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6.0 info


Kubei-DN

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What fresh hell is this...

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Minion will have two skills as usual. However, the way the skill is used and the effects of using it will change.The minion skill up to the second stage of Evolution is a 'buff type' that can be used to fill the points, which will help the character's ability. And when it comes to more than 3 levels of evolution, 'toggle type' skill is added.This can be used immediately after summoning a minion without the skill points being filled, and it will have the effect of poisoning, paralysis, stun, silence, and additional damage with a certain probability during battle.

GG, NCsoft. Not only can players still use their godstones in their old weapons (which KR players are actively doing), but now the minions will also be like another godstone. ¬¬

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3 hours ago, 1s355BDF-KT said:

How can anything in 5.x be worse than 4.8? Gear breaking isn't a legitimate reason as the trade off for massively improved enchant rates had to come with item destruction balance. Now in 5.8 its easier to start off as a new player, gear up and get gear. I did a Drakenseer run and 5 omegas dropped in there, before 5.x it was hard to enchant gear and most of the time you had to spend kinah on supplements.

As for what you said about server merge, Aion was tanking ever since 4.8 then later the introduction of Beritra server, had nothing to do with 5.x.

lMzzzeM_700wa_0.gif

5.x is the worst patch in aion history fam, the only good thing i can pull from it are the ui changes.

3 hours ago, 1s355BDF-KT said:

As for what you said about server merge, Aion was tanking ever since 4.8 then later the introduction of Beritra server, had nothing to do with 5.x.

No, pop was ok (but not great) for most of 4.8-4.9, then took a nose dive after 5.0 (even korea had to do 2 merges during the 5.x patch).

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5.x may have not been the best, but it was definitely the one with the most original and varied content, which is something I appreciate over any single other patch in Aion. My favourite patches of all time have been 5.5 to 5.8 (I could include 5.1 and 5.3 as well).

I dont like comparing full patches with the x.0 ones, or comparing individual patches with others. This is because it is a, undeniable truth that the later small patches make the bigger ones more rounded up. For instance, I am ALL for having exploding gear (5.0) if it means I can use Omegas and Greater Supplements for the 100% since of success (5.5). The only exception for this rule is that 4.8 attempted to act as a whole x.0 patch.

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I will divide this whole thing into two parts: Class Balance & Minions

Class Balance

Let's start off by who is making these changes. It's someone (or a bunch of people) called Moon Team (달팀장, roughly translated). Their aim is to update Aion and its REFLY patch by balancing the skills of all the classes to please the players. First and foremost, we get into the skills.

[ Assassin ]

  • They believe it's inconvenient for the glyphs to disappear upon bursting them out with the skills.
  • Rune Carve, Fang Strike, Swift Edge, Sigil Strike → are now separate combos to each independent skill
  • Rune Carve and Sigil Strike are now continuous skill.
  • Devotion → Increased Physical Attack to 1500
  • Deadly Focus → Reduced cooldown from 5 minutes to 3 minutes.

→ We determined that it would be difficult to create a glyph if we could not hit, so we integrated the different techniques into one continuous set. 

  • Signet Silence added as skill

→ In integrating with other skills, we have recognized that there aren't enough burst skills that can be used when the glyph is engraved. 

[ Ranger ]

Next one is Ranger. With the transformation system, ancient and legendary, users may have felt that some effects have faded compared to other classes, and as a result, we have updated the following to improve this inconvenience. 

  • Bestial Fury, Mau Blessing → increased physical critical hit
  • Bestial Fury → Increased distance from 15m to 20m
  • Devotion → Increased Physical Attack to 1500

→ We noticed attack and movement speed were not applied normally due to the transformation system compared to other classes.

[ Spiritmaster ]

  • Command: Spirit Disturbance changed

→ Using this skill with either Earth or Lava spirit, it had an effect of absorbing 50% of the damage done as HP, however it was very inefficient against PC. Using Spirit Disturbance can restore 8% of HP regardless of damage done, so players can use this skill effectively in both PvE and PvP

  • Tempest and Magma Spirit

→ Using Spirit Disturbance on these spirits has shown certain imbalance between the races, thus we have changed and made sure both are equal effects, irrespective of race.

  • Root of Enervation → Skill now is instant cast and can be used while moving.
  • Soul Torrent → Cooldown has been changed from 1 minute to 24 seconds
  • *Reserved* (trying to figure this one out)
  • Summon: Tempest Spirit; Summon: Magma Spirit → Skills can be now cast instantly

[ Templar ] 

Moon Team acknowledges if you have a defense setup equipped, you have a strong survival capacity, however, with the current lack of equipment and complete defensive setup, players may feel inadequate for both offense and survival when compared to other classes. To fix this, we have raised major points in offense and increased survival skills a bit.

  • Break Power, Righteous Blow, Punishment, Punishing Thrust → increased skill damage
  • Empyrean Armor → increased recovery

[ Sorcerer ] 

It was necessary to increase Sorcerer damage against their target when striking from a distance. We will continuously review and adjust the Sorcerer class to play its role faithfully.

  • Empyrean Wrath → Increased skill damage, lowered DP consumption

[ Cleric ]

Let's talk about healing. The Heal Boost has been readjusted as players already had high potential of survival without the stigma set.

  • Benevolence → Reduced heal boost from 700 to 400.
  • Summon Noble Energy → Reduced damage by 25%
  • Summon: Punishment Energy → Reduced damage by 45%

[ Songweaver ] 

Similar with the Cleric class, we noticed players recovered a very high amount of HP with the following skill.

  • Exultation → Reduced heal boost from 500 to 300
  • Adagio → Increased damage by 30%

[ Aethertech ]

We have noticed there was a major combat disadvantage between Aethertechs and physical classes, therefore we did what was needed to do to readjust. 

  • Debilitating Blade → Increased damage. Physical Attack decrease has been boosted and Magic Boost decrease is larger than before.
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41 minutes ago, Kubei-DN said:

I will divide this whole thing into two parts: Class Balance & Minions

Class Balance

Let's start off by who is making these changes. It's someone (or a bunch of people) called Moon Team (달팀장, roughly translated). Their aim is to update Aion and its REFLY patch by balancing the skills of all the classes to please the players. First and foremost, we get into the skills.

[ Assassin ]

  • They believe it's inconvenient for the glyphs to disappear upon bursting them out with the skills.
  • Rune Carve, Fang Strike, Swift Edge, Sigil Strike → are now separate combos to each independent skill
  • Rune Carve and Sigil Strike are now continuous skill.
  • Devotion → Increased Physical Attack to 1500
  • Deadly Focus → Reduced cooldown from 5 minutes to 3 minutes.

→ We determined that it would be difficult to create a glyph if we could not hit, so we integrated the different techniques into one continuous set. 

  • Signet Silence added as skill

→ In integrating with other skills, we have recognized that there aren't enough burst skills that can be used when the glyph is engraved. 

[ Ranger ]

Next one is Ranger. With the transformation system, ancient and legendary, users may have felt that some effects have faded compared to other classes, and as a result, we have updated the following to improve this inconvenience. 

  • Bestial Fury, Mau Blessing → increased physical critical hit
  • Bestial Fury → Increased distance from 15m to 20m
  • Devotion → Increased Physical Attack to 1500

→ We noticed attack and movement speed were not applied normally due to the transformation system compared to other classes.

[ Spiritmaster ]

  • Command: Spirit Disturbance changed

→ Using this skill with either Earth or Lava spirit, it had an effect of absorbing 50% of the damage done as HP, however it was very inefficient against PC. Using Spirit Disturbance can restore 8% of HP regardless of damage done, so players can use this skill effectively in both PvE and PvP

  • Tempest and Magma Spirit

→ Using Spirit Disturbance on these spirits has shown certain imbalance between the races, thus we have changed and made sure both are equal effects, irrespective of race.

  • Root of Enervation → Skill now is instant cast and can be used while moving.
  • Soul Torrent → Cooldown has been changed from 1 minute to 24 seconds
  • *Reserved* (trying to figure this one out)
  • Summon: Tempest Spirit; Summon: Magma Spirit → Skills can be now cast instantly

[ Templar ] 

Moon Team acknowledges if you have a defense setup equipped, you have a strong survival capacity, however, with the current lack of equipment and complete defensive setup, players may feel inadequate for both offense and survival when compared to other classes. To fix this, we have raised major points in offense and increased survival skills a bit.

  • Break Power, Righteous Blow, Punishment, Punishing Thrust → increased skill damage
  • Empyrean Armor → increased recovery

[ Sorcerer ] 

It was necessary to increase Sorcerer damage against their target when striking from a distance. We will continuously review and adjust the Sorcerer class to play its role faithfully.

  • Empyrean Wrath → Increased skill damage, lowered DP consumption

[ Cleric ]

Let's talk about healing. The Heal Boost has been readjusted as players already had high potential of survival without the stigma set.

  • Benevolence → Reduced heal boost from 700 to 400.
  • Summon Noble Energy → Reduced damage by 25%
  • Summon: Punishment Energy → Reduced damage by 45%

[ Songweaver ] 

Similar with the Cleric class, we noticed players recovered a very high amount of HP with the following skill.

  • Exultation → Reduced heal boost from 500 to 300
  • Adagio → Increased damage by 30%

[ Aethertech ]

We have noticed there was a major combat disadvantage between Aethertechs and physical classes, therefore we did what was needed to do to readjust. 

  • Debilitating Blade → Increased damage. Physical Attack decrease has been boosted and Magic Boost decrease is larger than before.

We will continuously review and adjust the Sorcerer class to play its role faithfully.

ahahahaha

 

 

9pw8yh.jpg

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Minions

The next part is covering how Minions are changed accordingly with the REFLY update and oh boy, we're in for a treat.

  • Minion battle capability and growth method reorganization
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기존의 미니온은 소환 시 PC의 일부 능력치를 향상시켜주는 '소환효과'와 직접적으로 사용할 수 있는 '사용 스킬'을 가지고 있었는데요. 때로는 미니온의 '사용 스킬'이 캐릭터간의 전투밸런스에 필요 이상의 영향을 미치기도 하였으며, 다른 미니온을 재료로 사용해야만 성장이 가능했던 성장 방식도 개선이 필요했습니다. 이에 전투의 밸런스를 위해 미니온의 스킬과 성장 시스템의 개편이 필요하다고 판단하였고, 해당 내용은 오는 3월 14일 업데이트로 변화될 예정입니다.

The existing Minion summoning effect improved some abilities of the players, and the skills can be often used directly. Sometimes minion's "use skill" has had more of an impact on the balance during battle between characters and it is needed to improve the growth method that could only be achieved before by using up other minions. In order to balance the battles, we decided to change skills and growth system, and these changes will be implemented on the 14th March maintenance.

  • Minion skill reorganization

Minions will have two skills as usual. However, the usage and effectiveness of the skills will be different from previous patch. Up to the second stage of evolution, the minion skills are "buffs" which can be used to fill points and help character's abilities. When it comes to the 3rd evolution level, "toggle type" skill is added. It can be used immediately after summoning a minion without filling the skills points, and will have different types of effects like Poison, Paralysis, Stun, Silence and additional damage with certain probability during battle.

This reorganization should help PC combat, but it does not act as a major factor that affects the battle's victory or defeat. We want to be able to overcome the differences.

Minion Rating Type Skill 1 (Buff Type) Skill 2 (Toggle Type)
 Sheba      A Offensive

(Available from Stage 1 of evolution)

PvE / PvP increased attack power for a certain amount of time

(Available from Stage 3 of evolution)

Silence the target with a certain probability when attacking

 

Minion Rating Type Skill 1 (Buff Type) Skill 2 (Toggle Type)
 Modor      A Defensive

(Available from Stage 1 of evolution)

Teleport forward 10m and increases resistance values

(Stage 2 of evolution) Increases movement/flight speed

(Available from Stage 3 of evolution)

Cleanses the player with a certain probability whenever hit

 

Minion Rating Type Skill 1 (Buff Type) Skill 2 (Toggle Type)
 Viola      A Support

(Available from Stage 1 of evolution)

Increases Magic Boost (?) for a certain period of time

Increases attack/cast speed

Increases HP

(Available from Stage 3 of evolution)

Increases healing recovery whenever hit

Increases movement/flight speed

 

Minion Rating Type Skill 1 (Buff Type) Skill 2 (Toggle Type)
 Kromede      A Offensive

(Available from Stage 1 of evolution)

PvE / PvP increased attack power for a certain amount of time

(Available from Stage 3 of evolution)

Stuns the target with a certain probability when attacking

 

Minion Rating Type Skill 1 (Buff Type) Skill 2 (Toggle Type)
 Hyperion      A  Support 

(Available from Stage 1 of evolution)

Reduces damage for a short amount of time

(Available from Stage 3 of evolution)

Increases PvE/PvP defense by small chance whenever attacked

 

Minion Rating Type Skill 1 (Buff Type) Skill 2 (Toggle Type)
 Karemiwen      B  Offensive 

(Available from Stage 1 of evolution)

Reflects damage for a short amount of time

(Available from Stage 3 of evolution)

Reduces target movement speed with
a certain probability when attacking

 

Minion Rating Type Skill 1 (Buff Type) Skill 2 (Toggle Type)
 Saendukal      B  Offensive 

(Available from Stage 1 of evolution)

Increases skill range for short period of time
(doesn't apply with existing class skill)

(Available from Stage 3 of evolution)

Attacks have a chance to stumble the target

 

Minion Rating Type Skill 1 (Buff Type) Skill 2 (Toggle Type)
 Hamerun      B  Offensive 

(Available from Stage 1 of evolution)

Increases damage for a short amount of time

(Available from Stage 3 of evolution)

Slows attack speed by certain chance

 

Minion Rating Type Skill 1 (Buff Type) Skill 2 (Toggle Type)
  Abija      B  Support 

(Available from Stage 1 of evolution)

Restores HP for a short period of time

(Available from Stage 3 of evolution)

Each time you get attacked, you have a chance to recover some HP

 

Minion Rating Type Skill 1 (Buff Type) Skill 2 (Toggle Type)
 
 Steel Rose   
    C  Offensive 

(Available from Stage 1 of evolution)

Chance to have an additional attack

(Available from Stage 3 of evolution)

Chance to decrease attacker's defense when attacked

 

Minion Rating Type Skill 1 (Buff Type) Skill 2 (Toggle Type)
 
 Seiren   
    C  Support 

(Available from Stage 1 of evolution)

Provides a protective barrier for a certain period of time

(Available from Stage 3 of evolution)

Each time you get attacked, you have a chance to recover some HP

  • Minion growth through experience

It was concluded that the existing system of minion growth were used as a material had a negative effect on the use of minions and combat balance, and that players needed (and should) have the same method of acquiring experience and leveling.

Various factors, such as quests and fields will be changed. Minions and Minium, which is used as growth material, will all be available through in game gameplay. Furthermore, it's possible to obtain (from level 40), character experience by feeding the familiars.

Minion synthesis has also been greatly improved. As the minion grows with the characters, the estimated chance for loss with synthesis was bigger, thus success rate has been greatly increased compared to the previous patch. However, as the content of the game changes where there are 4 stages of growth possible, only minions between 1st and 3rd evolutionary stages can be synthesized. Minions of 4th stage can't be used for synthesis. 

___________________

Minions must be aided in helping the battle, but they gave a lot of feedback that the minions are too powerful during fights. In order to adjust the overall balance, we decided that a fundamental reorganization of the minion is necessary along with the balance between classes.

We're aware that these changes can cause certain controversy and anger to players who already have a stage 4 minion, and while we're not able to compensate enough, we will provide a stage 4 minion for all those who will suffer these changes in negative way.

Details

1. Target: A characters possessing Stage 4 minion

2. Contents

- Grade A stage 4 minion contract selection box (based on character)

- Grade A stage 4 minion selection box: 5 grade A minion contracts (cannot be traded, cannot be put into warehouse, cannot be put on broker)

3. Payment Schedule: March 14

There's a part which talks about Minion Skill Points but I'm not entirely sure whether that's really important (and I don't really know what they're talking about either)

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2 hours ago, Bryos-DN said:

5.x may have not been the best, but it was definitely the one with the most original and varied content...

I can agree with that.

 

2 hours ago, Bryos-DN said:

I dont like comparing full patches with the x.0 ones, or comparing individual patches with others. This is because it is a, undeniable truth that the later small patches make the bigger ones more rounded up. For instance, I am ALL for having exploding gear (5.0) if it means I can use Omegas and Greater Supplements for the 100% since of success (5.5). The only exception for this rule is that 4.8 attempted to act as a whole x.0 patch.

Me neither, but you can definately compare the experience you had playing the game from one patch to the other wich is what I do. 5.x with all of it's patches has been the worst experience I had after many years of aion, seriously those 6 months (maybe more or less, seemed like an eternity for sure) in wich you had to run aoe 40 times to maybe get your weapon just for it to break at +4 and the cp/archdaeva stones that broke the class balance almost made me quit and if it wasnt for the omega+supps band-aid I'd definately have.

6.0 looked nice but the small updates concern me a bit, gotta wait and see.

1 hour ago, Kubei-DN said:
Minion Rating Type Skill 1 (Buff Type) Skill 2 (Toggle Type)
 Modor      A Defensive

(Available from Stage 1 of evolution)

Teleport forward 10m and increases resistance values

(Stage 2 of evolution) Increases movement/flight speed

(Available from Stage 3 of evolution)

Cleanses the player with a certain probability whenever hit

akRSChD.jpg

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8 hours ago, Kubei-DN said:

This reorganization should help PC combat, but it does not act as a major factor that affects the battle's victory or defeat. We want to be able to overcome the differences.

___________________

Minions must be aided in helping the battle, but they gave a lot of feedback that the minions are too powerful during fights. In order to adjust the overall balance, we decided that a fundamental reorganization of the minion is necessary along with the balance between classes.

3Q0OEj8.gif

just remove them already...

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Hmm, idk, I keep lowering my hopes. "We noticed a major disadvantage against physical classes... attack boosted by 30%... damage reduced by 45%... attack +1500..:  healing boost reduced by 60%"

They seem quite big tweaks. Is it possible that they launched these new skills without a proper testing phase? It's not that you need a server with 1000 players to balance the classes. I'm quite baffled.

And we can take back our appreciation for the removal of the godstones. Although I understand that they don't want to remove or heavily nerf the minions, after that people spent billions of kinah to level them up. But what's the point of this big rework if we're back to the start, just with different skill's names?

Thanks Kubei, I missed the part about the class balance.

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4 hours ago, knee-DN said:

3Q0OEj8.gif

just remove them already...

They won’t, ever. Aion has taken a hit in Korea already because 3/4 of this info is already applied. The minion patch is supposed to be applied on 14th March.

46 minutes ago, Rinkusan-KT said:

What do the Korean players think of the minion update?

Let’s say they are mad in the most exquisite way possible. 

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Well that's terribly disappointing (though not surprising). Can we still purchase furniture from NPC's? There are furniture sellers in Oriel/Pernon and also a Shugo in the Abyss that sell couches and stuff for Guest Petals/Kinah. Are they still around?

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So remove godstones, but "enhance" an already stupidly broken minion system to allow them to do essentially everything that made godstones stupidly broken in the first place. Classic one step forward, 2 steps back approach NCSoft is infamous for. 

Now starting to think theres no saving this game. The more I hear about 6.0, the greater my disappointment grows.

Neither "godstones" nor minions as currently constituted should EVER exist in a game that touts itself as a serious competitive pvp game. May as well just legalize cheating and call it a day.

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12 minutes ago, Belldandy-KT said:

So remove godstones, but "enhance" an already stupidly broken minion system to allow them to do essentially everything that made godstones stupidly broken in the first place. Classic one step forward, 2 steps back approach NCSoft is infamous for. 

Now starting to think theres no saving this game. The more I hear about 6.0, the greater my disappointment grows.

Neither "godstones" nor minions as currently constituted should EVER exist in a game that touts itself as a serious competitive pvp game. May as well just legalize cheating and call it a day.

Atleast with current system everyone is on a level playing field with godstones, but this new minion toggle means the masses that don't have maxed grade A minions are gonna get done. How are new or casual players gonna compete in 6.0. Also those who got level 4 A grade minions are gonna get another, so they'll actually have double these toggle on affects widening the gap between the top tier players and the bottom tier.

6.0 is bad news, glad we still got like 8 months of 5.8 left.

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lol 6.0 has a much lower gap even when the minion update comes out. It's not even close to equal like the old days of Aion but it's much better than the current state.

 

A minion update was kinda necessary because they were nerfed hard in 6.0 and money talks... I just wish they didn't bring back the worst RNG mechanic in the game. But the KR players are pretty mad from what I've seen, maybe ncsoft will listen to th... haha wtf am I saying ofc they wont.

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1 hour ago, 1s2CC931-KT said:

A minion update was kinda necessary because they were nerfed hard in 6.0 and money talks...

Inevitable? Yes. "Necessary?" Absolutely not. For once, it would be nice if NCsoft didn't do their one step forward, two steps back approach.

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On 3/4/2018 at 2:01 PM, Kubei-DN said:

I made a video about that. See https://www.youtube.com/watch?v=uhkCZ0IaZYk

11 minutes ago, Kemana-KT said:

Thank you so much for the video, Kubei! So, Guestpetals are kaput (and everything you could buy with them), but we do still have some housing items available from the Plaza. At least that's something.

So many questions. Why did they remove the guestbloom/hearthbloom merchants? Do they have any plans to add them back later? I know they effectively killed trading, but what does that have to do with guestblooms and guestpetals?

Can we still collect from the guestblooms/hearthblooms installed in our homes after 6.0? Will we get any compensation for plants whose usage goals were not meant prior to the patch?

:S

 

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39 minutes ago, Voltric-DN said:

Can we still collect from the guestblooms/hearthblooms installed in our homes after 6.0?

Yes.

40 minutes ago, Voltric-DN said:

Will we get any compensation for plants whose usage goals were not meant prior to the patch?

I'm not aware of them compensating any of that.

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