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    Monster Hunting Development Blog #2
    line.png ABOUT ROLES line.png

     

    One of our key aims with this next installment of Monster Hunting is to introduce a foundation common to that of many other MMOs out there. We're all familiar with how fighting an end-game MvP in RO currently works; generally a formula is followed, consisting of a (mostly AFK) tank and doing as much damage as possible as quickly as possible. However, we feel a fight which is interactive in a way never seen before in NovaRO will be much more fun and fulfilling. To this end, we will be introducing what we are calling Roles.

     

    Each player will be able to pick from a list of four Roles: Tank, Damage Dealer, Healer and Utility. These Roles come with unique skills and passives that help cement their position in a party and will be indispensable when tackling the tough new bosses we're introducing!

     

    Parties in the new Monster Hunting update will be allowed up to 5 players, just as it is at the minute. There will be a limit to how many of these Roles will be allowed in a party at once, however:

     

    Tank: 2 maximum

    Damage: No maximum

    Healer: 1 maximum

    Utility: 1 maximum

     

    As we touched upon in the above paragraphs, we are looking to overhaul how boss mobs are currently fought within Monster Hunting. To that end we have rebalanced existing skills which would otherwise trivialize certain mechanics. We have categorized these skills based on how disruptive we think they are towards a more interactive and dynamic gameplay, which then allows us to decide on ways we can change these skills. We try hard not to remove a skill or change the flavour it offers; instead we are trying to opt for cooldown and casting time changes so these skills may remain impactful but also not disruptive. Skills like Pneuma and Safety Wall are such skills we have currently changed, which would otherwise allow for trivial tanking of a boss. We are still playtesting and balancing these changes, so we will go into more detail about this in a later development blog with full details of all skills changed.

     

    Before we describe these new Roles and some of their skills, we are also changing the fundamentals of how a boss mob reacts to players and how its AI makes decisions. Our goal with this was to create mobs that feel different from each other - where each mob will have its own personality, which will change how you approach each encounter. These changes absolutely requires that a Tank Role be present to make sure that the mob doesn't just go off and maul your Healer! The full details of what changes we've made to how mobs think is far too long to discuss here, so we will most definitely be talking about this at a later date.

     

    With all that in mind, let's discuss the Roles in a bit more depth!

     

    All skill changes, roles and additional skills will only apply inside Monster Hunting areas.

    All details are subject to change.

     

     

    Roles & Sample Skills

    line.png TANK line.png

     

    Tanking in RO has never been particularly fun or dynamic, with mobs mostly sticking to the whichever player hits them first. With this new Monster Hunting update, we will be dramatically overhauling mobs' AI and reactions to allow for a more interactive experience when tanking in Monster Hunting areas. Part of this update will allow mobs to change and swap targets based on whoever the mob finds more threatening! It will be the Tank's role to keep the mob's attention away from other members of the party, and we will be introducing a whole set of skills to help with this!

    Climatic fury.png Climactic Fury: A two-part ability, with an active and a passive element.
    When receiving damage, the Tank gains a stack of Fury for a few seconds. Fury stacks up to 6 times, granting increasingly larger damage reduction per stack (30% at 6 Fury stacks). There is an internal 3 second cooldown to Fury stacks increasing. Increasing the amount of Fury stacks decreases the duration. When this duration runs out, one Fury stack is lost, rather than all being lost. When hit at the full 6 Fury stacks, the duration refreshes.

     

    Status icons: mh_fury_1.png  mh_fury_2.png  mh_fury_3.png  mh_fury_4.png  mh_fury_5.png  mh_fury_6.png


    Usage: Passive

    Type: Defensive Buff

    At any point after obtaining a stack of Fury, Climactic Fury can be unleashed on an enemy target. In order to power up Climactic Fury, the Tank can increase their Fury stacks. With each increase in Fury stacks, the more damage the Tank will receive and thus unleash on the enemy, up to a maximum amount with 6 Fury stacks.

    After usage, the Tank will not build any Fury stacks for 15 seconds.
     

    Usage: Active

    Type: Single Target Skill

    Elemental Aegis.png Elemental Aegis: The Tank consumes two Fury stacks to grant the whole party a temporary boost to all elemental resistances.

     

    Usage: Active

    Type: Party-wide Defensive Buff

    Duration: 20 seconds

    Cooldown: 60 seconds

    line.png DAMAGE line.png

     

    The Damage Role will likely be the most familiar to RO players, and the easiest to grasp. The idea of the Damage Role is to not only increase the amount of damage they deal, but also increase the active playstyles which we are pushing forward with this new Monster Hunting update. To that end, the new skills for this Role are centered around proper timing and measuring risk versus reward of the current situation, giving the Damage Role something more to do than just watch the cooldown timer on their skill bar.

    The Damage Role boosts all damage, making this Role applicable for all types of damage (physical, magical, etc.).

    Battle Trance.png Battle Trance: The Damage Role channels their inner-strength in order to gain a substantial damage buff -- but this takes time! After their inner-strength has been channeled, the Damage Role must activate Battle Trance again to fully unleash this power and gain the Battle Trance buff.

     

     

    Usage: Active

    Type: Self-Targeted Offensive Buff

    Duration: 30 seconds

    Cooldown: 75 seconds

      Battle Trance Success.gif Battle Trance Failed.gif

    Success (Left) - Failure (Right)

    Click to Enlarge            


     

    Deathwish.png Death Wish: The Damage Role realizes that sometimes the best defense is a good offense. When activated, Death Wish will sap the Damage Role's defensive capabilities in return for increased offensive output -- just be sure you won't be in harm's way for the duration!

     

    Usage: Active

    Type: Self-Targeted Offensive Buff

    Duration: 20 seconds

    Cooldown: 120 seconds

    line.png HEALER line.png

     

    Healing in RO is a tricky one, with many players relying heavily on potions and items to get them through large damage moments. With the introduction of the Healer Role, we aim to inject not just a sense of worth into healing, but also fun. The skills of the Healer Role revolve around providing extra through-put healing for those tricky moments, but also on those moments where a pro-active defensive buff can mean life or death for your Tank.

    Due to the nature of the Healer Role, and of healing in general, this Role is locked only for Arch-Bishops.

    Eucharist.png Eucharist: The Eucharist forms a bond between the Healer and a friendly target. For the duration, all healing done will also partially heal the Eucharist target.

     


    Usage: Active

    Type: Single Target buff on ally

    Duration: 20 seconds
    Cooldown: 90 seconds

      Eucharist.gif

    Click to Enlarge

     

     

    Covenant.png Covenant: Covenant allows the Healer to react to those surprise moments which will inevitability come about in the heat of battle. Upon activation of Covenant, the Healer's next ability will have absolutely no cast time (fixed or variable). Covenant will also only proc on a skill which has a cast time, meaning it cannot be wasted on skills which have no cast time already.

     


    Usage: Active

    Type: Self-Targeted Supportive Buff

    Duration: Until next ability cast
    Cooldown: 60 seconds

    line.png UTILITY line.png

     

    Due to the design of some classes, their gameplay can be very one-dimensional when taken in the context of vanilla RO. We designed the Utility Role to give them a kit that will be substantially more useful in Monster Hunting, regardless of their underlying skills. This Role allows the player to both deal damage and inflict a variety of statuses on boss mobs. The Role manages to do this through a range of skills that involve Porings (hence being informally called the Poringmancer during early development stages.)

    Set Bombring.png Release Bombring: The Utility Role releases a Bombring in the direction they choose. This Bombring will walk forward and will explode if it comes into contact with a monster, dealing damage after a short cast time. The longer the Bombring walks, the shorter this cast time will be - so aim for those trick shots!

    Whenever this ability is used, the Utility Role will gain a status effect called Poring Counter. These Poring Counters continue increasing until 6.

     

    Status iconsmh_status_j1.png  mh_status_j2.png  mh_status_j3.png  mh_status_j4.png  mh_status_j5.png  mh_status_j7.png

     

    Usage: Active

    Type: Floor Targeted Directional projectile attack

    Cooldown: 20 seconds

      Release Bombring.gif

    Click to Enlarge

    Set Dizzyring.png Set Dizzyring: Once the Utility Role has collected enough Poring Counters, they may use 4 of these to summon a new kind of poring - a Dizzyring. The Utility Role will tell the Dizzyring where to explode, and the Dizzyring will move into position and, once there, explode after a short cast time! Any monsters hit with the explosion will be inflicted with Dizzy.

    (Dizzy will cause a monster to cease attacking and wander around in a daze for a few seconds, allowing valuable respite to heal up and deal extra damage!)

     

    Usage: Active

    Type: Floor Targeted projectile attack

    Stay tuned late next month for the next Monster Hunting Development Blog!

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    Edited by Hector



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    This all seems very interesting and fun.
    However I feel its a bit hard to understand the skills effectiveness and synergies just by their description, I would love if the NovaRO team could produce a video of a monster hunter match so we could understand what the "interactive fight in a way never seen before" claim really means. It is just a suggestion though.

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    1 hour ago, Puros said:

    This all seems very interesting and fun.
    However I feel its a bit hard to understand the skills effectiveness and synergies just by their description, I would love if the NovaRO team could produce a video of a monster hunter match so we could understand what the "interactive fight in a way never seen before" claim really means. It is just a suggestion though.

    More information will be given as future blog posts are released!

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    I hope you are putting more effort in class diversity for the damage dealing group since not all players want to play cat, se and ranger.

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    8 hours ago, Panic said:

    More information will be given as future blog posts are released!

    The Shadow Sets! Reveal the shadows sets please!

    6 hours ago, champ said:

    I hope you are putting more effort in class diversity for the damage dealing group since not all players want to play cat, se and ranger.

    I think that's an issue beyond Monster Hunting buffs, and  is related to equipment/refinement that we are missing for some jobs.

     

    On their defense, i have to say that Shiled Chain and Spiral Pierce are already pretty strong now, and are no longer Gloomy-dependant. In the case of CC Genetic, they are a refinement-dependant job, cause they need a high refined Blue Nagh Sieger/Old Midas Whisper to be useful, so BSB will be great for them to finally be included in party. With Sharp Shooting, Rangers finally got their chance to be included in party after years of discrimination, so i'm very happy for them. :th_blush: 

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    Tbh, I hope they would mimic the boss mechanics of Dragon Nest in which the boss monster would alert you with a marked AoeE and evade (given more time since not all classes have escape skills) in that way it would be more engaging. Sooner or later with more gears coming tank roles are going to be obsolete and its back to bursting the MvPs in couple of seconds.

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    9 hours ago, champ said:

    I hope you are putting more effort in class diversity for the damage dealing group since not all players want to play cat, se and ranger.

    Of course, this would be all moot if we didn't do our best to put every class on an even playing field.

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    33 minutes ago, champ said:

    Sooner or later with more gears coming tank roles are going to be obsolete and its back to bursting the MvPs in couple of seconds.

    I think they already have it covered (both KRO and NovaRO developers) just take a look at future PVM expansions: Green Aura, new MVPs that not even Koreans can SOLO. And related to MH, they already said that bosses are gona be more challenging than the ones of MH1. And looking all of those buffs, i bet that they will be way more challening.

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