Difference between revisions of "Patch A.1.1"
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Remember, these will NOT be the last set of balancing changes for OGH. It's still effectively work in progress to OGH in a good and fun spot. | Remember, these will NOT be the last set of balancing changes for OGH. It's still effectively work in progress to OGH in a good and fun spot. | ||
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+ | ==New Party Map Indicators== | ||
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+ | [[Image:PartyPiamette.png]] | ||
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+ | So there's been a few people walking into maps totally confused at OGH why they can't deal any damage in castle and then coming to conclusion they can't deal damage anywhere for some reason so I've placed some friendly Piamettes outside the party based maps. | ||
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+ | There's already an npc explaining chivalry 2's mechanics outside chivalry, but castle 1 was not explained. I didn't feel it needed it, but to prevent frustration I'm placing one in front of castle 1. This one will specifically explain that only melee classes can deal damage on that map and its for small parties. | ||
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+ | The other big party based maps simply warn you that there is individual loot but the maps are very difficult and shot not be attempted alone. Hopefully this spares you guys some needless deaths. | ||
==Balance Changes Explained (Solo Maps)== | ==Balance Changes Explained (Solo Maps)== |
Revision as of 10:21, 17 October 2023
Contents
Overview
In this patch we'll be going over balancing for OGH, some bug fixes, and thats mostly it for now. I'll be trying to squeeze in as many issues as we can in each window, but if the bug you reported isn't fixed yet, fear not. we'll likely be doing close to daily maints and short patches for awhile.
Remember, these will NOT be the last set of balancing changes for OGH. It's still effectively work in progress to OGH in a good and fun spot.
New Party Map Indicators
So there's been a few people walking into maps totally confused at OGH why they can't deal any damage in castle and then coming to conclusion they can't deal damage anywhere for some reason so I've placed some friendly Piamettes outside the party based maps.
There's already an npc explaining chivalry 2's mechanics outside chivalry, but castle 1 was not explained. I didn't feel it needed it, but to prevent frustration I'm placing one in front of castle 1. This one will specifically explain that only melee classes can deal damage on that map and its for small parties.
The other big party based maps simply warn you that there is individual loot but the maps are very difficult and shot not be attempted alone. Hopefully this spares you guys some needless deaths.
Balance Changes Explained (Solo Maps)
So OGH so far as expected has been challenging for people! Many players as I expected are not fond of the challenge, but others are taking it in stride and farming the maps once they find out the intended strategies. None the less, there have been swings and MISSES as well that I've noticed. Particularly the lack of areas for mobbing classes entirely such as ME priest, GC sader, or even a high wiz. There is also a distinct problem with people feeling completely shoehorned into one map. While I wanted to strongly encourage specific builds to go to specific places, I definitely overshot here a bit on some things so I'm doing some adjustments here on some maps that I see to provide more balance.
The main thing you'll notice is that all mobs are getting a 2nd temporal crystal drop of an alternate type that may be desired by a class that isnt necessarily intended for the mob/map, but may be able to make it work. It will be a lower rate than normal as I really want to encourage the intended design, but at least this way you have more agency over your own destiny so to speak. You can exchange the main temporal crystal you dont want 2:1 still and you get the one you want occasionally.
This way if you find a map that works for you but wasn't intended you won't have to feel bad about it.
Also it will be listed below but there was a typo with all temporal crystals and their drop rate should have been 0.10 to begin with across the board but they released at 0.05. But I guess that doesn't matter as a balancing lever will be to increase the drop rate of these across the board.
Chivalry 1
I'll list the changes in a neat list below, but the goal with adjustments to chivalry will be to drastically tone down bulk and damage and also remove the teleport functionality from the mobs. You still won't be able to cd in mouth reflect here, but all other builds should be viable that mob. So Knights, GC Saders, Wizards, and ME priests should hopefully find a home in chivalry 1 that feels engaging. I added in drops for magic classes specifically here on the crystals for the secondary drop. Note, however, that unlike the other buffed drop rates maps the chivalry will take into account that mobbing is gonna likely be the primary way people play here so the drop rate will be lower than other maps to make up for that.
1.) Contaminated Raydric: HP > 76k
2.) Contaminated Raydric: DEF > 33, MDEF > 25
3.) Contaminated Raydric: EXP > 39k, JOB EXP > 38k
4.) Contaminated Raydric: Attack > 1450-1860
5.) Contaminated Raydric: Temporal Crystal Cerulean Added at 0.02% drop rate, (ivory unchanged at 0.05, this is a nerf however due to the buffs of other maps)
6.) Contaminated Raydric: No longer teleport on chase at a low chance.
6.) Contaminated Raydric Archer: HP > 68k
7.) Contaminated Raydric Archer: DEF > 28, MDEF > 26
8.) Contaminated Raydric Archer: EXP > 73k, JOB EXP > 80k
9.) Contaminated Raydric Archer: ATK > 1315-1500
10.) Contaminated Raydric Archer: Temporal Crystal Cerulean added at 0.02% drop rate, (ivory still 0.05)
Prison 2
Prison 2 is mostly on point with beast strafers finding a home, but the intended melee audience is still getting slapped around a bit too hard. I do like that they are bulky and threatening forcing you into more creative builds to deal with them, but I do not like that people feel they simply aren't worth the slog. As such I'll be toning these down slightly in their attack, HP, and adding in the aforementioned extra temporal crystla drop this time aimed at the beast strafers who have found a home here.
1.) Gigantes (both): HP > 88k
2.) Gigantes (type A): Attack > 1800-2400
3.) Gigantes (type B): Attack > 1600-2200
4.) Gigantes (type A): DEF > 30
5.) Gigantes (type B): DEf > 35
6.) Gigantes (both): Shadow Temporal Crystal Drop Rate increased to 0.15%
7.) Gigantes (both): Viridian Temporal Crystal added as drop at 0.05%
Staircase
1.) Temporal Crystal Cerulean drop increased to 0.15% for both mobs.
2.) Temporal Crystal Violet drop added at 0.05 replacing skel-bone. to both mobs
Churchyard
1.) Bloody Wraith: Viridian Temporal Crystal drop rate increased to 0.15%
2.) Bloody Wraith: Ivory Temporal Crystal drop added at 0.05%
3.) Standing Soul: Cerulean Temporal Crystal drop rate increased to 0.15%
4.) Standing Soul: Crimson Temporal Crystal drop added at 0.05%
5.) Dark Priest: Violet Temporal Crystal drop rate increased to 0.15%
6.) Dark Priest: Shadow Temporal Crystal drop added at 0.05%
Prison 1
1.) Mutating Prisoner: Crimson Temporal Crystal drop rate increased to 0.15%
2.) Mutating Prisoner: Ivory Temporal Crystal drop added at 0.05%
3.) Mutating Prisoner: Dark Rose[3] drop added at 1.75%
3.) Zombie Guard: Crimson Temporal Crystal drop rate increased to 0.15%
4.) Zombie Guard: Ivory Temporal Crystal drop added at 0.05%
Sewers
1.) Contaminated Sting: Move Speed very slightly decreased
2.) Contaminated Sting: Viridian Temporal Crystal drop rate increased to 0.15%
3.) Contaminated Sting: Cerulean Temporal Crystal drop rate increased to 0.05%
4.) Frozen Gargoyle: Viridian Temporal Crystal drop rate increased to 0.15%
5.) Frozen Gargoyle: Cerulean Temporal Crystal drop rate increased to 0.05%
6.) Frozen Gargoyle: Casts Level 3 Aimed Bolt instead of level 1. (since aimed bolt was nerfed in the formula compared to normal)
Balance Changes Explained (Party Maps)
So I've been watching people try to attempt to take on the party maps and as I also expected, people are REALLY struggling. Even skilled groups are getting their teeth kicked in and it shows. I see players trying to brute force things and slowly coming to the realization that "ah yes, we need to just dodge it". That's right guys, you will actually have to move and pay attention. You will have to work together and try to plan a strategy and you wont be able to auto pilot like you normally have. That part of the design has been on point, but there are still some very clear glaring issues.
The first big issue is that while people CAN take these mobs down one at a time with a mountain of effort, the rewards are paltry for the time its taking them. If you're gonna have to work so hard you should be rewarded for it so I'm going to be upping the rewards on ALL the party maps. With big rewards/focus on the hardest maps (chivalry 2 and church) to encourage people to really brave those maps as those are the ones I really feel give you a new experience.
Castle 2 has been great honestly people are doing it just as I expected similar to Bio labs 3 and having fun with it. The rewards are going to be too low tho relative to the other harder maps so I'll be upping the drop rates there as well to be more in line. Castle 2 will still have the lowest rewards relative to the harder maps so you should want to go to church/chivalry 2 for optimal rewards, but castle 2 should be a steady, fun, and viable place to go if you really dont enjoy the other 2.
Also, the bulk is a bit high on church and chivalry 2 so I'll be toning that down slightly but not too much as I want to give people time to really figure it out. But for now the rewards are the main thing. You guys CAN do it. I believe in you, when I see you guys triumph finally its amazing, but right now the drops dont match the feeling you should get. So we'll start there and give everyone more time to work it out.
Chivalry 2
1.) White Knight: HP > 2.5m
2.) White Knight: EXP > 186k, JOB EXP > 156k
3.) White Knight: DEF > 50, MDEF > 45
4.) White Knight: No longer switches on Melee
5.) White Knight: Reins Drop Removed
6.) White Knight: Contaminated Magic drops increased to 100% for all.
7.) White Knight: Contaminated Magic drops increased by 1 for a total of 3 drops at 100% each.
8.) White Knight: Shadow Temporal Crystal drop rate raised to 0.05%
9.) White Knight: Elunium drop removed and Oridecon Drop Rate raised to 22%
10.) White Knight: Violet Temporal Crystal drop rate added at 0.05%
11.) White Knight: White Knight Card drop rate increased to 0.05%
12.) White Knight: Royal Guard's Spear drop rate raise to 3%
13.) Khalitzburg Knight: HP > 2.5m
14.) Khalitzburg Knight: DEF > 55, MDEF > 45
15.) Khalitzburg Knight: EXP > 186k, JOB EXP > 156k
16.) Khalitzburg Knight: No longer switches on Melee
17.) Khalitzburg Knight: White Herb Drop Removed
18.) Khalitzburg Knight: Oridecon Drop removed
19.) Khalitzburg Knight: Elunium drop rate increased to 22%
20.) Khalitzburg Knight: Contaminated Magic drop rates all increased to 100%
21.) Khalitzburg Knight: Contaminated Magic extra drop added to make 3 total drops at 100% each.
22.) Khalitzburg Knight: Crimson Temporal Crystal replaced with Viridian Temporal Crystal at 0.05%
23.) Khalitzburg Knight: Cerulean Temporal Crystal drop added at 0.05%
24.) Khalitzburg Knight: Romantic Carnation and Pristine Chivalry emblem drop rates increased to 0.10%
25.) Khalitzburg Knight: Khalitzburg Knight card drop rate increased to 0.05%
Abbey/Church
1.) Royal Clergy: HP > 900k
2.) Royal Clergy: EXP > 390k, JOB EXP > 360k
3.) Royal Clergy: MDEF > 50
4.) Royal Clergy: Oridecon drop rate increased to 19%
5.) Royal Clergy: Blue Gemstone drop removed
6.) Royal Clergy: Coagulated Spell drop rate increased to 3%
7.) Royal Clergy: Extra drop of Contaminated Magic added at 100% chance for a total of 2.
8.) Royal Clergy: Cerulean Temporal Crystal increased to 0.05%
9.) Royal Clergy: Shadow Temporal Crystal added at 0.05%
10.) Royal Clergy: Rosary Necklace drop rate increased to 0.15%
11.) Royal Clergy: Card drop rate increased to 0.05%
12.) Royal Druid: HP > 1.3m
13.) Royal Druid: EXP > 440k, JOB EXP > 290k
14.) Royal Druid: Red Gemstone and Holy Water drops removed.
15.) Royal Druid: OPB drop rate increased to 3%
16.) Royal Druid: Elunium drop rate increased to 19%
17.) Royal Druid: Coagulated Spell drop rate increased to 3%
18.) Royal Druid: Extra drop of Contaminated Magic added at 100% chance for a total of 2.
19.) Royal Druid: Violet Temporal Crystal drop rate increased to 0.05%
20.) Royal Druid: Crimson Temporal Crystal added as drop at 0.05%
21.) Royal Druid: Holy Water Staff drop rate increased to 3%
22.) Royal Druid: Royal Druid Card drop rate increased to 0.05%
23.) Corrupted Bishop: HP > 1.2m
24.) Corrupted Bishop: EXP > 390k, JOB EXP > 370k
25.) Corrupted Bishop: DEF > 45
26.) Corrupted Bishop: Holy Water Drop Removed.
27.) Corrupted Bishop: OPB dropped rate increased to 3%
28.) Corrupted Bishop: Coagulated Spell drop rate increased to 3%
29.) Corrupted Bishop: Extra drop of Contaminated magic added at 100% chance for a total of 2.
30.) Corrupted Bishop: Viridian Temporal Crystal drop rate increased to 0.05%
31.) Corrupted Bishop: Ivory Temporal Crystal added as a drop at 0.05%
32.) Corrupted Bishop: Bishop Necklace drop rate increased to 0.15%
33.) Corrupted Bishop: Corrupted Bishop Card increased to 0.05%
Castle 1
1.) Corrupted Duke: ATK > 1500-1900
2.) Corrupted Duke: DEF > 40
3.) Corrupted Duke: Violet Temporal Crystal drop rate increased to 0.15%
4.) Corrupted Duke: Shadow Temporal Crystal drop added at 0.05%
5.) Corrupted Duke: Duke's Tattered Clothes drop rate increased to 0.10%
6.) Undead Noble: ATK > 900-1300
7.) Undead Noble: DEF > 45
8.) Undead Noble: Dark Rose OGH[3] removed from drop table (moved to another mob)
9.) Undead Noble: Cursed Book of Ymir[2] added to drop table at 1.76%
10.) Undead Noble: Violet Temporal Crystal drop rate increased to 0.15%
11.) Undead Noble: Shadow Temporal Crystal added as drop at 0.05%
12.) Roaming Spellbook: ATK > 1300-1500
13.) Roaming Spellbook: DEF > 35
14.) Roaming Spellbook: Violet Temporal Crystal drop rate increased to 0.15%
15.) Roaming Spellbook: Shadow Temporal Crystal drop rate increased to 0.15%
Castle 2
1.) Cursed Raydric: Violet Temporal Crystal drop rate increased to 0.05%
2.) Cursed Raydric: Shadow Temporal Crystal drop added at 0.05%
3.) Cursed Raydric: Contaminated Magic drop rate increased to 50%
4.) Cursed Raydric, Elunium drop rate increased to 18%
5.) Cursed Raydric: Imperial Guard drop rate increased to 0.50%
6.) Cursed Raydric: Cursed Raydric Card increased to 0.05% drop rate.
7.) Cursed Raydric: OPB drop rate increased to 4.9%
8.) Cursed Raydric: Coagulated Spell drop rate increased to 3%
9.) Cursed Raydric Archer: Viridian Temporal Crystal drop rate increased to 0.05%
10.) Cursed Raydric Archer: Ivory Temporal Crystal drop added at 0.05%
11.) Cursed Raydric Archer: Contaminated Magic drop rate increased to 50%
12.) Cursed Raydric Archer, Elunium drop rate increased to 18%
13.) Cursed Raydric Archer: Cursed Raydric Archer Card increased to 0.05% drop rate.
14.) Cursed Raydric Archer: OPB drop rate increased to 4.9%
15.) Cursed Raydric Archer: Coagulated Spell drop rate increased to 3%
16.) Corrupted Wanderer: Cerulean Temporal Crystal drop rate increased to 0.05%
17.) Corrupted Wanderer: Crimson Temporal Crystal drop added at 0.05%
18.) Corrupted Wanderer: Contaminated Magic drop rate increased to 50%
19.) Corrupted Wanderer: Elunium drop rate increased to 18%
20.) Corrupted Wanderer: Corrupted Wanderer Card increased to 0.05% drop rate.
21.) Corrupted Wanderer: OPB drop rate increased to 4.9%
22.) Corrupted Wanderer: Coagulated Spell drop rate increased to 3%
23.) Corrupted Wanderer: Wings of Asmodeus Drop Rate increased to 0.15%
Bug Fixes
1.) Death Witch no longer casts Level 10,000 Ground Gravitation during her phases.
2.) Speed pots now properly override the slow grace debuff.
3.) King Schmidt no longer applies Hell Power in instances where he should not.
4.) Reflect now properly works as it did in previous patches and consistently applies a minimum damage. (this pretty much only affected reflect builds)
5.) Monsters that should ignore reflect damage via a new flag we made now do.
6.) @supernovicefury now works with baby super novice as it should.
7.) Save the King's item description cleared of spelling error in Assassin Cross section.
8.) ogh_step's gats no longer have walkable cells on the outer edge of the map and one path is properly made unwalkable.
Other Balance Changes
1.) Alchemy Efficiency and Cart Efficiency buffs now persist through death.
2.) Both forms of Gigantes count towards item captor the same for their card.
3.) @listenbg and @listenpvp now properly reflects what it intuitively sounds like. (if you have @listenbg on you will hear BG announcements, if it is OFF you will not hear them, etc.)
4.) @bigmvp and @hidepet now can both be applied on login despite their shared cooldown. The shared cooldown still applies otherwise.
5.) Warp Unlocker added in ogh_prison1 near the entrance to ogh_prison2
6.) King Schmidt's illusions HP lowered
7.) King Schmidt's illusions damage reduction lowered slightly.
8.) King Schmidt's mob spawn rate lowered.