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Hector last won the day on April 20

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  1. Sorry we will not be adding this function to these dummies.
  2. We're going to be doing a massive overhaul in the method of obtainment for a lot of illusion gear that we deemed to be too hard or almost impossible to get. Keep an eye out on the patch on the 23rd for the complete list of changes!
  3. Hector

    Monster Hunting Blog #3

    Monster Hunting Development Blog #3 Hello everyone and welcome to another NovaRO Development Blog! Today we're going to talk much more in depth about the monster changes coming with the new Monster Hunting update. Please note, before we start talking about these changes, all the information here is still liable to change. Also note that we will not be retrospectively applying this behavior to the Monster Hunting mobs already on the server, and the systems explained here only apply to our new Great Monsters. Great Monster Target AI: Aggro First, let’s talk about the biggest change to how monsters currently work: their targeting AI. At the moment, mobs in RO tend to be quite sticky, meaning they don’t really change from whoever their first target is. Of course, certain mobs have a slightly more intelligent AI which might allow them to swap targets in certain circumstances, but outside of that, mobs in RO are happy to stay on the same single target. This is the largest, most fundamental mechanic we were unhappy with going into the development of this new Monster Hunting content. From our point of view, the existing AI can be quite limiting in how we plan and balance new custom mobs, since the current RO system is not inherently flexible. While Gravity has been making changes to help with this issue, these are few and far in-between, unfortunately. Therefore, we've implemented an improved aggro system. For those of you who have played other PvM-focused games, this is the same concept as any enmity aggro or hate system. When engaging a Great Monster, all players in range will be “seen” by the monster and build a small amount of aggro, thus applying the Disengaged status on the player. Each action taken by the player against that Great Monster will then generate aggro. This can be something as simple as dealing damage, or healing a player who has generated any amount of aggro. Hitting a mob’s weak element will produce a larger increase in aggro than normal. Furthermore, a few new and existing skills can increase or decrease the amount of aggro generated by your actions, so essential timing of these skills can quickly result in grabbing or losing the attention of that monster. Great Monsters will use this aggro in order to calculate who should be its main focus; the player with the highest amount of aggro will bear the brunt of the monster’s attacks! If the mob cannot reach that player, or if that player dies, the monster will then target the player with the next highest aggro. This introduces what we hope to be more interesting gameplay when tanking mobs, where tanks won't be able to just grab the monster's attention once and then AFK in front of it. Our intention is that tanks will now need to use all the skills at their disposal to keep the monster’s attention solely on them, rather than on their squishy damage dealers – or worse – their healer! MONITORING AGGRO In order to let players be able to check their aggro status at a glance, we've added status icons that will display your aggro status relative to every other member of your party currently engaged with that monster. New Status Effects: Disengaged: Presence has been noted, but not regarded as a threat. Perceived: Presence has been gaining more and more attention. Recognized: Presence has been recognized as a potential threat. Aggro'd: Presence has been recognized as a severe threat. TECHNICAL DETAILS Players will lose aggro slowly over time. Aggro will be removed entirely on death. In order to take aggro away from the Tank, you must exceed their aggro by 20%. This buffer will allow the tank time to react to encroaching party members. But this can be a double-edged sword: If the tank gets aggro taken away from them, they must work harder to get it back. Not all mobs will have the aggro mechanic – only Great Monsters will (Great Monsters are the primary boss monsters in this content). Monster Rage, Enraged State, and Temperaments In addition to expanding the AI, we wanted to add further dynamics to these fights. Our goal was to be able to offer visual feedback that would help a player be able to judge how the fight was going. Our solution came in the forum of the following systems: Monster Rage, Enraged State, and Temperaments. Rage is a mostly-invisible status of the monster you have engaged with. As the fight progresses, the Rage Gauge of the monster will increase. Once the gauge is full the monster will enter an Enraged state. When Enraged, a monster will let out a deafening Roar, stunning everybody who is in range. While in this Enraged State, the monster will become much more dangerous; some of its abilities will change and become more difficult to handle. After a while, the monster will calm down and return to normal, resetting its Rage gauge. RAGE CRITERIA There are certain criteria that will increase Rage for all Great Monsters: Passive generation while the Great Monster is in combat. Hitting a weak element of the monster will increase Rage. Stunning the monster using one of the new status effects will increase Rage. Waking up a monster from its Natural Sleep will also increase Rage (see below for Natural Sleep). TEMPERAMENTS Each monster will also have two Temperaments which will heavily influence how Rage will increase. In order to best explain this, we'll list a few examples: Bloodthirsty: The smell and taste of blood riles up the monster, sending it into a frenzy. As more blood is spilled throughout the fight, and the weaker you are, the more Rage this monster will gain. Broody: This monster has a motherly instinct and cares deeply for its offspring. As more of its offspring are culled, the Great Monster will generate more Rage. In total there are nine Temperaments, with each monster having two. We will drop hints throughout as to what Temperament each monster has – though no doubt the more astute of you will be able to work this out for yourselves! Mob Dynamics With this new update to Monster Hunting, we really wanted to bring the world alive and make it feel like these monsters have a life outside of just being punching bags for loot! To that end, we have introduced a couple of new mechanics that aim to improve the Dynamism of mobs that will make it seem these mobs have a schedule and purpose. NEW TIME ZONE AND NATURAL SLEEP New Monster Hunting areas will now have a day and night cycle that runs outside of the standard RO cycle. This cycle will be much quicker; in fact, a full Monster Hunting day will last only about an hour in real life time. With this new Monster Hunting Time Zone comes the idea of Natural Sleep. Monsters within the new Monster Hunting zones will have a sleep schedule, where they will tend to go where it’s safe and quiet and go to sleep. Monsters who are asleep will regenerate HP incredibly quickly, but the first hit to wake them up will receive bonus damage (but beware of that increased Rage gain)! ZONES AND BIOMES The Savage Coast is broadly split up into three Biomes: Beach, Woods and Highlands. Each of these biomes is further split up into different Zones. These Zones differ from one another in myriad of ways (we won’t spoil it for those who like to explore!), and you will only find certain monsters in certain Biomes and even Zones. Monster Teaser There is one final thing left for this development blog, and that is a teaser on a few of the monsters we’ve been creating for a while now… GREAT MONSTER: Garronath Be watchful of the skies on the Savage Coast. The Garronath is an apex predator, using virulent poison and aerial maneuvers to take down its prey. Prospects are grim for those it has set its sight on. Let’s talk a little bit about one of the interesting, new mechanics that the Garronath will utilize during your struggle with him. Festering Winds: With a great flap of his wings, the Garronath will draw all hunters to himself and begin spewing out poison. The strong winds will disperse his poison across the battlefield. These pockets of poisonous air will then erupt after a short time, unleashing a cloud of festering poison that will affect anyone who breaths it in. The Garronath will repeat this attack, steadily increasing the area covered by his festering winds. New Status Effect: Fester Fester is a stacking status effect, and will stack up until 7. The effect starts off manageable, but becomes exponentially more dangerous. Fester cannot be fully removed, except by waiting out its duration; however, Cure, Detoxify and Slow Poison can mitigate the effects. GREAT MONSTER: Nysori Woe to the hunter who is unaware of the siren of the Savage Coast. Nysori lures the unsuspecting to their doom with her charm, crushing them under the awesome might of the sea. Charming Allure: Nysori purposefully targets the more vulnerable players in the party for this particular ability. Upon selection of the unlucky soul, a mirror image of Nysori will spawn on the opposite side of the battlefield from the intended target. A connection, or tethering, between this clone and the target will be created, leading the target to lose all control of themselves. They will find themselves drawn to the clone, allured by its beauty, and will slowly march to their death. Once the person has reached the clone, the clone will separate soul and body, instantly killing that person. It is therefore advisable to never engage Nysori alone, so that others may defeat this doppelganger before you reach its deadly embrace. New Status Effect: Charming Allure We have added a lot more new mechanics than just those mentioned, but hopefully this will give everyone a brief overview of the changes to come. A lot of these changes we’ve made are aimed towards allowing for a much more fun, interactive PvM experience. While there will be a lot to learn initially, due to how different fighting these new monsters will be compared with standard RO mobs, we’re hoping you will find this learning experience fulfilling and exciting. Stay tuned late next month for the next Monster Hunting Development Blog! New NovaRO Monster Hunter Logo by Froth _____________________________ _____________________________
  4. Just as a quick reply to dell's last post, RWC is something that I have had planned for quite a long time and still very much advocate for, but it is a massive project and we are but a small team with a limited amount of time. Development of entirely new game modes such as RWC is on hold, especially considering the new installment of Monster Hunting is just around the corner.
  5. Hector

    Monster Hunting Blog #2

    Monster Hunting Development Blog #2 ABOUT ROLES 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 TANK 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! 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: 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: 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 DAMAGE 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: 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 Success (Left) - Failure (Right) Click to Enlarge 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 HEALER 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: 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 Click to Enlarge 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 UTILITY 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.) 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 icons: Usage: Active Type: Floor Targeted Directional projectile attack Cooldown: 20 seconds Click to Enlarge 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! _____________________________ _____________________________
  6. We will not be applying happy hour to any official content.
  7. Hector

    Monster Hunting Blog #1

    Monster Hunting Development Blog #1 LORE & SETTING The elite among the Monster Hunting Guild have recently discovered an area which they refer to as The Savage Coast. There are breeds of Monsters that inhabit The Savage Coast that are found nowhere else in the world. Some of these Monsters are remarkably powerful, on a level far above those native to The Flooded Forest. But with greater risk comes greater reward. However, something is causing Monsters to flee The Savage Coast. But who -- or what -- could strike fear into the heart of such formidable creatures? Far from Rune-Midgard lies a tropical island, long isolated and only recently discovered by the Monster Hunting Guild: The Savage Coast. The island's diverse landscape has lead to the evolution of many strange and wondrous creatures found nowhere else in the world. But some of these creatures are not to be trifled with; these beings of unbridled might set themselves apart from Monsters found elsewhere. Exploring The Savage Coast will present its own trials and tribulations, but it may also yield rich rewards to those brave enough to venture there. Will you rise to the challenge and make your mark on The Savage Coast? Character Biographies Seruel Age: 26 Class: Minstrel Role: Utility Home: Hugel Guild Membership: 12 years Traits: Charming, charismatic, quick to laugh and quicker to joke. Though he often has the air of "the clown", that is merely a projected image he displays for the world. When you get right down to it, Seruel can be a gravely serious man, although temperate; moved more to pity than to wrath, but not without a sense of conviction and justice. He randomly met Reidin Kurs years ago and stowed away on a hunt. Seruel nearly died, but Reidin saved him. A lasting friendship began that day, and has not diminished with the passing years. Indeed, their friendship has only strengthened. With Reidin's guidance, Seruel rapidly became one of the most renowned Monster Hunters in the Guild. Along the way, his magnetic personality attracted others, most notably those in his 'party'. With his leadership and their various talents, they have become the singular most proficient team in the Monster Hunting Guild. Astrid Age: 27 Class: Rune Knight Role: Tank Home: Prontera Guild Membership: 9 years Traits: Strong, serene, confident. Where others may be boastful and prone to hubris, Astrid neither exaggerates nor downplays her abilities as a warrior. She is a badass, and knows she is, but she does not walk all over people; rather she is the kind to go head to head with whomever comes before her with restraint. Only using the measure of her abilities as she determines necessary to complete the task. Years ago, she failed to rescue King Tristan III from Nameless Island. Distraught over her own failure, and despite the insistence of fellows in the Order of Knights, she departed from their ranks in self-imposed exile. Her heart remained heavy for several years, never wholly recovering from the shock and dismay. But there came a time that a restless longing began to stir within her. The gleam of her armor would catch her eye and a pang of nostalgia stirred up fond memories of days long past. Her hand longed for the grip of her sword, her shoulders ached for the weight of her armor. The guilt has never wholly left her, but with time she moved beyond it. While she could not bring herself to rejoin the ranks of the Order of Knights, her first venture onto the world stage was in the arena. She quickly climbed the ranks, outshining even the most veteran combatants. It was this stellar rise that caught the attention of Reidin Kurs, and at one such event, he made his way to the sidelines to extend her an invitation to the Monster Hunting Guild. Delphina Age: 25 Class: Arch Bishop Role: Healing Home: Rachel Guild Membership: 7 years Traits: Uplifting, tenderhearted, kind. She shares her insight and wisdom with those who are willing to listen, and will lend an ear to those with plights that they need to unburden themselves of. Always willing to lend a hand if she can, even at the expense of her own peace of mind. Delphina left the Rachel Sanctuary when things began to turn for the worse. Heartbroken and disillusioned, she made her way to Lighthalzen, where she spent some time tending to the poor and downtrodden. But there was a hole in her heart she could not fill with these ministrations. Something greater called to her, though she did not know what it was. It wasn't until she happened to cross paths with the Minstrel named Seruel that she had the first inklings as to where her heart was leading her. The grand challenge of Monster Hunting tested her limits, and in testing her, fostered an insight: this could bring her happiness, bring her fulfillment in a way she had never had before. Sain Age: 30 Class: Guillotine Cross Role: Damage Home: Morroc Guild Membership: 6 years Traits: Quiet, reserved, cunning. Not uncaring, but a man of few words; words which he weighs carefully before sharing with others. Sain rejected the dogma of the Assassins Guild, sought a better and more fulfilling life elsewhere in the world. Wandered far and wide, refusing multiple offers from various political activists seeking to spark revolution, or to off their rivals, or some other nonsense that didn't interest him at all. It was in Umbala that he first caught wind of the Monster Hunting Guild, and immediately sought them out. It was then he met Reidin Kurs, and while the initial reception was chilly at best, they soon came to have an understanding. Mutual respect grew with time. Eventually he was introduced to Seruel, Astrid, and Delphina, and a kinship grew amidst them. While he says very little, his mind is sharper than his blades, and on several occasions, it was his snap decisions that saved the party from disaster. His compatriots respect him, though they may not always understand him, they have come to rely upon him in many ways. Will Age: 22 Class: Ranger Role: Damage Home: Malaya Guild Membership: 4 years Traits: Foolhardy, cocky, arrogant. Prone to shooting off at the mouth as much as with his bow. Taunts and humiliation are a second nature to him, so much so that he often does it without thinking about it -- or intending to do it. Will's mother and father wanted him to join the army, but he had other plans: not joining the army. Playing along initially, the day before enlistment, he hopped a cargo ship leaving from the port and never looked back, with no care where the ship was headed. It made port in Alberta, and from there, he made his way across the country to Payon, a city that was supposedly a home away from home for Rangers and the like. While he made friends, and for a time was content, he quickly outgrew the 'tiny town'. It was around this time the news of the Monster Hunters Guild first reached his ears. He made his way to the Guild, and while his abrasive attitude garnered him no friendships at first, his skill as a Ranger granted him respect in many eyes. One set of such eyes belonged to Seruel, who had a deep appreciation for the young Ranger's talents, and who could see the untapped potential; Will was good, but he could be great, with the right guidance. And while at times he proved to be as stubborn as a mule, Will followed Seruel's guidance and continued to grow into a more proficient Monster Hunter. Map Previews THE WYVERN A marvel of modern engineering, soaring high above the clouds, a wonder to behold! The Monster Hunting Guild Airship: The Wyvern. The brainchild of Reidin Kurs, The Wyvern is a floating fortress, meant to serve as the new mobile headquarters of the Monster Hunting Guild. Many of the old staff reprise their previous roles, while some new faces have joined as passengers and crew aboard The Wyvern. With updates to familiar facilities as well as the introduction of new technologies, The Wyvern is a much anticipated renovation to the Monster Hunting Guild's base of operations. THE SAVAGE COAST The Monsters that reside on The Savage Coast are like forces of nature; sculpting and shaping the environment around them to suit their own needs, resulting in a complex network of habitats. From the wide open sandy beaches, to the shadowy depths of the forests, to the soaring heights of the mountains, The Savage Coast's varied terrains will present their own unique challenges. But keen eyed hunters may find the wealth of untapped materials unique to The Savage Coast, allowing them to craft new items to utilize on their hunts, giving them an edge over their quarry. Stay tuned late next month for the next Monster Hunting Development Blog! Character Art provided by Froth and Ninjinshiru. _____________________________ _____________________________
  8. On our next maintenance, we will be implementing an NPC that will give players the option to re-roll the enchants of Vicious Mind Weapons. Below you'll see what these re-rolls will cost. Note that in both of these options, the refines of the equipped item will not be affected. A full re-roll of all 3 enchants on an equipped weapon will have the following cost: 1x Vicious Mind Weapon (Any) 100,000 Zeny Keeping a single enchant safe and re-rolling the other two will have the following cost: 1x Vicious Mind Weapon (Same type as the item being re-rolled) 5,000,000 Zeny
  9. At this time, we will not be bringing back the 10% HP potions, but players can expect some changes to the Mega White Potion in the very near future.
  10. Hector

    Monster Hunting Teaser

    Art by Froth made for NovaRO We are extremely excited to release information regarding our progress on the Monster Hunting expansion. This content has been in development since early 2015 and will bring many unique mechanics specific to this game mode, as well as a number of highly anticipated pieces of equipment. Since the server's inception, we've wanted a method of delivering items/rewards that are implemented through the Cash Shops on official servers. We strongly feel that introducing best in slot gear exclusively through the Cash Shop is poor game design. We believe that players should be able to earn their equipment by playing the game, not just paying for it. This is where the idea behind Monster Hunting came about. We sought to create a large, expandable form of content where we could attach valuable rewards to specific content-related milestones. Here are some of the rewards that you can look forward to from this content: New, more powerful Shadow Gear Sets, including effects such as high MDEF/DEF Pierce. You will not lose the effects of your existing Shadow Gear. Fallen Angel Wings and Arch Angel Wings, including their respective enchants. Blacksmith's Blessings to add a safer method of refining equipment. This concept has been a massive undertaking, including the development of many new mechanics, such as an entirely custom Threat system. Starting in January, we will begin sharing more detailed information regarding this system and its specific mechanics through regular posts in our Developer's Blog. Our current projections place the release date of this content around the second quarter of 2019. [Q2 2019]
  11. This is an item that we've considered and have been considering for some time. We plan to first deal with new additions to the Siege Token shop and perhaps this item may have even already been planned for that patch but I can't give any guarantees. The best I can say is to wait for the patch and if it wasn't added, then I would say to elaborate further as to exactly why this item should be released over any other item that we haven't released yet.
  12. We're currently working on a number of new additions to the Siege Shop. While we're open to the idea of adding new consumables such as the Guyak Pudding, we feel the Siege Shop is not the best place to add these items due to a handful of problems, such as the inherent restrictions to obtaining Siege Tokens. I'll be rejecting this suggestion but feel free to make a separate thread regarding official unimplemented consumables that could positively affect WoE.
  13. We'll be allowing bg foods in all pvp rooms on the next maintenance. (only applies to foods)
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