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 Post subject: High Five:Dramatic changes to gameplay.
PostPosted: Fri Sep 10, 2010 11:04 pm 
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Changes to Olympiad:

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1) The arenas for the Grand Olympiad will be changed to instanced zones so that 160 Olympiad matches can take place at the same time.

2) The minimum number of players who must have applied for participation in a match has been modified:
Open Class: from 9 to 10 persons
Class Specific: from 5 to 10 persons
Open Group: from 9 to 4 teams

3) When a player applies for participation in a tournament, the random matching up of opponents has been changed to a method where players are as far as possible matched with opponents who have a similar number of Olympiad Points.

4) The awarding of Olympiad Points has been changed as follows:
- When a character first attains Noblesse, he or she will be awarded 10 Points
- Every week 10 Points will be added
- This goes on for 4 weeks, so that the player has in the end 50 free Olympiad Points

5) The command /complete has been added which can be used on targeted Noblesse characters and will tell that characters complete Olympiad Points as well as the number of his of her remaining matches.

6) There is a per-week limit on the number of matches a Noblesse character can participate in:
- Maximum number of total matches per week: 70
- Maximum number of Open Class matches per week: 30
- Maximum number of Class Specific matches per week: 30
- Maximum number of Open Group matches per week: 30

7) The maximum number of spectators per arena has been changed to 20 persons.

8 ) Three kinds of arenas have been added:

- The circular Orbis Arena
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- The Threeway Arena
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- The Hero Ruins Arena
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The already existing arenas were given the background pattern of a real-life olympiad stadium:
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In which arena a player will be teleported is automatically selected at the time of entry into the arena.

9) Three once-per-day quests that have to do with the Olympiad matches can be picked up from the Olympiad Manager. These quests are reset every morning at 06:30 real time.

10) The time for which Olympiad Rings, Earrings and Necklaces can be used has been changed from 30 to 60 days.

11) The number of awarded Olympiad Points has been changed as below:
- For being among the top 1% from 120 to 100 Points
- For being among the top 10% from 80 to 75 Points
- For being among the top 25% from 55 to 55 Points
- For being among the top 50% from 35 to 40 Points
- For being among the lower 50% from 20 to 30 Points

12) The Hero Bonus has been changed from 180 to 200 Points.

13) The minimum number of matches a character must participate in for being awarded Olympiad Points has been changed from 9 to 15.

14) The Point movement(?) in Class Specific matches has been changed from 1/3 to 1/5.

15) The stats of Hero Weapons have been upgraded as below:
- The basic stats of the weapon, like P.Atk. and M.Atk. have been adjusted upwards
- The additional damage in PvP has been increased from 5% to 20%
- The values of all effects have been increased. Here the stats of an Infinity Wing Dual Sword
- All Hero Weapons except the Infinity Scepter have been given a Holy Attribute of 250.
- The two-handed Mage blunt Infinity Scepter has been given a Water/Wind/Fire/Earth/Dark Attribute of 150.
16) The list of items that can be purchased with Olympiad Tokens has been expanded:
- Vesper Armor
- Vesper Noble Enhance Stone
- Bofess Armor

17) The amount of Fame and Olympiad Tokens that is required to purchase Forgotten Scrolls has been reduced.

18) It will no longer be possible to purches items with Noblesse Gate Passes. Old Noblesse Gate Passes can be sold to normal NPC shops for adena.

19) A new feature was added which permits watching Olympiad matches in camera mode. The details how this camera mode works are listed in the menu of the Broadcasting Towers. There you can read for example that the altitude of the camera can be adjusted with the E and C key on your keyboard.

20) The possibility to record broadcast Olympiad matches was added.

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 Post subject: Re: High Five:Dramatic changes to gameplay.
PostPosted: Fri Sep 10, 2010 11:31 pm 
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New skills:

Shield Strike
lvl 40
Paladin, Dark Avenger, Temple Knight, Shillien Knight
Attacks the enemy with one's shield with Power 833 added to P.Atk. at lvl 1 up until Power 4,640 at lvl 25. A shield must be equipped. MP Cost: 83. Reuse time: 6 seconds.
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An interesting aspect of this skill is that from character lvl 76 onwards its power is not increased by overenchanting but by learning additional levels of the skill from a skill trainer, of course with 100% success rate, but at a considerable SP cost. Lvl 16 of the skill at character lvl 76 requires 6,250,000 SP, lvl 25 of the skill at character lvl 85 requires 23,000,000 SP:

Challenge for Fate
lvl 83
Phoenix Knight, Hell Knight, Eva's Templar, Shillien Templar
This skill works on enemies in front of the Tank. It challenges the targeted monster and those around it by arousing their attention. Together with a strong Hate effect, this skill bestows the effect of Challenge of Faith, which increases for 15 seconds one's own P.Def. by 360 and one's own M.Def. by 270 points. Reuse time: 45 seconds. Range: 400.
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Like Shield Strike, this skill is not learned via a Forgotten Scroll, but from a skill trainer, requiring 100,000,000 SP. There are no enchantment options for this skill

Sonic Mastery
lvl 40
Gladiator
This passive skill increases the charge level of the Gladiator's Sonic Energy with a probability of 15% on a regular hit and 30% on a Critical Hit by one stage at skill lvl 1 up to 8 stages at skill lvl 8. A Sword, Blunt Weapon or Dual Sword must be equipped.
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At the highest level, 8, which you get at character level 79, learning this skill costs 60,000,000 SP

Force Mastery
lvl 24
Monk
This passive skill increases the charge level of the Monk's resp. Tyrant's Focused Force with a probability of 15% on a regular hit and 30% on a Critical Hit by one stage at skill lvl 1 up to 8 stages at skill lvl 8. A hand-to-hand combat weapon must be equipped.
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Like Sonic Mastery, this skill costs 60,000,000 SP at the maximum level, 8, which you learn at character lvl 79

Shooting Blow
lvl 80
Adventurer, Wind Rider, Ghost Hunter
Throwing a dagger from a distance at the target with Power 3,488 added to P.Atk. while at the same time reducing the target's Movement Speed for 10 seconds by 80%. A Dagger Weapon must be equipped. MP Cost: 82. Reuse time: 45 seconds. Range: 300.
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This skill is learned from a skill trainer for 90,000,000 SP and has no enchantment options


Dual Blow
lvl 83
Adventurer, Wind Rider, Ghost Hunter
Attempts to deliver a strong blow against a vulnerable spot of the opponent with Power 11,234 added to P.Atk. A Dual Dagger must be equipped. Lethal Strike possible (with a very low probability). Overhit possible. Critical Hit possible. MP Cost: 82. Casting time: 1.8 seconds. Reuse time: 8 seconds.
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This skill requires a Forgotten Scroll - Dual Blow; we so far have no information where to get that book. On the dedicated skill page, the learning level is given as 81

Multiple Shot
lvl 82
Sagittarius, Moonlight Sentinel, Ghost Sentinel, Trickster
Attacks with a relatively short casting time a great number of enemies directly in front with Power 16,667 added to P.Atk. A Bow or Crossbow must be equipped. Overhit possible. Critical Hit possible. MP Cost: 81. Casting time: 3 seconds. Reuse time: 12 seconds. Range: 900.
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This skill is learned from a skill trainer for 90,000,000 SP and has no enchantment options

Death Stinger
lvl 83
Sagittarius, Moonlight Sentinel, Ghost Sentinel, Trickster
Launches an arrow aimed to kill with Power 24,306 added to P.Atk. A Bow or Crossbow must be equipped. Overhit possible. Critical Hit possible. MP Cost: 165. Casting time: 3.5 seconds. Reuse time: 12 seconds. Range: 900.
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This skill is learned from a skill trainer for 100,000,000 SP and has no enchantment options

Chain Heal
lvl 83
Cardinal, Eva's Saint, Shillien Saint, Dominator
Restores for the target and the 10 allied people near the target who have suffered the most damage 30% of their maximum HP. The amount [not percentage] of the restored HP is determined by the hurt person with the most damage and will get less the higher the received damage is. Consumes 4 Spirit Ores. MP Cost: 194. Casting time: 3 seconds. Reuse time: 4 seconds. Range: 900.
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This skill has no enchantment options

Mass Cure Poison
lvl 76
Eva's Saint, Shillien Saint
Cures all party members from high grade Poison as well as Worsening Poison, a debuff which is used by monsters in the upgraded Dragon Valley. MP Cost: 83. Reuse time: 12 seconds.
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This skill can only be learned by Eva's Saints and Shillien Saints, it is not available for Cardinals via skill link. It is learned from a skill trainer for 11,000,000 SP and can not be overenchanted

Mass Purify
lvl 76
Shillien Saint
Removes Paralysis and Petrification from all party members, cures all party members from high grade Poison and Bleed as well as Worsening Poison and Bleed, a debuff cast by two of the Bosses summoned through the Dragon Vortices in Dragon Valley. MP Cost: 83. Reuse time: 12 seconds.
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This skill can only be learned by Shillien Saints, it is not available for skill linking from other Healer classes. It is learned from a skill trainer for 13,000,000 SP and can not be overenchanted

Mass Vitalize
lvl 76
Eva's Saint
Restores all party members' HP with 796 Power and cures them from high grade Poison and Bleed as well as Worsening Poison and Bleed. MP Cost: 193. Casting time: 5 seconds. Reuse time: 12 seconds.
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This skill can only be learned by Eva's Saints, it is not available for skill linking from other Healer classes. It is learned from a skill trainer for 11,000,000 SP and can not be overenchanted

Resist Earth
lvl 60
Prophet
lvl 1: Increases resistance to Earth attacks by 10 for 20 minutes.
lvl 2: Increases resistance to Earth attacks by 15 for 20 minutes.
lvl 3: Increases resistance to Earth attacks by 20 for 20 minutes.
+30 Time: Increases resistance to Earth attacks by 50 for 40 minutes.
+30 Cost: Increases resistance to Earth attacks by 50 for 20 minutes.
+30 Power: Increases resistance to Earth attacks by 150 for 20 minutes.
MP cost: 39. Reuse time: 2 seconds.
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Lvl 2 and 3 of this skill are both learned at character lvl 68 for 370,000 resp. 640,000 SP

Chant of Elemental
lvl 76
Doomcryer
Increases for a duration of 20 minutes the defensive Elemental properties of all party members by 20 points; it has the same effect as the Resist skill series of a Prophet. MP Cost: 2. Reuse time: 4 seconds.
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This skill is learned from a skill trainer for 14,670,000 SP. It has no enchantment options

Whisper of Battle
lvl 60
Swordsinger
This self-buff increases for a duration of 2 minutes the Swordsinger's own P.Atk. by 15%, Power of Critical Hits by 10% and Attack Speed by 10%. Increases MP consumption when singing while Song/Dance effect lasts. MP Cost: 30. Reuse time: 3 seconds.
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his skill is learned from a skill trainer for 260,000 SP. It has no enchantment options

Deadly Bit
lvl 40
Swordsinger, Blade Dancer
Delivers a strong attack with one's own weapon on the target with Power 833 added to P.Atk. at lvl 1 up to Power 4,640 at lvl 25. MP Cost: 83. Reuse time: 5 seconds.
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This skill is learned from a skill trainer up to lvl 25 at character level 85. It has no enchantment options

Crushing Srike
lvl 40
Bounty Hunter
Delivers a heavy blow to the target with 1041 power at skill lvl 1 up to 5704 power at skill lvl 25 (character level 85) added to P.Atk., reducing its P.Def./M.Def. by 10% for 3 seconds. Reuse time: 5 seconds. Overhit possible.
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There are no enchantment options for this skill, the various levels are all learned from a skill trainer, costing up to 19,800,000 SP at lvl 85

Blazing Boost
lvl 40
Bounty Hunter
Approaching the enemy quickly. Can not be used when a Bow/Crossbow Weapon is equipped. Reuse time: 3 seconds.
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This skill has no enchantment options (i lafft my ass out when i saw the dorfy charging :D )

Sharing Ability
lvl 83
Soultaker, Arcana Lord, Elemental Master, Spectral Master
Transfers for a duration of 20 minutes 50% of the Summoner's P.Atk./P.Def., 25% of his or her M.Atk./M.Def. as well as 10% of the Summoner's max. HP/MP on the Servitor. MP Cost: 65. Reuse time: 48 seconds.
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There are no enchantment options for this skill. It is learned from a skill trainer for 100,000,000 SP

Dimension Spiral
lvl 40
Necromancer, Warlock, Elemental Summoner, Phantom Summoner
Supplements user's M.Atk. with 57 Power at lvl 1 up to 98 at lvl 24 (character level 85) to deliver a strong magical attack on the enemy. On monsters [i.e. not in PvP] the Power increases by an additional 5 points at skill lvl 13 up to 109 at lvl 24. Overhit possible. MP Cost: 38~134. Reuse time: 15 seconds. Range: 900.
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There are no enchantment routes for this skill

Aura Blast
lvl 81
Soulhound (male and female), Archmage, Mystic Muse, Storm Screamer
Supplements user's M.Atk. with 141 Power to deliver a non-Elemented attack on the target and the enemies around it, restoring at the same time MP. When used on monsters [i.e. not in PvP] the Power increases by an additional 58 points. MP Cost: 145. Reuse time: 14 seconds. Range: 900.
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There are no enchantment options for this skill. It is learned from a skill trainer for 80,000,000 SP

Aura Cannon
lvl 82
Soulhound (male and female), Archmage, Mystic Muse, Storm Screamer
Supplements user's M.Atk. with 178 Power to deliver a non-Elemented attack on the target, restoring at the same time MP. When used on monsters [i.e. not in PvP] the Power increases by an additional 124 points. This skill has a shorter range than Aura Blast. MP Cost: 123. Reuse time: 9 seconds. Range: 150.
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There are no enchantment options for this skill. It is learned from a skill trainer for 90,000,000 SP


Arcane Shield

lvl 83
Soulhound (male and female), Archmage, Mystic Muse, Storm Screamer
Reduces for a duration of 10 seconds one's own received damage by 90%, turning the remaining 10% into MP consumption, i.e. there will be no HP loss at all. When the character's MP reaches 0, the effect of the skill disappears. MP cost for casting the skill: 112. Reuse time: 5 minutes.
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There are no enchantment options for this skill. It is learned from a skill trainer for 100,000,000 SP

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 Post subject: Re: High Five:Dramatic changes to gameplay.
PostPosted: Fri Sep 10, 2010 11:37 pm 
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In High Five the lower A-Grade armors Dark Crystal and Tallum will be available in the Luxury Shop at Giran. For example a full Tallum Plate Armor heavy set, including Helmet, Boots and Gloves will only cost 9 million adena.

Ancient Adena will be buyable for regular adena from the Black Marketeer of Mammon in every town.

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 Post subject: Re: High Five:Dramatic changes to gameplay.
PostPosted: Fri Sep 10, 2010 11:43 pm 
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Wondorous Cubic:

The difference in value is expressed in the number of Blue or Yellow Cubic Pieces you need to get a One-Time Wondrous Cubic (Green, Red or White can not be used to exchange a one-time Wondrous Cubic). It costs for a normal Wondrous Cubic 30 Rough Blue Cubic Pieces or 10 Fine Blue Cubic Pieces.
A Refined Wondrous Cubic for One-Time Use, which produces a random Life Stone, costs 50 Rough Yellow Cubic Pieces or 15 Fine Yellow Cubic Pieces or 100 Rough Blue Cubic Pieces or 30 Fine Blue Cubic Pieces.
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From a normal One-Time Wondrous Cubic you get a Cubic Fragment for a normal or Blessed Enchant Scroll, from a Refined Wondrous Cubic you get a random Life Stone.

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 Post subject: Re: High Five:Dramatic changes to gameplay.
PostPosted: Fri Sep 10, 2010 11:50 pm 
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Nevit system:

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In High Five Part 2 an addition to the Nevit System will be introduced, the so-called "Nevit's Arrival". This addition to the Vitality System has nothing to do with recommendations, it does not require interaction with other players. When you log in a character the first time on a day (the reset time is 06:30 in the morning), you will get what could be called a "Nevit Clock" which is starting to run when you kill your first monster and counting down from 04:00 hours to zero. When a player logs off or enters a peace zone, the timer is stopped.
As time passes, the so-called "Arrival Probability" increases. You can see the probability (in that case 57%) and the remaining time in the upper part of the mini interface in this screenshot:
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Apart from the natural passing of time, the Arrival Probability increases also when you kill a monster that is at most 8 levels below you and acquire exp points (i.e. Quest Monsters don't count). Johann's character in the screenshot above is still a very low level, with a lot of exp points per kill, so the probability increased by 57% within one minute. This method of driving up the Arrival Probability works also when the "Nevit Clock" has run out. Please note that exp points acquired in a Peace Zone, for example as a quest reward, do not increase the Arrival Probability.

The Arrival Probability also increases when your level of Vitality decreases by one bar or when your character gains one level aka levels up. In this way the Probability increases by more percent than through passage of time or exp collecting.

All three methods, timer, exp and Vitality/level-up, are applied to the character, no matter whether in main- or sub-class and how often main and sub get changed.

When the Arrival Probability has reached 100%, the spirit of Nevit will come over you, and after those 3 minutes (see below) the Probability counter is reset to zero. Then it starts again to count to [img]100%.
http://images.elliebelly.net/uploads/nevit2.jpg[/img]

When the angel Nevit is with you, your Vitality will be for a duration of 3 minutes set to a fully charged lvl 4, a "buff" that will not vanish when you die. After the 3 minutes your Vitality is exactly at the level it was before Nevit descended from the skies. But keep in mind, when you are under the influence of Nevit's blessing, Vitality Replenishing Herbs and (for non-NA territories) other Vitality items have no effect.
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 Post subject: Re: High Five:Dramatic changes to gameplay.
PostPosted: Fri Sep 10, 2010 11:56 pm 
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New hunting ground:

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Magmeld is a new lore-heavy hunting ground where the situation changes according to the quests the players successfully or unsuccessfully complete. The concept is remotely similar to the opening up of Hellbound, but in a circular, repetitive way, like with the occupation of the Seeds in Gracia

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 Post subject: Re: High Five:Dramatic changes to gameplay.
PostPosted: Thu Oct 21, 2010 3:42 pm 
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Images dun work ;x

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 Post subject: Re: High Five:Dramatic changes to gameplay.
PostPosted: Wed Dec 29, 2010 11:58 am 
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Joined: Fri Jan 08, 2010 11:53 pm
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i heard some rumors that summoner will be able to summon 2 serviors , is it truth?


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 Post subject: Re: High Five:Dramatic changes to gameplay.
PostPosted: Wed Dec 29, 2010 12:19 pm 
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no


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 Post subject: Re: High Five:Dramatic changes to gameplay.
PostPosted: Wed Dec 29, 2010 1:32 pm 
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in magmeld not only two :D

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 Post subject: Re: High Five:Dramatic changes to gameplay.
PostPosted: Wed Dec 29, 2010 1:57 pm 
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Tanks were too weak, huh? :/
They should remove summoners from this game, they will be useless soon

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 Post subject: Re: High Five:Dramatic changes to gameplay.
PostPosted: Wed Dec 29, 2010 2:10 pm 
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another proof that ncsoft /care_not for player's opinions.

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 Post subject: Re: High Five:Dramatic changes to gameplay.
PostPosted: Wed Dec 29, 2010 3:34 pm 
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Joined: Tue Aug 18, 2009 9:43 am
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Things are different than you see on stupid private servers, so it's useless to complain. It's not such a dramatic change to the game as you may think... it's still same thing just with some differences in skills/oly/hunting grounds. Tanks aren't so overpowered as you think, and they did some changes that had to be done, like kamael's skill nerf or lvl 78+ better xp or olympiad drastic change. Imo it's much better now.


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 Post subject: Re: High Five:Dramatic changes to gameplay.
PostPosted: Wed Dec 29, 2010 6:03 pm 
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And summoners were sooo OPed so they also needed to nerf them?
Edit: hai Cerberus player :D

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 Post subject: Re: High Five:Dramatic changes to gameplay.
PostPosted: Wed Dec 29, 2010 6:22 pm 
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7r0yan wrote:
And summoners were sooo OPed so they also needed to nerf them?


They didnt nerf summoners .. just didnt upgrade them (except PS a lil) like they did with other classes .

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