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Valkyrie class preview and 1.2D features

Discussion in 'Gaias Retaliation ORPG' started by Zwiebelchen, May 20, 2017.

  1. Zwiebelchen

    Zwiebelchen

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    So, as I'm working on 1.2D release atm, here are some of the core changes you can expect from the upcoming update:


    Loads of Bugfixes and balance changes:
    I've collected over 2 paper pages of bugs and balance notes that will be implemented in the next major update; expect all of the major bugs like mercenary limit and some exploits with Blackfire Deep to be fixed.

    New beta boss release:
    A new D4 boss will be available for betatest.


    Changes to Blackfire Deep gameplay:
    Blackfire Deep will be modified to improve the pacing of the game. Map size of generated floors will be reduced by 30% (at similar creature density as before). In return, all creature XP inside blackfire will be boosted by 30%, so that the level curve remains mostly untouched.
    In addition, Blackfire can now randomly have floor events:
     
    Last edited: May 21, 2017
  2. Zwiebelchen

    Zwiebelchen

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    Valkyrie

    With 1.2D, a new hero class will be introduced in Gaias Retaliation:
    The Valkyrie will be added the hero lineup as the third missing main healer option, balancing out the existing three tank options.

    Unlike all the other classes, the Valkyrie class starts as an advanced archetype and thus will not have the obligatory level 25 class change procedure. Instead, you can level it straight from level 1 to 50. The Valkyrie class option will only be available for players that reached level 50 with one of the other hero archetypes first.

    For the initial release, Valkyries will only have 1 spell choice per ability tier to get the initial core balancing in the ballpark. There will be added more abilities to choose from in later updates.


    Class Role: Melee/Support/Healing class (options to build as damage/support or true healer; but not both at the same time).
    Equipment categories:
    Armor - Leather
    Weapon - Swords only
    Misc - Lance
    Main attribute: Strength
    Equipment type: AP-Based (All spell effects use AP modifiers; even healing abilities)

    Playstyle:
    • The whole class design is based around having two different stances that you can switch at will. One stance to build MP, one to consume it
    • Most of the heals are directly tied to damage abilities and heal based on the amount of damage dealt; this offers great synergy with support classes that buff your damage or your mana
    • While most of the heals are "smart" heals that you can not aim on your own, there are some direct emergency spells that you can throw in whenever shit goes down quickly
    • All of the healing spells are mostly instant cast abilities; however, even your main healing ability has a short but noticable cooldown of 6 seconds
    • Therefore, key to playing this class is to never use all of your critical spells on cooldown, else you will not have options when your main healing ability Valkyrie slash is on cooldown and you need to react fast because of a boss mechanic
    • Playing a Valkyrie as a healer requires a lot more awareness of your cooldowns and surroundings in order to keep your group alive; it's definitely a lot more difficult than spamming flash heal or remedy on the tank; however, you are rewarded with a class that not only heals like a champ, but also deals a considerable amount of damage in the process and is overall fun and dynamic to play
    • All spells are designed to consume a lot of MP when used; however, you can also recharge MP quickly when switching back to your normal weapon. But this means that you can not heal during that time, which requires some micro management and stance-dancing.
    _______________________________________________________________

    Core skill:

    R: Divine Lance / Dread Lance - Toggle abilities imbue your Lance weapon. [5 second cooldown]
    -> while Lance is active, all Valkyrie abilities will have an additional effect that consumes MP
    -> if lance is not active, most abilities will recover MP instead

    Abilities:
    Q: Valkyrie Slash - Generates a stack that will cause your next attack to deal 30% more damage. Stacks up to 2 times. [6 second cooldown]
    Disabled Lance effect: Recovers 5 MP.
    Divine Lance effect: A friendly unit in range will be healed by the amount of damage dealt.
    Dread Lance effect: Additional shadow damage dealt to the target.

    Q: Northwind Blast - Deals AP x 0.5 water damage to the target and additional Attackpower x 1.0 water damage over 5 seconds. [8 second cooldown]
    Disabled Lance effect: Recovers 5 MP.
    Divine Lance effect: A friendly unit in range will be healed by Damage + Spellpower x 0.5 and Damage + Spellpower x 1.0 over 5 seconds.
    Dread Lance effect: Increased water damage; the target is also slowed for the duration.

    W: Aurora Blade - Quickly dashes to the selected target (friend or foe) [12 second cooldown]
    Disabled Lance effect: N/A
    Divine Lance effect: heals all friendly units on your path.
    Dread Lance effect: When cast on a foe, stuns the target for 2 seconds and deals a medium amount of physical damage to it.

    W: No pairing yet

    S: Meditation - Recovers the caster's MP while channeling. [90 second cooldown]

    S: No pairing yet


    A: Urgency
    - Resets the cooldown of your Lance abilities when used. [45 second cooldown]

    E: Corona Burst - Slams your Lance into the ground, dealing magic damage to all enemies around the caster. [20 second cooldown]
    Disabled Lance effect: Recovers 2 MP for every enemy hit.
    Divine Lance effect: Additionally heals all friendly units around the caster by a maximum amount split among all healed targets depending on their current health.
    Dread Lance effect: Deals additional shadow damage over 5 seconds and slows attack, casting and movement speed of all enemies around the caster.

    D: Divine Hammer - Interrupts and deals magic damage in a small AoE around the target location. [35 second cooldown]
    Disabled Lance effect: Recovers 2 MP for every enemy hit.
    Divine Lance effect: Consecrates the ground, healing all friendly units within the area of effect by an amount determined by their max HP every second for 5 seconds.
    Dread Lance effect: Deals extra shadow damage that is split equally among all units hit by the Hammer.

    F: Forward Striking - Channels a flurry of melee attacks upon the selected target over 3 seconds. While channeling, the caster also takes 50% less damage from the target. Not affected by Spell Haste. [40 second cooldown]
    Disabled Lance effect: Recovers 2 MP for every hit.
    Divine Lance effect: Every attack will heal a friendly unit in a large range by half of the damage done.
    Dread Lance effect: Target is immobilized over the duration. The final attack will deal triple damage and stun the target for 2 seconds.

    Z: Angelic Sibling - Only available while using Divine Lance or Dread Lance. Calls your ethereal twin that will use the same Valkyrie ability set as the caster, but uses the opposite Lance. Lasts until all mana is consumed. [120 second cooldown]
    Disabled Lance effect: N/A
    Divine Lance effect: Ethereal twin will use the Dread Lance.
    Dread Lance effect: Ethereal twin will use the Divine Lance.




    Talent Preview:

    10:
    - Increase HP by 15%
    - Increase MP by 15%
    - Increase Attackspeed by 10%

    15:
    - Increases chance to score a critical strike by 5%
    - Increases all resistances by 10%
    - Increases movement speed by 10%

    20:
    - Increases healing done by 10%
    - Increases physical ability damage by 7%.
    - Increases chance to hit by 10% (attack spells don't heal on evaded attacks!)

    25:
    - Increases MP gain of offensive Valkyrie abilities by 50% (rounded up) on critical strikes
    - 'Valkyrie Slash' can now stack up to 3 times. 'Northwind Blast' duration increased by 3 seconds.
    - Reduces the cooldown of 'Urgency' by 15 seconds

    30:
    - Increases Spellpower by 7%
    - Increases Attackpower by 7%
    - Increases Attackspeed by 10%
    35:
    - 'Aurora Blade' will now heal the selected friendly target for the regular healing amount even when used in normal weapon mode.
    - 'Divine Hammer' consecration effect duration increased by 3 seconds
    - 'Meditation' now recovers MP instantly and is no longer channeled

    40:
    - Increases range of all healing effects by 25%
    - Critical strikes with unmodified melee attacks will now create a free stack of 'Valkyrie Slash'
    - 'Forward Striking' damage reduction duration increased by 3 seconds.
     
    Last edited: May 30, 2017
  3. Jumbo

    Jumbo

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    Wow can't wait :-O amazing Zwieb my man
     
  4. SlenderZed

    SlenderZed

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    holy shit! this patch is gonna be EPIC!
     
  5. VakarlanS

    VakarlanS

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  6. Juvia_Lockser

    Juvia_Lockser

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    That class gonna be real challange for us to use. ^^
     
  7. Jumbo

    Jumbo

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    Yeah. It is pretty cool that you need to have a lvl 50 to play it.
     
  8. Zwiebelchen

    Zwiebelchen

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    I tried to do a unique twist on the normal healer archetype here. This is somewhat inspired by how healers work in TERA, in the way that every one of your heals has a cooldown, but due to having lots of heals to select from, you can still heal on demand; you just have to go with what you currently have available. To make the concept still fair to play, I made 2 "emergency buttons" in the form of Urgency and Meditation, so that you won't get instantly screwed when someone in your group messes up a boss mechanic.

    As you can see, there is no combat ress ability. I was thinking about adding a non-combat ress as a side effect to one of the other abilities like Meditation for convenience. But I don't plan to ever add a combat ress to this class; this is the trade for having a much better offensive potential and non-hybrid gear requirement.
     
    Last edited: May 21, 2017
  9. Jumbo

    Jumbo

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    in my opinion it would be preferable to add a general out-of-combat ressurection ability to all three dedicated healer classes on the general hero command panel (not in spellbook). In this way, combat ress will remain useful for harder challenges. Cleric ress could be renamed 'Combat Ressurection' or whatever.
     
    Last edited: May 21, 2017
  10. SlenderZed

    SlenderZed

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    well this Valkyrie is gonna take alot of skills...

    fits vak :D
     
  11. BoxOfFaith

    BoxOfFaith

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    Can we nerf the shit out of Bishop's soul strike then? Its already pulling insane DPS (500 or so?) while full healing an entire party. If its important that Valkyrie does good DPS while healing, then I think its important to ensure that its already not out classed by Bishop on the get go.

    On a side note, can we get Bards to be SP based? Its rather disappointing making an entire item set for ONE Class (SP leather, for druids) when every other item type is shared by at least 2 classes. Valkyrie makes the 4th AP based leather class. If we move Bard to SP based leather then we're at 3 AP leather and 2 SP leather, a much better distribution.

    The class looks fantastic though, I can't wait to do the 5 Valkyrie meta runs in whitepines! :D
     
  12. VakarlanS

    VakarlanS

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    That's some insane propositions.
     
  13. BoxOfFaith

    BoxOfFaith

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    Actually I suppose this is solved by simply forcing the Bishop to spend more time actually casting heals. Part of the problem is how powerful mend and shield is when rotated properly so the Bishop is left with nothing to do other than cast Soul Strike. Valkyrie would inherently be different since to heal you'd also be doing damage. So a fight which requires constant heals to be cast you'd have a Bishop with only crippling curse, which is only about 110 DPS. Efreet on Druid isn't terribly strong, yet for a Valkyrie to constantly rotate heals its also constantly dealing damage and as such should be higher DPS than the other healers naturally. Now getting a Bishop to the point in which it actually needs to focus on healing instead of soul striking is the hard part x].
     
  14. Jumbo

    Jumbo

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    "The hard part..."
    ... which is solved by the new meta in D4 content =)
     
  15. VakarlanS

    VakarlanS

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    ^ What Jimbo said, also you cannot compare this new class to bishop nor druid, of course shield and mend takes care of most healing (most of the time) but not everyone are as skilled as us nor as geared as us, keep in mind (I played with you alot back then). I have seen tons of bishops struggling to heal even the easiest things hence there was a running meme that the healer merc heals better than healers, right now the only reason why bishops can deal so much damage is due to the us being super overgeared for the whitepine content, GG souls with GG bag items. We don't know how valk will function in a battle yet so it is already too early for us to call out on what she does. Have you seen dungeon 4 scorpion test fight? I healed and tanked for it before, and I tell you , I barely had any chance of spamming soul strike, ALSO if you plan suggest to nerf soul strike, what will happen to monk?
     
  16. morning

    morning

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    I suggest to nerf Deathfire Veil, the shield can not be charged for more than Spellpower x 1 points of damage.
     
  17. Strikest

    Strikest

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    Okay, so Aurora Blade seems to be the mobility skill, which is generally a safe/low risk pickup by letting you dodge boss spells. A very desirable skill actually, looking at the cooldown. Compare to Sorceror's Mislead, which is a level 42 skill, and has a 30 cooldown. So I'd suggest pairing it with a high risk, high reward skill, for those who would forgo the safety net that Aurora Blade provides.

    My suggestion would be:

    Focused Strike/Perfect Focus: Channel for 3 seconds(affected by spell haste), readying your lance for a devastating blow. Taking damage during this time will cancel the channel(will not be canceled if you are shielded). If sucessful, deal high damage to the target.
    Disabled Lance: N/A
    Divine Lance: Heal nearby allies while channeling(This allows you to mitigate the risk somewhat).
    Dread Lance: If the attack is successful, gain an attack speed buff for a short duration. (Dealing additional damage if successful is also another viable alternative, but most of the Dread Lance effects do that. Don't know if you want to keep consistent with that theme).

    Cooldown: 15-25 seconds, depending on numbers.

    Meditation also seems like a very good talent, especially if paired with the talent that removes channeling. Mana means more healing for the team, making it a very support focused pickup. I'd suggest pairing it with a more "selfish" skill, for diversity. Something like a self shield, so you can are forced to choose between more sustain or a very good survivability skill.

    Battle Stance: Gain a large shield amount.
    Duration: 3-10 seconds.
    Cooldown: 20-40 seconds.

    EDIT:

    If that's too boring, there's ways to make it more interesting, for example by marking enemies/allies:

    Valkyries Mark
    Mark a target enemy or ally for a short duration. All damage or healing you do to the target during the duration causes you to be shielded for a percentage.
     
    Last edited: May 30, 2017
  18. Ihazdialup

    Ihazdialup

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    Emphasize: (S Pairing)
    Instant Cast
    No Cooldown
    MP Cost = 2

    The caster puts emphasis on their target allowing for additional affects to come from their other abilities. Switiching your lance ends the buff.
    Disabled Lance: When the user gains additional MP from their other abilities.
    Divine Lance: All healing goes to selected target.
    Dread Lance: The Target takes 33% of all other damage caused by other Dread Lance effects. (like holy surge but with damage from dread lance, however thats supposed to be writtin)

    Arcing Blade: (W Pairing)
    1 second cast time.
    11 second cooldown.
    MP Cost = ?

    Interrupts the target and deals (agilx2) lightning damage.
    Disabled Lance effect: Arcs to up to another enemy, interrupting them as well.
    Divine Lance effect: Arcs up to 3 allies healing them depending on your spellpower.
    Dread Lance effect: Two additional arcs are added and now arcs deal agility dependent damage.

    Reasons for editing: The W pairing was added
     
    Last edited: May 30, 2017
  19. Jumbo

    Jumbo

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    Zwieb, just to make sure, are ability pairings still coming later and are you therefore only showing the second options to let us know in advance what will come later?
     
  20. Zwiebelchen

    Zwiebelchen

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    No the pairings will ship completed. I like the idea with the holy surge knock-off. For a class that has its primary heal automated, this could be a useful addition. However, I would pair that with Aurora Blade, as I feel that makes more sense (-> deciding between an AoE heal and a controlled single-target heal).

    Meditation will probably be paired with a party buff.