Criatura Academy
News · Dev note · 2018-02-23

Job Balance Adjustments 직업 밸런스 조정

Translated from the official kRO Zero announcement. Original

Hello, Ragnarok Zero users.

This is the Ragnarok Zero Team of Ro1 Studio.

Today, we would like to share details on the job balance adjustments that our Zero Team is currently preparing for an update targeted for mid-March.

Before we go into the details for each job, we would like to share the direction of our Ragnarok Zero Team's approach to job balance.

In the game Ragnarok, there are various job groups and many skills, and accordingly, a wide variety of play styles exist.

We hope you will enjoy the diverse plays within these job groups, and we plan to continue supplementing any shortcomings through skill or item updates going forward.

1. Swordman Line

1) Knight

We are aware that within the Knight job group, the utilization of sword-type weapons is significantly lacking compared to spear-type weapons, and we are preparing adjustments for this.

First, the base attack speed for two-handed sword weapons for the Knight job group will be increased.

With the synergy between the Knight's increased base attack speed for two-handed swords and the attack speed increase effect of Twohand Quicken, we expect the difficulty of securing attack speed to be significantly alleviated.

After the attack speed adjustment, we are reviewing the hit detection of Bowling Bash and the skill point investment efficiency of Twohand Quicken.

2) Crusader

Currently, various playstyles using Holy Cross, Grand Cross, and Sacrifice are being utilized, and these have been excluded from this round of adjustments.

However, we are reviewing improvement measures so that gameplay utilizing Spear Quicken can become a bit smoother in future adjustments.

2. Merchant Line

1) Blacksmith

We have determined that the Blacksmith does not require adjustment in terms of combat support for physical combat, but we are reviewing adjustments to the random option list granted by the crafting skill.

Additionally, we are discussing adjustments to the Adrenaline Rush skill so that it can provide more effective support to job groups that use mace/axe-type weapons.

2) Alchemist

The Alchemist is fundamentally a job group with the concept of crafting potions and "throwing" them.

In the case of Aid Potion, since it is a skill that provides guaranteed recovery instead of throwing expensive potions, no additional adjustments are planned.

In the case of Bomb and Acid Terror, since they have a threatening role through equipment destruction in PvP and induce the use of Chemical Protection to protect against them, no additional adjustments are planned for these skills either.

However, through this adjustment, skills such as Summon Flora and Summon Marine Sphere will be improved.

3. Thief Line

1) Assassin

The Assassin has been excluded from this round of adjustments.

It remains a low priority for future adjustments as well, but we plan to review the Venom Splasher skill.

2) Rogue

The development team believes that the play direction of the Rogue line itself is a concept of stealing and using other job groups' skills.

However, aside from some bow-type playstyles, we believe there is a need for a way to develop Rogues using their own inherent skills.

Accordingly, we are preparing improvements to the Backslide and Sightless Mind skills for future adjustments, and at the same time, we plan to grant additional effects based on the Intimidate skill's own learned level, so that a certain level of effect can be obtained even without stealing and using other skills.

In this adjustment, the Rogue line will have the degree of attack speed reduction when equipping a shield eased.

4. Magician Class

1) Wizard

Currently, no additional stat adjustments are being prepared for the Wizard class.

2) Sage

For Sage, the casting time of Magnetic Earth, Volcano, Deluge, and Whirlwind skills will be slightly reduced.

Additionally, we are preparing an improvement plan to further highlight gameplay utilizing the Hindsight skill.

We believe it is necessary to reconsider the skill's structure itself for this, and we expect the improvement of the Hindsight skill in the next adjustment.

5. Acolyte Class

1) Priest

We judge that the Priest's support and exorcism lines have achieved a certain degree of balance.

Although excluded from improvement targets in this adjustment, we are reviewing ways to allow smoother play during direct physical combat afterward.

2) Monk

Currently, the Monk class's unique playstyle centered around combo skills is not being properly realized, and the Fury Gauge mechanic exists as a hurdle to this playstyle. We believe the burden of repeated SP consumption, along with damage that is insufficient relative to the many conditions required, is increasing the difficulty of using combo skills.

Through future improvements in these areas, we plan to ensure that even though the combo concept inherently has a high difficulty of use, its effectiveness will be guaranteed.

6. Archer Class

1) Hunter

There will be improvements to help with trap skill usage, including changes to the casting time of some trap skills and the addition of installable trap storage items like the Quiver.

Although not reflected this time, we are reviewing ways for the stats invested to properly utilize Blitz Beat and the stats affecting damage to create synergy with each other.

2) Bard & Dancer

For the Bard and Dancer classes, redevelopment of all performance, dance, and ensemble skills is currently underway.

To prevent the overload-triggering issues inherent in the existing performance, dance, and ensemble skills and to adjust balance, it is necessary to update to a version where these issues have been completely removed.

Accordingly, the Bard and Dancer classes were excluded at the time of the 2nd job class update.

We have been reviewing the appropriateness of this since before Ragnarok Zero's launch, and since we are also considering applying this content to the existing Ragnarok Online, we are developing it while considering, together with each person in charge on Ragnarok Online, the various and complexly intertwined issues such as the connections with various skills and their relationships with future skills.

Currently, development is about 70% complete, and considering the internal testing period afterward, we are targeting an update sometime in April-May.

Kiss of Fortune 55 sec Party member consent CRI increased Critical damage increased.

This has been the content regarding the direction of the currently planned class balance adjustments.

More details will be provided through additional notices as the update progresses.

Thank You.