Skyforge is getting ready to tweak all of its classes

    
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Skyforge is getting ready to do the class balance shuffle, so if you enjoy how your class currently plays, too bad! The announcement post says that the devs have been collecting statistics such as the popularity of a class for a given activity, PvP victories, completion speed, deaths, and more since the launch of the game.

The devs aren’t quite ready to reveal how exactly all of the classes will change for the War’s Onset patch, though the post does mention a few specific tweaks for the Alchemist and Lightbinder support classes, particularly with regard to their auras.

Source: Announcement
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GameTaco
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GameTaco

Joseph C  Yeah, it seems like limits aren’t going anywhere for a long while, if ever. :/
Honestly, the problem isn’t even with sparks. The catch-up system fixed a lot of that, and we’re at/near the point now that you could probably eventually hit every symbol and class on the main atlas that’s not blocked by a Node of Revelation if you wanted. Class sparks are a similar thing, only now we have the Divine Specializations, which allegedly take 2-3 times more than an average class does, but again, have other roadblocks of their own that demand a harder to obtain secondary currency.
Really, it’s that credit limit. Like, the #1 indicator of how “pay to advance” this game can be, especially for newer players. It gets somewhere around 900,000 a week added to it for us longtime players (which can be turned into roughly double that through selling Holy Texts, which just got TREMENDOUSLY easier due to promotional adventures that let you choose your reward), but then you realize how tiny that is for how much a full rank in anything demands.
Even then, it only goes so far, though, as you still run into those hard limits. Ether Core nodes get very expensive, but supposedly will only go up to Rank 10. Vectors are the same, but require those nodes to be filled. Equipment goes to 20, but that last level is WAY too expensive for what it’s worth. As for temples, where the optimal sweet spot to stop ranking is 25 for all 8 provinces, you’re still going to be gated off by however high you raised your Greatness stat.
So really, it goes both ways. They limit you in how far you can go in a week so that they can adjust content and not have a situation where the perpetually hardcore are at 2 million prestige with nothing to do ever, and at the same time limit how far you can go even if you did decide to spend $100 on min/maxing a stat… And make it so that to truly catch up with the upper crust of Skyforge veterans, you probably will have to.

Joseph C
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Joseph C

I wonder if they’re still doing the entire “caps” thing that Korean companies tried to shove down our throats with Dungeon Fighter and Elsword. I’d give the game a second look without it, but the ideal that the game can kick you out from progressing just rubs me the wrong way. Note that I’ve had an account with them since Closed Beta, played in Open Beta, so caps really aren’t a problem for me. I refuse to play based on principle, and hope that caps/stamina systems will one day cease to be.

CloakingDonkey
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CloakingDonkey

I still don’t get the appeal of this game… it strips out everything that makes an RPG an RPG and only leaves what’s basically a shitty interpretation of Diablo with decently fancy graphics in 3rd person =(

I’ve played a WoW Mage to 60 during Vanilla and I’ve STILL never played any game with a combat as repetitive and unfulfilling as Skyforge.

CloakingDonkey
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CloakingDonkey

Xijit to be fair, they are gods… who wants frumpy, pimply gods?

Xijit
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Xijit

That is about what I did … Laughed hysterically at the over sexualized character creator, had a bit of fun with the gameplay, saw promise in the mechanics, and then got bored with the how much of a cluster fuck the lobby / city was and the rats nest of a tutorial.
Then it crashed one more time …

digi_owl
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digi_owl

GameTaco JoshuaCreech digi_owl Yeah i think that is perhaps what makes paladin such a drag to play, he has so few easy to access AOEs, and the shields etc do not make up for that one bit.

digi_owl
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digi_owl

JoshuaCreech digi_owl I don’t fear them as much as i hate how with every other mob type there is a chance of recovery by grabbing that health orb at the lastr minute or some such. But with the swarms it is just DPS DPS DPS or bust.
Then again i keep finding that getting to the boss of an instance is way worse than fighting the actual boss.
Then again i wonder if part of the irksomeness is how narrow the targeting cone is.
Over at Neverwinter if you have a lone mob on the screen that will be your target if hs is in range. But while playing Skyforge i routinely lose hot lock if i am as little as a few pixels off the hitbox, even if there is just that single small critter on the whole damn screen. This then resulting in that obnoxious notification sound rather than hitting anything.

Pashgan
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Pashgan

Xijit However that effort isn’t enough to turn badly designed alpha version into actually interesting game: from what I’ve seen in recent data published about Western version of Skyforge “average” player leave the game after running 20 instances (that’s 1/2 of the cap for the first week – or ~10 hours of gameplay).

Xijit
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Xijit

Well, no matter when else may be backasswords about this game … can’t say that it isn’t getting supported.

If only western publishers put this much effort into their titles.

GameTaco
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GameTaco

JoshuaCreech digi_owl  Plenty of classes have ways to deal with pack mob swarms, like how Kinetic can drop a shield that can boost defense by 80% (and have its energy sources generate agro on top of that), Berserkers have that regenerative ability, and Witches not only have a number of crowd control options but also have Ninth Life, which is basically a whole second Divine Intervention effect that can kick in once every 4 minutes.
But really, the only winning move is still to kill them before they kill you. “DPS race” is still the name of the game in Skyforge, and it only becomes more prevalent as you go along.