Rakion Chaos Force

Rakion Chaos Force

Gato Thawne Mar 18, 2020 @ 5:22pm
The New Rakion Steam - Reborn, Changes
The New Rakion Steam - Reborn, Changes

The changes will be added gradually, evaluating the feedback from the community, in order to have a game as balanced as possible.

1.-Combo System:
a combos system will be enabled to avoid repetitive attacks (infinite) generating imbalance,

- Swordman.
The command w w + Right Click (known as whip or infinity) as it is already well known in the community, this command allows the swordman (with a few points in attack speed) to be able to carry it out continuously without limit, sometimes interrupted for carrying some effect. (item or socket fear). After performing this command, in the 3 repeated command it will automatically throw it to the ground.

- Ninja:

The left-click command (without continuing the 4-hit combo, independent command) is used (up to 5 bits or more without having an "infinite" limit), accommodating the character to end with a grip. After performing this command, in the 4th attack until the 6th the damage will be reduced percentage (75%, 50%, 25%) in the 7th attack the character will be automatically thrown to the ground.

- For all characters being attacked.

a) The character who is attacked by 2 or more enemies, while "standing" can only receive a maximum of 6 hits, then he will be put into the air.

b) The character that is attacked by 2 or more enemies, being "in the air" will only receive 100% damage until the 6th attack, from the 7th attack until the 9th, the damage will be reduced percentage-wise (75%, 50% , 25%), in the 10th attack the character will be automatically thrown to the ground.

c) Hits are restarted each time the attacked character may have the option to cover up.

d) the hits or attacks of the creatures are not taken into account for the combos system.

2.- Probability for effects.

There will be a maximum percentage for all effects, independent or in sum of the items with effects and the items with effect sockets.

-Freeze effect:
Maximum Freeze Chance 12%

-Fear effect
Maximum Fear Chance 12%

* They will be applied for the other effects as well.

3.- Effects probability system

- The effects will have a cooldown time, so the effect ends, it will have the probability of leaving after 6 seconds, this applies to all enemies, that is, the character will not be affected by any effect, until after 6 seconds after completing the previous effect.

- Far attacks do not have the probability of effects.

4.- DeathBlow operation

The use of these rings reduce the dead time, or waiting time to carry out another attack, creating a noticeable imbalance when used in your sets (3 rings)

- 1 ring cancels the summons of a creature (the one with the highest CP use) and reduces the damage of your attack (far, basic, special, key, cel. Dest.) By 20%
- 2 rings. Nullify the summoning of 2 creatures (the ones with the highest CP usage) and reduce your armor by 20%.
- 3 rings, completely nullifies the summons of 3 creatures and reduces energy by 20%.

5, - Creature summoning system.

As is known in the middle of the game, creatures are summoned without any restriction, once after another after the destruction of the creature, the summons of creatures will have a cooldown time (depending on the creature time) after its disappearance . Example:

- Nak: 3 seconds
- Panzer: 5 seconds
- Blazer: 5 seconds
- Golem: 7 seconds
- Taurus: 10 seconds
- Soul Cannon: 10 seconds

a) The time for the remaining creatures will be added, based on the CP consumption and its in-game performance (damage, resistance, etc.)

NOTE: For the invocation of the well-known and feared “KING”, it is evaluated that only one type of KING is invoked per team, with the option of limiting the maximum number of KING creatures (example: max 2 KING per team, 3 KING per team) which will have a cooldown time to be invoked again, taking the KING as a team creature rather than as a character creature, that is, if a Mage summons a Musketeerking, after its destruction of the creature, It will take 20 seconds for the same Mage or another allied character to summon a Musketeerking.)

6.- Character balancing.

Ninja:
- The invisible attack (left click + right click) has increased its damage.
- Far Star Attack (left click far attack mode) now takes longer to launch but has increased damage.

Black Smith:
- The special attack in chaos mode has increased its damage.

** ¨THESE ARE ONLY SOME IDEAs ON MY PART TO BE ABLE TO IMPROVE THE GAME, CREATING A BALANCE IN THIS. SOME MAY NOT LIKE AND OTHERS MAYBE YES, I HOPE THEY WILL TAKE IT IN THE BEST WAY. SINCE THEN AS I REPEAT IT IS AN IDEA AND AS SUCH THEY REQUIRE TO BE SEEN IN DETAIL. IF THEY COULD GIVE CONSTRUCTIVE CRITICISMS AND / OR CONTRIBUTIONS, THEY WOULD BE OF GREAT HELP.

PDT: Share
ATTE: Gato Cañetano
FACEBOOK: https://www.facebook.com/LOGANGEL
________________________________________________________________________

Los cambios se irán agregando gradualmente, evaluando el feedback de la comunidad, para poder tener un juego lo más balanceado posible.

1.-Sistema de Combos:
se habilitará un sistema de combos para evitar ataques repetitivos (infinita) generando desbalance,


- Swordman.
El comando w w + Clic Derecho (conocido como látigo o infinita) como ya es muy sabido en la comunidad este comando permite al swordman (con unos puntos en velocidad de ataque) poder realizarlo continuadas veces sin tener limite, a veces interrumpido por portar algún efecto (ítem o socket fear). Después de realizar dicho comando, en el 3 comando repetido este lo arrojará automáticamente al suelo.

- Ninja:

El comando de clic izquierdo (sin continuar combo de 4 hits, comando independiente) es utilizado (hasta en 5hits o más sin tener limite "infinita) acomodando al personaje para terminar con un grip, Después de realizar dicho comando, en el 4to ataque hasta el 6to el daño se irá reduciendo porcentualmente (75%, 50%, 25%) en el 7mo ataque el personaje será arrojado automáticamente al suelo.

- Para todos los personajes siendo atacados.

a) El personaje que es atacado por 2 o más enemigos, estando "de pie" solo podrá recibir un máximo de 6hits, luego será puesto en el aire.

b) El personaje que es atacado por 2 o más enemigos, estando "en el aire" solo recibirá un daño de 100% hasta el 6to ataque, del 7mo ataque hasta el 9no, el daño se irá reduciendo porcentualmente (75%, 50%, 25%), en el 10mo ataque el personaje será arrojado automáticamente al suelo.

c) los hits se reinician cada vez el que personaje atacado pueda tener la opción de cubrirse.

d) los hits o ataques de las criaturas no son tomados en cuenta para el sistema de combos.



2.- Probabilidad para efectos.

Habrá un máximo de porcentaje para todos los efectos, independiente o en suma de los ítems con efectos y los ítems con sockets de efectos.

-Efecto Freeze
Máxima probabilidad de Freeze 12%

-Efecto Fear
Máxima probabilidad de Fear 12%

*Se aplicarán para los demás efectos también.

3.- Sistema de probabilidad de efectos

- Los efectos tendrán un tiempo de enfriamiento, es así que el efecto termine, este tendrá la probabilidad de salir luego de 6 segundos, esto aplica para todos los enemigos, es decir, el personaje no podrá ser afecto por ningún efecto, hasta después 6 segundos de haber culminado el efecto anterior.

- Los ataques lejanos no cuentan con la probabilidad de efectos.

4.- Funcionamiento de los DeathBlow

El uso de estos anillos reducen el tiempo muerto, o tiempo de espera para poder realizar otro ataque, creando un desbalance notorio al ser usado en su conjuntos (3 anillos)

- 1 anillo te anula la invocación de una criatura (la de mayor uso de cp) y reduce en porcentaje el daño de tu ataque (lejano, básico, especial, llave, dest. De cel) en 20%
- 2 anillos. Anula la invocación de 2 criaturas (las de mayor uso de cp) y reduce en 20% tu armadura.
- 3 anillos, Anula por completo la invocación de 3 criaturas y reduce en 20% la energía.

5,- Sistema de invocación de criaturas.

Como ya es sabido en medio del juego, las criaturas se invocan sin ninguna restricción, una vez tras otra al cabo de la destrucción de la criatura, la invocación de criaturas tendrán un tiempo de enfriamiento (según el tiempo de criatura) después de su desaparición. Ejemplo:

- Nak: 3 segundos
- Panzer: 5 segundos
- Blazer: 5 segundos
- Golem: 7 segundos
- Taurus: 10 segundos
- Soul Cannon: 10 segundos

a) Se irán agregando el tiempo para las criaturas restantes, basados en el consumo de CP y su despeño en el juego (daño, resistencia, etc)

NOTA: Para la invocación de los muy conocidos y temidos “KING”, se evalúa que se invoque solo un tipo de KING por equipo, contando con la opción de poder limitar el máximo de criaturas KING (ejemplo: max 2 KING por equipo, 3 KING por equipo) los cuales tendrán un tiempo de enfriamiento para poder volver a ser invocados, tomando el KING como criatura de equipo màs no como criatura de personaje, es decir, si un Mago invoca un Musketeerking, después de su destrucción de la criatura, tendrá que pasar un tiempo de 20 segundos para que el mismo Mago u otro personaje aliado pueda invocar un Musketeerking.)

6.- Balanceo de personajes.

Ninja:
- El ataque invisible (clic izquierdo + clic derecho) ha aumentado su daño.
- El ataque lejano de estrellas (clic izquierdo en modo ataque lejano) ahora toma más tiempo en lanzarse pero ha aumentado su daño.

Black Smith:
- El ataque especial en modo caos ha aumentado su daño.

**¨ESTAS SOLO SON ALGUNAS IDEA DE MI PARTE PARA PODER MEJORAR EL JUEGO, CREANDO UN BALANCE EN ESTE. A ALGUNOS NO LES PODRÁ GUSTAR Y A OTROS QUIZÁS SI, ESPERO LO TOMEN DE LA MEJOR MANERA. DESDE LUEGO COMO REPITO ES UNA IDEA Y COMO TAL REQUIEREN SER VISTO DETALLADAMENTE. SI PUDIERAN DAR CRITICAS CONSTRUCTIVAS Y/O APORTES SERÍAN DE GRAN AYUDA.

PDT: Compartan
ATTE: Gato Cañetano
FACEBOOK: https://www.facebook.com/LOGANGEL

Last edited by Gato Thawne; Mar 18, 2020 @ 5:29pm
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Showing 1-6 of 6 comments
Geist Mar 18, 2020 @ 9:56pm 
If they don't make changes the salt will be unreal. I can't wait to make people uninstall.
Chips Mar 19, 2020 @ 1:43am 
I'm guessing this is just a suggestion page. But I will go ahead and say Kings(maybe with the exception of the Soccer Leopard King) have been completely removed. I don't believe they will be bringing them back either.

Deathblows are not in shop, event shop or gacha. Someone was lucky and received a timed one from a Random Capsule during this beta test, but they've also changed it so login gauge is disabled, possibly to correct this. I do not think they want Deathblows in the game just like Kings. Both were part of the most hated updates that made people start quitting.

As for the full juggling suggestions, that sounds like it'd be a nightmare to code and should stay as is. It makes people try to play safer and work more as a team.

Cells shouldn't have restrictions to being summoned after they die, that's what CP is for. It determines if you can summon again or not. Adding another thing will just make it more confusing, especially for new players. Like if I had my level 14 Dragon(5.4k cp) summoned, I would use all of my CP to summon it basically, even if it dies I probably would not have enough CP again to resummon. Also feel like mentioning there are caps on cell levels, mostly seems to be level 30.

I do like the idea of having limited effects but then I also think there should be no effects. I'm very biased about this one so I can't make much a fair argument for it. Not sure how they'll have the refinery if they even have it on release, so we can't add gems at least. Max effect %s would be pretty low already. And how they work piece per piece, would mean it'd be hard for people to make a set, and everyone would use multiple pieces from multiple sets.
Giankasor/Kick Mar 19, 2020 @ 10:05am 
Pusiste kings y me dio asco todo :/ sorry
Gato Thawne Mar 24, 2020 @ 4:34pm 
Originally posted by Thsthz:
Pusiste kings y me dio asco todo :/ sorry
eso es en un posible caso lleguen esa criaturas; yo tambien puedo querer que no saquen esas criaturas, pero si lo hacen???
Gato Thawne Mar 24, 2020 @ 4:37pm 
Originally posted by Chips:
I'm guessing this is just a suggestion page. But I will go ahead and say Kings(maybe with the exception of the Soccer Leopard King) have been completely removed. I don't believe they will be bringing them back either.

Deathblows are not in shop, event shop or gacha. Someone was lucky and received a timed one from a Random Capsule during this beta test, but they've also changed it so login gauge is disabled, possibly to correct this. I do not think they want Deathblows in the game just like Kings. Both were part of the most hated updates that made people start quitting.

As for the full juggling suggestions, that sounds like it'd be a nightmare to code and should stay as is. It makes people try to play safer and work more as a team.

Cells shouldn't have restrictions to being summoned after they die, that's what CP is for. It determines if you can summon again or not. Adding another thing will just make it more confusing, especially for new players. Like if I had my level 14 Dragon(5.4k cp) summoned, I would use all of my CP to summon it basically, even if it dies I probably would not have enough CP again to resummon. Also feel like mentioning there are caps on cell levels, mostly seems to be level 30.

I do like the idea of having limited effects but then I also think there should be no effects. I'm very biased about this one so I can't make much a fair argument for it. Not sure how they'll have the refinery if they even have it on release, so we can't add gems at least. Max effect %s would be pretty low already. And how they work piece per piece, would mean it'd be hard for people to make a set, and everyone would use multiple pieces from multiple sets.
ty
Charly Mar 24, 2020 @ 5:13pm 
Los King solo deben estar en stages.
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Date Posted: Mar 18, 2020 @ 5:22pm
Posts: 6