank" on the length. We want that these two roles can be played by the class Sacrieur, but not in a manner simultaneous or then only while taking a lot more risks than beforehand. The new management of the punishments will offer a big flexibility between these two roles, that do not depend on the equipment of the Sacrieur and of its allies, but of their manner to play, to expose itself and to check the damage distribution within the group. The players will have therefore to do the permanent tactical choices when they will play with a personage Sacrieur in order to determine in which proportions they will divide up the roles of "Tank" and of principal source of damages within the group.

The class Sacrieur necessitates a generally important exposition to the attacks enemies, compensated by a quantity of points of superior life to the one of the others classify. We modified several sorts in order to improve the flights of life and the sorts of gains of points of life in order to compensate the generally consequent losses of points of life that the class Sacrieur must undergo in fights.

TL;DR Version: Sac's "role" is somewhat changed, you lose life equal to the amount of damage you take (Ex. You take 40 damage, you get +40 str/agi whatever.) Punishments last 5 turns for more "strategy"....yea.

- Coagulation: the exit functioning is modified, the exit allows regaining points of life according to the number of points of lost lives. It no longer is possible to regain points of life without losing points of life. The exit lasts 3 turns, costs 4 points of action, and the interval of restarts passes to 11, 10, 9, 8, 7, and 6 turns to the levels 1, 2, 3, 4, 5, and 6. This goes out does therefore armor office for several turns, but implies that of the points of life are lost before of some to win and is subjected to the loss of points of life insoignables. We modified this goes out, for his preceding version allowed too easily to regenerate the points of life of a Sacrieur using important protections and did not allow protecting actually the Sacrieur in a normal usage.

Absorption: the damages are increased, the exit is limited to two usages by target in a same turn. The exit costs 4 points of action to all the levels. The points of sorts invest are returned.

- Evasion: the exit allows henceforth to elude the attacks to the body to body while backing up of one puts with a probability of success of 100% for 1 turn. The exit reach is modifiable as well as increased to the levels 2, 3, 4, 5, and 6. The interval of restarts passes to 10, 9, 8, 7, 6, and 5 turns to the levels 1, 2, 3, 4, 5 and 6. The points of sorts invest are returned. We modified this goes out of reduce his random functioning and to allow the exit promoter as to its opponents, to be able to construct tactics by anticipation around this goes out.

Punishment: the exit causes henceforth damages according to the percentage of points of lost lives. The interval of restarts exit is increased to the levels 1, 2, and 3. the points of sorts invest are returned. We modified this goes out for the preceding functioning allowed the class Sacrieur to have a very powerful attack at the beginning of left, but that considerably lost of his power when the Sacrieur was in difficulty. While inverting his functioning, we return this goes out a lot more effective when the Sacrieur is in difficulty. More the Sacrieur risks losing, more his Punishment wins in power. In order to benefit from the optimum power of this attack, the Sacrieur will have therefore to maintain itself at the level of weak life the most more a long time most possible and therefore to take risks.

- Wise Punishment: this punishment is replaced by the Punishment vitalesque that allows increasing for 3 turns his vitality when the Sacrieur receives damages. This goes out allows managing the absence of cares for several turns (the vitality gains being consequent but temporary). The points of sorts invest are returned. We decided to replace the Wise Punishment for the latter had only for vocation to compensate the difficulty to let the personages of the class progress Sacrieur when the personage was played alone. The reworked one system of punishment allows henceforth to the personages of the class Sacrieur to progress normally even when they evolve alone. It not we appears therefore more necessary to propose a Punishment that allows increasing the gains of points of experience

Forced punishment: the functioning of this goes out takes into account the new formula of management of the punishments. The exit lasts henceforth 5 turns, allows winning force for 5 turns. Every bonus of force has a length of 5 turns. The force bonus can be désenvoûtés, but not the effect of punishment that allows winning bonus of force. The exit causes during the whole length of the punishment, a malus of life insoignable additional of 10%. The exit costs 4 points of actions to all the levels. The points of sorts invest are returned.

- Nimble Punishment: the functioning of this goes out takes into account the new formula of management of the punishments. The exit lasts henceforth 5 turns, allows winning nimbleness for 5 turns. Every bonus of nimbleness has a length of 5 turns. The bonus of nimbleness can be désenvoûtés, but not the effect of punishment that allows winning bonus of nimbleness. The exit causes during the whole length of the punishment, a malus of life insoignable additional of 10%. The exit costs 4 points of actions to all the levels. The points of sorts invest are returned.

TheLeaf

Number of posts : 13
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Post  sEntapEacE Wed Mar 18, 2009 11:21 pm

ankama is hurting my heart by doing this, I can only hope things turn out better than what it looks like it'll be

sEntapEacE

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Post  Daylight Thu Mar 19, 2009 3:24 pm

eniripsa:

healing word: The spell is limited to three uses per target in a single round. The spell points invested are returned.

wounding word (Not to be confused with forbidden word): damage increased at all levels of the spell. 3 AP at all levels. The range is increased to levels 3, 4, 5 and 6. The spell is limited to two uses per target in a single round. The spell points invested are returned. We increased the power of this spell to help combat low-level and provide an attack-type Air efficient.

Preventing word: the protection values of damage are now fixed and have been modified to take into account the new management protections.(? I dunno what this means)
The rangeof the spell is increased to level 6. The range of the spell is changed. The spell points invested are returned. We set the values of protection to make the effects of more predictable fate for the allies as opponents and thus facilitate tactics expectations.

Vampyric word: The spell is limited to two shots per target in a single round. Damage is increased at all levels of the sort. The spell goes to 4 points of action at all levels. The spell points invested are returned.

Curative word: The spell is limited to three uses per turn. The spell points invested are returned.

Word of Sacrifice: the spell is limited to two uses per target in a single round. The spell points invested are returned.

Word of Altruism: (This is a longer explination, I only got parts of it) The spell operation is changed, I think it still heals everyone, but theirs something with a critical hit -couldn't really figure that out- and something with not using healing spells for 5 turns. Turn this in some worst case scenario inside your fantasy and you proberly have a good idea about the "update".

Word of friendship (the shit bunny nobody uses): buffed, more hp, less ap cost etc.


I'm almost sorry I just subscibed for a -fabbing- year. 3 heals on a turn... prepare to die. Die.

Daylight? --> ><

I'll see what I can translate on iops too.
Daylight
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Post  Daylight Thu Mar 19, 2009 3:42 pm

iops:

for Ar-Sa and of course Pyr,

mayor "update" is on the spell
Iops Wrath: IoP anger: the functioning of spell was completely changed, we believe that the previous version of the spell left a much too high chance to fail, which was not consistent with the overall functioning of this class. The new version of the spell, you can launch an attack every 4 turns with a critical failure rate of a chance in a hundred. The first time the attack is launched, the damages are equivalent to an average attack in melee, and then the spell gets a considerable power bonus after 4 rounds, but the spell will also reduce your own MP points by 4. (It doesn't state this is dodgeble.) The jatting goes on but, basicly I think you MUST cast it every 4 turns (exactly) for the spell to get sort of buffed up and hit harder at the cost of 4mp. Players that wanna maximise their damage would cast this every 4 turns. This new version of the spell gains much interest tactic to be used properly, the IoP will make a sacrifice on his mobility and ensure that it is even touch an opponent after the fourth round. His opponents will do everything possible to avoid being in contact in the fourth round. The change of this sort can also enhance the interest of the class IoP. (or in my opinion: not really)

the other modifications are to brokle and dopple, so I didn't translate them, as u don't use them anywee.


Day --> soon to be shitty eni
Daylight
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Post  hinairusu Sat Mar 21, 2009 11:25 am

i feel sorry for ryu's ego, its going to take a hit and a half after this.. no more 2k+ buffing Smile

sacrier...no wisdom buff? is there any point living anymore.
*dies*

hinairusu

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Post  Ryuto Sat Mar 21, 2009 12:44 pm

idk what Ankama is thinking with this change to the sacrier. I admit it IS easier to hit 2k+ buff WITH the update but they will only last for 4 turns and you will need to heal constantly, due to the update eniripsa are more desirable in large numbers. The spell replacing wise punishment gives +health (not to be mistaken with healing) so the new Punishment (attack) spell has greatr damage potential. Unfortunetely that means absolutely nothing when you consider how much effor you will have put into getting yourself down to 200 just to be able do deal 1500+ with Punihsment and then...die. Punishment becomes this Kamikazee attack that Sacrier can now use to be useful before they go poof. And my ego gained 10 pts on the test server because I got to use mah wand build and it rawks ^^

Additionally evasion gives the user a good reason to lvl it now considering it's 100% change of dodging.
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Post  Fehric Tue Mar 24, 2009 4:40 pm

FUK THEM AND THERE FUKIN PUNISHMENT LAST OLNY 5 TURNS THEY CAN GO TO FUKIN HELL
THAT MY 2 CENTS
Fehric
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