Noirceur Divine, 2 ans déjà
Lun 19 Jan - 15:28 par Kero
Une année de plus pour notre guilde et toujours ému de voir que la guilde est toujours aussi active. Je suis fier d'avoir créé cette guilde il y a maintenant 2 ans et même si ma présence sur le jeu est moindre que l'an passé, je ne vous oublie pas et je reste et resterai sur ce jeu tant que vous serez là.
J'adresse donc mes remerciements à mes petits GM Milamberz, Etanny, Aedrith, Imaes …
J'adresse donc mes remerciements à mes petits GM Milamberz, Etanny, Aedrith, Imaes …
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Mumble
Adresse : mumble8.verygames.netPort : 50396
Pas de MDP
Revamp Karok Pillar
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Noirceur Divine :: Forum :: Salon
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Revamp Karok Pillar
1. Pillar Toss & Unarmed Combat
- Pillar toss damage & KD increased
- Removed Fatigue Arms debuff after throwing pillar
- Added 'Muscle Recovery' buff after throwing pillar - 20 SPD +, 100 max Stam +
- Unarmed combat - SP gain +, AS frames +, hit delay -, can chain smash attacks
- Can pick up pillar while dodging
- Pillar comes back to you in around half the time
2. War Slam
- Can use War Slam after all smashes
- Takes less stamina as you rank the skill
- Can turn the direction while stomping
- If you press Normal attack at a specific timing during War Slam you chain into Active: Crushing Sweep
-- When you do this you get a buff that recovers Stam and boosts Crushing Sweep's damage
-- Can be stacked up to lv5
3. Survivability, etc.
- AS glitch fixed
- All smashes (even during Unarmed Combat) have perfect AS frames
- HP recovery speed during AS now faster
- Active: Earthquake -- the slow debuff is removed and replaced with guaranteed flinch
- Kick (the ordinary kick, not Dropkick) becomes faster and you move a longer distance
- The last smash after Clash becomes stronger.
-- The damage done by Clash is proportional to how long the Clash is sustained.
-- If you clash for longer than 5 seconds, you do 100% more damage
- Pillar toss damage & KD increased
- Removed Fatigue Arms debuff after throwing pillar
- Added 'Muscle Recovery' buff after throwing pillar - 20 SPD +, 100 max Stam +
- Unarmed combat - SP gain +, AS frames +, hit delay -, can chain smash attacks
- Can pick up pillar while dodging
- Pillar comes back to you in around half the time
2. War Slam
- Can use War Slam after all smashes
- Takes less stamina as you rank the skill
- Can turn the direction while stomping
- If you press Normal attack at a specific timing during War Slam you chain into Active: Crushing Sweep
-- When you do this you get a buff that recovers Stam and boosts Crushing Sweep's damage
-- Can be stacked up to lv5
3. Survivability, etc.
- AS glitch fixed
- All smashes (even during Unarmed Combat) have perfect AS frames
- HP recovery speed during AS now faster
- Active: Earthquake -- the slow debuff is removed and replaced with guaranteed flinch
- Kick (the ordinary kick, not Dropkick) becomes faster and you move a longer distance
- The last smash after Clash becomes stronger.
-- The damage done by Clash is proportional to how long the Clash is sustained.
-- If you clash for longer than 5 seconds, you do 100% more damage
Milamber
Fiche Personnage
Nom perso: MilamberZ/AuronZ
Classe: Lann
Re: Revamp Karok Pillar
Pillar Karok Adjustments Developer’s Notes
Pillar Karok changes were designed based on three factors; fun, combat efficiency, and survival.
During this process elements which weren’t suitable with how the game has changed as a whole were scrapped or changed while new additions were made to fill their place.
1. Pillar Toss and Unarmed Combat
Currently, Pillar Toss has somewhat weak damage and stun rate and is falling in use due to the lack of merit in using it.
So first we increased the damage and stun rate for Pillar Toss.
The debuff after tossing the pillar was removed so Pillar Toss can be used freely. The newly adjusted Pillar Karok will also receive a ‘Muscle Recovery’ buff after tossing his pillar which will grant him additional speed and max stamina.
Karok’s SP gain during Unarmed Combat was increased and the time frame for Absorb Shock was increased to improve survival. Delay[not sure if they’re referring to delay due to flinching after being attacked or if they’re talking about hit-drag, I’m betting on hit-drag] has been reduced and smashes can be chained together making Unarmed Combat more efficient.
A new mechanic, Rapid Pickup, was added in order to smooth out the transition between Pillar and Unarmed Combat. This allows Karok to pick up his Pillar during his evasion move.
In addition to that, the time it takes the pillar to spawn next to Karok has been reduced so we hope that Pillar Toss will become a useful and fun skill to use after the adjustment.
2. War Slam
We wanted to diversify attack patterns and make it so that prolonged gameplay would still stay interesting. What we’re talking about is that his LLR was overused due to it’s efficiency making for a simple and boring play style.
So in order to change this we decided change one of Pillar Karok’s more interesting skill, War Slam.
The first thing we did was to allow War Slam to follow up after any smash. After that was done we decided that War Slam itself needed some adjustments. So now the stamina cost for War Slam will decrease according to skill rank and Karok will be able to change direction while using War slam.
In addition to that, if the Karok clicks on his normal attack button at the right timing while using War Slam then he can follow up with Crushing Sweep. When Crushing Sweep is used successfully after War slam it will provide two bonuses; stamina recovery and a damage increase.
The combo bonus for Crushing Sweep can be stacked up to 5 times and can be stacked by using War Slam.
Getting the combo bonus up to 5 stacks will increase the damage of the follow up Crushing Sweep by 130% and grant 60 stamina.
3. Survival & etc.
Karok’s survival has been improved by fixing bugs related to Absorb Shock and a short time frame for Perfect Absorb Shock has been added to the start of all smash attacks.
The speed of which HP recovers after Absorb Shock has been increased and the slowing mechanism to Earthquake has been removed and has been replaced with a flinch.
Karok’s slow kick speed has been increased and the movement range for his attacks was also increased to provide more fluid gameplay.
And last but not least, the finishing move for Clash can have it’s damage increased depending on how long Karok maintains the Clash.
If the Karok manages to maintain the Clash for more than 5 seconds then the finishing attack will deal an additional 100% damage.
Pillar Karok changes were designed based on three factors; fun, combat efficiency, and survival.
During this process elements which weren’t suitable with how the game has changed as a whole were scrapped or changed while new additions were made to fill their place.
1. Pillar Toss and Unarmed Combat
Currently, Pillar Toss has somewhat weak damage and stun rate and is falling in use due to the lack of merit in using it.
So first we increased the damage and stun rate for Pillar Toss.
The debuff after tossing the pillar was removed so Pillar Toss can be used freely. The newly adjusted Pillar Karok will also receive a ‘Muscle Recovery’ buff after tossing his pillar which will grant him additional speed and max stamina.
Karok’s SP gain during Unarmed Combat was increased and the time frame for Absorb Shock was increased to improve survival. Delay[not sure if they’re referring to delay due to flinching after being attacked or if they’re talking about hit-drag, I’m betting on hit-drag] has been reduced and smashes can be chained together making Unarmed Combat more efficient.
A new mechanic, Rapid Pickup, was added in order to smooth out the transition between Pillar and Unarmed Combat. This allows Karok to pick up his Pillar during his evasion move.
In addition to that, the time it takes the pillar to spawn next to Karok has been reduced so we hope that Pillar Toss will become a useful and fun skill to use after the adjustment.
2. War Slam
We wanted to diversify attack patterns and make it so that prolonged gameplay would still stay interesting. What we’re talking about is that his LLR was overused due to it’s efficiency making for a simple and boring play style.
So in order to change this we decided change one of Pillar Karok’s more interesting skill, War Slam.
The first thing we did was to allow War Slam to follow up after any smash. After that was done we decided that War Slam itself needed some adjustments. So now the stamina cost for War Slam will decrease according to skill rank and Karok will be able to change direction while using War slam.
In addition to that, if the Karok clicks on his normal attack button at the right timing while using War Slam then he can follow up with Crushing Sweep. When Crushing Sweep is used successfully after War slam it will provide two bonuses; stamina recovery and a damage increase.
The combo bonus for Crushing Sweep can be stacked up to 5 times and can be stacked by using War Slam.
Getting the combo bonus up to 5 stacks will increase the damage of the follow up Crushing Sweep by 130% and grant 60 stamina.
3. Survival & etc.
Karok’s survival has been improved by fixing bugs related to Absorb Shock and a short time frame for Perfect Absorb Shock has been added to the start of all smash attacks.
The speed of which HP recovers after Absorb Shock has been increased and the slowing mechanism to Earthquake has been removed and has been replaced with a flinch.
Karok’s slow kick speed has been increased and the movement range for his attacks was also increased to provide more fluid gameplay.
And last but not least, the finishing move for Clash can have it’s damage increased depending on how long Karok maintains the Clash.
If the Karok manages to maintain the Clash for more than 5 seconds then the finishing attack will deal an additional 100% damage.
Milamber
Fiche Personnage
Nom perso: MilamberZ/AuronZ
Classe: Lann
Re: Revamp Karok Pillar
Voila le war slam comme je l'aime juste après les smash de plus un jeté de pillar illimité des dommage augmenter ; vitesse de regène accélérée avec bug fixed
Et surtout des clash comme vous en avez jamais vue .
ALORS Larken va tremblé ! Vien joué avec KYO
Et surtout des clash comme vous en avez jamais vue .
ALORS Larken va tremblé ! Vien joué avec KYO
kiofafa
Fiche Personnage
Nom perso: KyoFaFa
Classe: Karok
Re: Revamp Karok Pillar
Mouai perso ça fait pas rêver ...
Bon par contre le stuff j'avoue que
Bon par contre le stuff j'avoue que
NutsShot
Fiche Personnage
Nom perso: NutsShot / Kakamou / Dafeuk
Classe: Kai
Re: Revamp Karok Pillar
Kyo free leeching service !! jajajaja xD
RinDman
Fiche Personnage
Nom perso: Aedrith
Classe: Fiona
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