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  • Healing Role Update #142


    Hector
    • Patch Notes

    Summer Festival

    • Added another potential set of songs to the Summer Concert.
    • Dying on the Summer Island will now respawn the player at the entrance of the island.
    • Fixed an issue with movement speed after leaving the Grotto.
    • Added two new recipes to Felyne Chef, "Spring Meowrolls" and "Sopa de Macaconya".

     

    Features

    • We've added a new instance: Poring Village.
      • This instance is designed for new players and it is now part of our tutorial!
    • Most important town utility NPCs now have an unwalkable area around them to make them more visible.
      • Developer's Note: With this change, some paths may have become unwalkable. Please report any that you may find!
    • Added a new save point, Old Summer Island. (@go 53)
    • Added 4 new Doram heads.
    • Added a subscription option to the 30 Day Pack, so that the pack auto-renews itself.
    • Fixed the skill reset after changing classes and relogging for the first time.
    • We've made some improvements to the Knight's Shield Bearer NPC.
      • Reduced the Zeny cost of Silver Angel Idol from 1,000,000z to 100,000z.
      • Increased the chance to get a Purified Knight's Shield from Silver Angel Idols enchanting 0.2% to 0.3%.

      • Added an option to recycle Silver or Gold Angel Idols back to their Endeavor Token and Zeny cost.

      • Changed the requirement for cleaning a Bloody Knight's Shield:

        • 2 Silver Angel Idols (Down from 10)

        • 10 Armor Fragments of Valkyrie Ingrid (Unchanged)

        • 10 Armor Fragments of Valkyrie Reginleif (Unchanged)

        • 200 Energy Fragments (New)

        • 350 Cursed Fragments (New)

        • 6,666,666 Zeny (Unchanged)

      • Added an option to save a single enchant and reroll two for Purified Knight's Shield.
        • You can choose between two payment options:
          • 1 Gold Angel Idol, 150 Gold Coins, 15.000.000z.
          • 2 Gold Angel Idols, 50 Gold Coins, 1.000.000z.
      • You can now swap between DEF/Physical pierce and MDEF/Magical pierce equivalent enchants.
        • You can choose between two payment options:
          • 10 Endeavor Tokens.
          • 25.000.000z.
    •  Community Suggestion Added a "Turn in All" option to the Item Packager.
    •  Community Suggestion Added a Sword as a reward when changing jobs to Swordsman.
    •  Community Suggestion Added an announcement for Chaotic Baphomet's death on Illusion of Labyrinth.
    •  Community Suggestion Nydhoggur's Nest can now be accessed by a single person.
    •  Community Suggestion You can now choose which alootid profile is loaded on login.

     

    Monster Hunting

    • This patch is largely dedicated to fine-tuning and expanding the Healer role. A dev blog discussing these features can be read here but after listening to feedback and more internal testing we continued to tweak things further so some of that information may be outdated.
      • The healing penalty for the Healer role has been reduced from 75% to 40%.
        • Developer's Note: The main purpose for this change is to incorporate Acolyte's base Heal ability to be a staple in the rotation of healers in MH in order to give different options in a battle. With this change Heal will now be the bread and butter to the healer role, as opposed to the current Highness Heal. Now a players' Heal ability will be healing for a slightly weaker amount than what they've been used too using Highness Heal.  
      • Highness Heal now has a 3-second cooldown as well as a .7 second irreducible cast time on top of it's existing cast time.
        • Developer's Note: With the healing penalty now being greatly reduced, Highness Heal's potency increased significantly. This with Heal now fulfilling the role of a fast, spammable healing ability, we wanted to repurpose Highness Heal to incorporate a sort of  "High risk, High reward" ability to the role. Due to the fast-paced nature of RO, even those .7 seconds will be a huge drawback, not only will it put the caster in a vulnerable position but the target also has a short delay before they receive their much needed heals.
          Ultimately we wanted to introduce a few "micro-decisions" while playing the healing role, getting players to question: "should I continue to use Heal... or risk one Highness Heal here" during the midst of combat, as this is something that we feel adds a lot of much needed depth to the role.
      • The Healer role now has an inherent -20% after-cast delay granted by the Divinity skill.
        • Developer's Note: We feel like this should help a lot of healers starting out in MH and to bridge the gap between newbies and highly geared players, whilst still being useful to the latter.
      • Coluceo Heal's cooldown has been reverted to official behavior but has increased in heal potency.
      • The healing penalty within Monster Hunting maps now only applies to "healing classes", i.e. Priests and Summoners. This means, for example, the healing amount from the Heal skill used by Monks or Crusaders will no longer be penalized.
        • Developer's Note: Unfortunately we discovered that this change didn't quite make it in as intended. In the near future we will revise this to allow non healing classes to have potentially significant heals to support their party with.
    • Summoner may now take the Healer role.
      • Developer's Note: In order to make balancing easier, and trying to avoid one healer being preferred over another, we attempted to standardize skills between Arch Bishops and Summoners. Therefore, a number of Summoner skills now have expanded functionalities to work similarly to the updated Arch Bishop abilities.
      • Note that these skill effects only apply for the Summoner has taken the Healer role. Skill effects remain unchanged from their previous effects if the Summoner is not in the Healer role.
      • Furthermore, all of the Healing abilities Dorams have now use the same calculations as Acolyte's Heal ability, meaning INT and Healing Effectiveness are the determining factors to their potency.
        • Fresh Shrimp
          • Now also does an initial heal. This calculation mirrors that of Heal (within MH).

          • The Healing over Time (HoT) effect now heals for half the initial heal.

          • Spirit of Sea effect: Heal effect for the initial heal and the HoT effect is doubled.

        • Tasty Shrimp Party
          • The application of Fresh Shrimp via this ability has been replaced with an Area of Effect heal which affects all party members in range. This calculation mirrors that of Coluceo Heal (within MH).
          • Blessing of Shrimp now recovers 1.25% of a target's Max HP every 5 seconds
          • Spirit of Sea effect: Initial Heal effect is doubled.
        • Tuna Belly
          • No longer does a percentage heal. Instead, it will mirror Highness Heal (within MH).
          • Spirit of Sea effect: Heal effect is doubled.
        • Tuna Party
          • No longer only grants a percentage HP shield. Instead it heals the target with the same calculation as Tuna Belly.

          • Additionally, the target is protected with a shield with equal health to the amount healed.

          • Spirit of Sea effect: Heal effect is doubled, additionally the final effective shield health is doubled.

        • Arclouse Dash
          • Now also applies Assumptio.
        • Grooming
          • Now also applies Kyrie Eleison to the caster, 2 times the skill level casted.
        • Purring
          • Takes Grooming's new effects, meaning all party members with-in range are applied with Kyrie Eleison, 2 times the skill level casted.
        • Hide
          • No longer grants Hide. It will instead mirror the effect of level 5 Offertorium, including the alterations made in MH, for duration and cooldown.

          • Also reduces Aggro generated by 50% for the duration.

      • The following items have been disabled in Monster Hunter

        • Fresh Tuna Talisman.

        • Cute Grass Necklace.

        • Lesser Tuna Talisman combo effect.

        • Intermediate Tuna Talisman combo effect.

        • Superior Tuna Talisman combo effect.

      • New skills for the Healer role have been added.
        • Sanus: Cures Great Monster-related debilitating status effects, namely: Disorientate, Incapacitate, Dizzy and Snooze. Example of how these statuses are now being applied to players is explained down below.
        • Celeritas: Grants Increase AGI and Blessing in a 15x15 AoE. For Acolyte-based classes, this will mirror your known skill levels of either Inc. AGI, Blessing, Canto Candidus or Clementia. (for full effectiveness you must have these skills maxed out)
          • For Dorams, a the calculation is based on Inc. AGI and Blessing at skill level 10.
      • Other skill changes:
        • King's Grace now has a flat 100-second cooldown regardless of level used.
        • The heal part of Shield Spell now has an irreducible 60-second cooldown. If you cast level 3 Shield Spell and the random effect is the heal, it will instead cast the other effect at level 3.
        • Gentle Touch Cure now removes a stack of Fester, similar to Cure and Detoxify. It now also has a 30-second cooldown similar to these skills.
        • Golem Soul cooldown reduced to 55 seconds (from 100) and duration increased to 60 seconds (from 40).
        • Kaupe now has a 15-second cooldown.
        • Sera's Pain Killer has been enabled within Monster Hunter content, but can only target Genetic classes (either yourself or another Genetic class).
        • Potion Pitcher and Slim Potion Pitcher have had their formula simplified and randomness reduced. See the Dev Blog for more details.
          • Developer's Note: These skills should now be useful and can be used as fairly decent off-heal skills. Overall, these should now feel like the Genetic's answer to a Priest's Heal and Coluceo Heal, albeit weaker.
        • A number of skills and status changes which did previously not generate Aggro, now do so. This includes, but is not limited to, skills like Divinity's Heal over time, Potion Pitcher and Refresh.
    • The Role Manager has been updated to include a short spiel about the Healer role, its skills and how Aggro interacts with healing.
    • Added a new item, "Herbal Remedy", a special Monster Hunter only item that replaces Panacea, Green Potions, Cure All, etc which is combined using a Mega Hunter's Potion and Smelly Fish via the Combination Kit.
      • Developer's Note: We have added this to cut down on the amount of items that were required to be carried in MH. The other items will be disabled within MH and the new item will have a short cast time but will remove all common status effects the items it replaces removes.
    • Racial resists have been capped at 90% reduction.
    •  Community Suggestion Size resists are also capped at 90% reduction.
      • Developer's Note: Previously racial resists could easily reach 100%, trivializing certain fights and mechanics. We will review this change later and decide if further changes needs to be made, à la elemental resists. We have also added Size resists, capped at 90%, for future-proofing.
    • We have changed around a number of status changes that Great Monsters inflict on players.
      • Flash Bomb now inflicts 'Disorientated'.
      • Shock Trap now inflicts 'Incapacitate'.
      • Garronath's Dragoon Jump now inflicts 'Incapacitate'.
      • Roar now inflicts 'Dizzy' (same as from Dizzyring).
      • Nysori's Sleepring now inflicts 'Snooze'.
      • Developer's Note: There were originally a number of disparate status changes used for these skills which caused problems. For example, Roar used RO Stun which, although we force started, would still be modified by stats in certain cases. These status changes are now unified for players and mobs and gives us greater control of balance.
    • Climactic Fury now has a blue damage bubble (à la Taekwon skills) when used with maximum Fury stacks.
      • Developer's Note: "Feel the impact!"
    • Fixed an issue whereby multiple skill adjustments would not take hold.
      • Developer's Note: Within MH, we make use of adjusted skill cooldowns, cast times and durations. If a skill had more than one of these then it was likely that the others would not take. A skill, for example, that is affected by this fix is Land Protector. Originally this skill was meant to have a reduced duration and an increased cooldown. Formerly, only the cooldown was implemented, whereas now both are.
    • Fixed a large oversight which meant Aggro generated by Healers was much lower than intended.
      • Developer's Note: We have only recently started to track healing numbers within MH, so we don't have a large amount of data to better balance Aggro generation for Healers at the moment. We'll keep a close eye on how this works in practice after the patch in case there are large imbalances.
    • Fixed Garronath no longer using Dragoon Jump to leave the zone he is in.
    • Fixed Great Monsters being able to be blinded.

     

    Items

    • Fixed Ingrid Card's bonus.
    • Fixed Soda in Mouth equip position from Upper to Lower.
    • Angelic Mask can now be worn by Novices.
    • Fixed Rune Knight Shadow Gauntlet and Rune Knight Shadow Shield Sonic Wave SP consumption combo bonus.
    • Fixed Heart Whip and Trentini's Memory neutral magic damage combo bonus.
    • Added Kiel Pet as an evolution from Aliot Pet.
      • Pet Bonus:
        • When intimacy is Awkward or Shy, increases attack speed (reduce delay after attack by 4%), Hit + 9.
          When intimacy is Neutral, increases attack speed (reduce delay after attack by 5%), Hit + 12, increases melee physical damage by 1%.
          When intimacy is Cordial, increases attack speed (reduce delay after attack by 6%), Hit + 15, increases melee physical damage by 3%.
          When intimacy is Loyal, increases attack speed (reduce delay after attack by 7%), Hit + 18, increases melee physical damage by 5%.
      • Recipe:
        • 1 Kiel Essence.
        • 10 Alicel Card.
        • 10 Aliza Card.
        • 10 Aliot Card.
    • Added Kiel Essence as a possible reward from Evolution Event Egg.
    • Added Kiel Essence as a drop from Kiel-D-01 MVP.

     

    War of Emperium and Battlegrounds

    •  Siege Commissioners Dragon Plate, Hoods and Boots are now enabled in WoE/Battlegrounds.
      • The fixed cast time reduction from the items combo effect is disabled.
      • The "Reduce damage from Demi-Human enemies" enchant will not work on players. The functionality was unchanged outside Siege gamemodes.
    •  Siege Commissioners MVP Card tier changes:
      • The following cards were moved from Tier 0 (banned) to Tier 1 (limited to 3 in WoE, disabled elsewhere):
        • Deep Sea Kraken
      • The following cards were moved from Tier 1 (limited to 3 in WoE, disabled elsewhere) to Tier 2 (limited to 5 in WoE, disabled elsewhere):
        • Bijou
      • The following cards were moved from Tier 2 (limited to 5 in WoE, disabled elsewhere) to Tier 3 (no limitations):
        • Atroce
        • Baphomet
        • Ifrit
        • Dark Lord
        • Phreeoni
        • Evil Snake Lord
        • Infinite Orc Hero
        • Berzebub
        • Heart Hunter Evil
        • Cutie
        • Dark Coelacanth
        • Weird Coelacanth
        • Giant Octopus
        • General Daehyon
    • We've added new whacky Battlegrounds modes. These modes will apply custom rulesets to the regular Battleground matches.
      • These "party modes" will be running on the following schedule:
        • Friday 12:00 - 23:59
        • Monday 00:00 - 11:59
      • Current Rulesets:
        • Jumbo Shrimp -- Player size is randomized.
        • Juggernaut -- Recovery items are disabled. Damage taken is reduced.
        • Gotta Go Fast -- Maximum walk speed, maximum attack speed, no cast time, no skill delay.
        • Snowball Fight -- All skills are disabled. Defeat your enemies using your Snowball.
        • Golden Gun -- Movement Skills disabled, auto-attacks OHKO and have 4 cell range.
      • Developer's Note: If players like these, we'll continue to make more modes and consider expanding when they happen.

     

     


    User Feedback

    Recommended Comments



    so basically when you use Shield Spell lv 3 to get Def buff before fight begins, then by accidentally you get RNG heal while your HP is at 100%,

    you still get 60 secs irreducible cd?

    /heh

     

    what kind of logic is that? 

    why dont you just alter the skill completely, lv 1 give atk, lv 2 give def, lv 3 give heal.

    you have made many customs for Doram's skills after all, why cant do something like that ?

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    15 minutes ago, AnnAnna said:

    so basically when you use Shield Spell lv 3 to get Def buff before fight begins, then by accidentally you get RNG heal while your HP is at 100%,

    you still get 60 secs irreducible cd?

    /heh

     

    what kind of logic is that? 

    why dont you just alter the skill completely, lv 1 give atk, lv 2 give def, lv 3 give heal.

    you have made many customs for Doram's skills after all, why cant do something like that ?

    any Tank that rely on Shield Spell for heal and cant solo-tank the boss for 60s is probably a bad tank.
    if my SC (with Shield Spell) can do it, surely RG can too..
    and let's not forget, MH is not meant to be soloed.

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    Welp updates: Shield Spell 3 is working but Shield Spell one doesnt give the DEF Atk buff. I hope for a quick fix for this this means im gonna be out of commission for a while.
    and I kinda Agree with Anna we could have Shield Spell as a custom skill in MH (untl the rework arrives anyway).screenNovaRO388.thumb.jpg.a9f62dfc0ba9cdb13a6496dea092877a.jpgi

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    lets put aside that soloing thing,

    im not even talk about soloing here. 

     

    but all these changes that sometimes hit sometimes miss  is clearly a sign,

    one of few people in dev roles actually not playing Ragnarok,  or trying to stand in player's shoes.

    then you may need input from player.

     

    thats if you want to make the Wyvern becoming lively again, full of players.

    and remember how awesome was that day, the first day of MH2.

     

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    22 minutes ago, AnnAnna said:

    but all these changes that sometimes hit sometimes miss  is clearly a sign,

    one of few people in dev roles actually not playing Ragnarok,  or trying to stand in player's shoes.

    then you may need input from player.

     

    thats if you want to make the Wyvern becoming lively again, full of players.


    I'm sorry but this is extremely off-base. The Wyvern will never be as populated as it was on the first day of MH2 until a new set of mobs is added.

    And I can assure you, the developers are both listening to the players, and Hector himself, who's the lead on that project, is actively playing the game.
    Not only that, but in every Monster Hunting development meeting, we always think about how a player will feel about the changes and consciously put ourselves in the players' shoes.
     

    I get not loving every single change, but please don't just jump to assumptions or impose your own goals onto the project.
    We're not trying to re-liven up The Wyvern with these changes, we're fixing issues and improving roles in order to set up the next batch of monsters to provide a better experience.

     

    Any time something that is cheesing the content is fixed or adjusted there's going to be a group of people complaining that what they've been abusing for weeks can no longer be abused in the same way.

    If that was going to ever stop us, we would have stopped our efforts to continue to improve the content a long, long time ago.

     

    If you have any doubts regarding the direction of the MH project, I invite you to read the following threads:

     

     

    AnnAnna and Raziya like this
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    Just now, YouGotAFever said:

    RIP 525 coins still a CKS x_x... good change tho! just wish that  it came earlier :(


    Glad you liked the changes, we do apologize for the delay. It took us quite a while to figure out what all we were going to do with it, as it is a very powerful piece of equipment, and a very complicated system overall. Big props to Hector for both the concepts as well as pushing us to do it sooner.

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    11 minutes ago, Nova said:


    I'm sorry but this is extremely off-base. The Wyvern will never be as populated as it was on the first day of MH2 until a new set of mobs is added.

    And I can assure you, the developers are both listening to the players, and Hector himself, who's the lead on that project, is actively playing the game.
    Not only that, but in every Monster Hunting development meeting, we always think about how a player will feel about the changes and consciously put ourselves in the players' shoes.
     

    I get not loving every single change, but please don't just jump to assumptions or impose your weird goals onto the project.
    We're not trying to re-liven up The Wyvern with these changes, we're fixing issues and improving roles in order for the next batch of monsters to work better.

    Okay GM Nova, your words assured me.

    but please remember MH2 was our solely purpose of playing as players in this server.

     

    of course we are interested with other contents, but some of us just invested so much time and money on it, just too much.

     

    this is not even kRO content, but just custom, but why people get so desperate on it and even get disappointed leading to quit after some changes applied ?

    cause they cared so much on this. this is what made NovaRO different than other servers.

     

    anyways goodluck, i expect more discussion between dev and player, before any changes applied.

    so we had agreement before hand. 

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    10 minutes ago, AnnAnna said:

    anyways goodluck, i expect more discussion between dev and player, before any changes applied.

    so we had agreement before hand. 

     

    We will never get to a place where we ask for player approval to make changes to any content. We're listening to feedback and making decisions as we see fit, taking many factors into account.

    But in the same way you ask us to listen to the players, I have to ask you to trust us a little and give us room to work.

    Asking players for permission to apply changes would slow development to a complete stand-still.

    Democracy is not the way to develop a server, I can assure you.

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