Discussion: Legend Items Rework Update

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GMbluefire
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Discussion: Legend Items Rework Update

Postby GMbluefire » Sun Jan 10, 2016 9:14 am

Hi all:

Please go to viewtopic.php?f=2&t=23913 to see the legend items rework update.

I am posting this topic to gather player feedback on the direction we're taking to improve legend items. We plan on sharing the details at a later date. Details will include the grade level, the rare type each items have a chance to roll in, and the set bonuses.

As stated in the update, we want to add a same class bonus. What bonuses should a Paladin receive for wearing the Paladin set? Our idea is to modify a particular skill or spell. We would like to receive your feedback on this. We are approaching this carefully as it has an impact on balance.

Thank you for your continued support!

Bluefire

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Thomas
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Re: Discussion: Legend Items Rework Update

Postby Thomas » Sun Jan 10, 2016 2:05 pm

What will happen to the current lege with useless effect?

e8180kimo
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Re: Discussion: Legend Items Rework Update

Postby e8180kimo » Sun Jan 10, 2016 2:21 pm

So we need to make rares again since Magic Stay and Nature Stay are gone '-_-
I am using both MS and NS effect now, will cost more time, sards, money to make :cry:
Some of the Wizards are using LG MS effect as well.
Seems make DR life harder
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SimpleStupid
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Re: Discussion: Legend Items Rework Update

Postby SimpleStupid » Sun Jan 10, 2016 2:57 pm

Dont think they will change the current LGs. Its not making sense at all.
Im really curious about how to balance the staff(short of shield) and shoes(low on movement) for priest and wiz.
Cant wait to see the bonus effect.
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proeel
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Re: Discussion: Legend Items Rework Update

Postby proeel » Sun Jan 10, 2016 4:53 pm

Either you have bonus MV, NV, Force, Distant (Red effects, so its on top of the blue effects) and forgo AC, Robber, Desire etc

For example, so you can actually have G28(?) MV (G20 blue, +16 Red) to with the BR effect wiz shoe. (But of course, you forgo the AC from the shield, Speed etc)

Comparing the following:
G18MV, G9BR, G9AC / AC20X & G8AC(?), G28MV, G8(?)BR / AC17X

- Gain bonus force, distant, you forgo desire and robber (Same idea)

There is NO reason to have a legend set that provides ALL needed effects for pking... (whats the point of making rares then?)
You gain something... you lost something



Just a friendly reminder that... there are skills and classes that are not balanced at all... having this update... you might want to make sure not overpowering some classes.
Happy Gaming xD

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Thomas
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Re: Discussion: Legend Items Rework Update

Postby Thomas » Sun Jan 10, 2016 5:00 pm

All class beside thief/archer will loose movement when switching to lege but in the other side they all got haste skills/spells
Effect for certain type of legenday set can remain speed as it allready is.

I think priest/warrior/wiz were never meant to be the fastest but currently they kinda are.

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bminickw
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Re: Discussion: Legend Items Rework Update

Postby bminickw » Sun Jan 10, 2016 5:22 pm

This will be very interesting change. I would of hoped to see some skills/rares get nerfed before we buff/rework things. The damage output in this game is already insane, and luck is the only factor anymore. If you get lucky, you kill someone. (IE: Basic, Counter Attack, Strike, Desire, Robber) We need to add skill back into the game, and less of these RNG rares.

Individual Effects Changed

Satan, Evil, Magic Stay, and Nature Stay are GONE. In are Strike, Counter Attack, and Desire (just a few example). Individual pieces only rolling one effect? No more. Legend items will now roll a set range of effects that is dependent on the class. Let's use an example. Currently, the Paladin helm will always roll the Evil effect. Going forward? it may roll as Strike, Counter Attack, or even Evasion. You will have a greater degree in freedom to mix and match without impacting your ability to fully gather a complete set.


What will happen to the current legends? I would assume that these legends will not be replaced.

Bonus Effects Modified

We modified a few legend set bonuses. The current bonuses overlap with each other (Magic Vigor + Speed for Tzigane and Archmage). We want each legend set to be unique so that players can make a choice on what they want and need. The bonus effects also ties in to the class you chose to dual to at a thematic level. We recognize that when you chose to be a Vigilante, you had damage in mind and don't mind being a little glass cannon. Conversely, when you chose Toreador, your purpose was to minimize magic damage.


With changes like this, Min/Maxing a character to the fullest might require changing dual class/symbol. Will GMs allow players to issue a ticket to change dual class one time?

Grade Level Change

We will rework all dual class individual items' minimum and max grade level. All we can share at this point is that the absolute minimum grade level for dual class items is G6. More detailed information is forthcoming.


Sounds fine. Waiting for detailed information......

Same Class Bonus

We are still brainstorming on ways to grant same class bonus. Our current idea is to allow the same class bonus to modify a spell or skill. This is an area that will take some time and we welcome your suggestions on this. I will post something on general discussion to gather your feedback.


Same applies to above about min/maxing a character. Will GMs allow changing dual class one time?

Different Paths to Legends

The current and only way to obtain a legend is to get lucky in quest or buy it from other players. We want to add additional ways to obtain legends. We have already thought of two additional ways to obtain legends, but those require another patch that is separate from the legend rework patch.


Waiting for detailed information.....
Last edited by bminickw on Sun Jan 10, 2016 5:31 pm, edited 1 time in total.
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GMbluefire
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Re: Discussion: Legend Items Rework Update

Postby GMbluefire » Sun Jan 10, 2016 6:41 pm

Thomas wrote:What will happen to the current lege with useless effect?


We do not plan on removing or changing them, so you'll still have what you have. Only the set bonus effect will change.

e8180kimo wrote:So we need to make rares again since Magic Stay and Nature Stay are gone '-_-
I am using both MS and NS effect now, will cost more time, sards, money to make :cry:
Some of the Wizards are using LG MS effect as well.
Seems make DR life harder


Current rares won't change, but you have a point. We will discuss leaving magic and nature stay in. On the flip side, we do plan on adding aid and masking to wizard and priest legends.

SimpleStupid wrote:Dont think they will change the current LGs. Its not making sense at all.
Im really curious about how to balance the staff(short of shield) and shoes(low on movement) for priest and wiz.
Cant wait to see the bonus effect.


We thought about the issue about staff versus shield. We're interested how players will choose. There may or may not be changes based on feedback. Same for movement shoes. Those two are in discussion. There may be modest changes and see how it goes from there.

Thank you all for the swift response I'll try to answer all the questions as soon as I can. I thank you in advance for your patience.

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GMSignPainter
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Re: Discussion: Legend Items Rework Update

Postby GMSignPainter » Sun Jan 10, 2016 6:58 pm

bminickw wrote:With changes like this, Min/Maxing a character to the fullest might require changing dual class/symbol. Will GMs allow players to issue a ticket to change dual class one time?

We plan on having somekind of ingame feature to change your Dual Class.

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jesse
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Re: Discussion: Legend Items Rework Update

Postby jesse » Mon Jan 11, 2016 7:17 pm

The following suggestion has nothing to do with legend effects, but they will improve the value of staff weapons for wiz/priests, which will indirectly improve the use of full set priest/wiz legends.

Original White Bonus on D3 Staff (scale D1 and D2 in the same way):
+80 Devine (priest) +80 Mana (wiz) <--these are useless
Suggested White Bonus on D3 Staff
+17 White AC on both staffs, same AC value as D3 2h weapons

The following suggestion are for warrior item's white bonus, which did not make scene originally.

Original White Bonus on D3 1h sword, spear, mace (scale D1 and D2 in the same way):
+15 movp <--this is useless, movp attribute point are not needed if you already have enough points to wear your 75 movp D3 shoes; If you do not have enough points to wear your D3 shoes, you have to cap your movp at 50, to make those extra +15 movp useful for you. Which did not make sense.
Suggested White Bonus on D3 1h weapons
+ 5~7 white attack success rate (Dragon Slayer weapon is +4), or actual +15 movement speed, instead of 15 movp attribute


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