Criatura Academy
News · Dev note · 2017-11-29

Balance Update Notice 밸런스 업데이트 안내

Translated from the official kRO Zero announcement. Original

Hello, Ragnarok Online players.

This is the Ragnarok Zero team from RO1 Studio.

To welcome this Ragnarok Zero test, we have been preparing various things so that

many users can enjoy their adventures even more.

Today, we would like to talk about the contents that our Ragnarok Zero team is currently preparing for balance.

1. 1st Job Class Skill Balance

In Ragnarok Zero, starting from the 1st job classes, we are proceeding with balance adjustment work on the skills of the 1st job classes

in a direction that allows all job classes to participate in party play.

We are currently working on balance adjustments targeting the Merchant and Acolyte job classes.

The contents currently in progress are as follows.

Skill NamePlanned Adjustment Content
MerchantCrazy UproarChange effect to increase ATK, targeting all party members on screen
AcolyteIncrease AGIAdd attack speed increase effect.
BlessingAdd HIT increase effect.
AngelusAdd MHP increase effect

2. 2nd Job Class Update and Balance for 2nd Job Class Skills

The timing of the 2nd job advancement update is being progressed with the goal of the update in the first week of January 2018, and skill balance work and improvement work are also underway for the 2nd job classes.

We plan to inform you of the direction of the skill balance work for the 2nd job classes through a developer's note in the future.

Additionally, when the 2nd job class update is implemented, the required experience table will be changed to match the level 99 standard.

The difference in total required experience between the current experience table and the table that will change with the level 99 expansion will not be large.

In the case of Job Rebirth (Transcendence), the schedule will proceed flexibly after the 2nd job advancement update, and we are not currently considering the 3rd job advancement update at this time. Since the 3rd job classes require some adjustment work to fit Ragnarok Zero, we are currently only considering work up to the Rebirth 2nd job classes.

3. Stat Balance

Even now, there are many inquiries about the stat formula in relation to gameplay.

The ultimate goal in Ragnarok Zero is not to repeat the various difficulties experienced in equipment setup, etc., which were tied to the limited stat system before the renewal, but rather to focus on skill balance adjustments and various types of character development according to diverse equipment setups, which were not easy to proceed with in the past due to being tied down by various reasons.

Also, the evasion rate (Flee) formula will be improved.

Previously, there was a penalty applied to evasion rate when the number of enemies was 3 or more.

Regarding this part, we plan to improve the direct effectiveness of evasion rate based on changes to the timing at which the penalty is applied and changes to the penalty range.

4. Future Equipment Balance

The purpose of the random options on early-game equipment that currently drop in normal fields is to allow players to experience various equipment setups during early gameplay. However, as the 2nd job advancement is added, and 2nd Rebirth is added going forward, various equipment setups will become necessary.

Equipment setups after the 2nd job advancement will focus on methods created through playing various in-game content, such as the Blacksmith's crafted weapons (which are scheduled to be revamped), high-grade equipment crafted through various materials, and upgrades to Memorial Dungeon equipment.

Of course, Fever Fields will also continue to be added, and it will be possible to continue obtaining equipment from those fields as well.

We plan to add various types of equipment in a direction that allows for a wide range of character development types through equipment setups.

Additionally, the part that most people are probably most worried about is the proportion of monetization related to obtaining equipment.

As introduced before, there will be no random box-type monetization system where equipment itself can be directly obtained, and we are only proceeding with work to the extent that Gel Stars can be used for things like shortening equipment crafting time and resetting enchants.

There is no equipment that can only be obtained through monetization, and the focus is set in the direction that all equipment can be obtained according to in-game materials and content usage.

5. Party Balance in Ragnarok Zero

The party balance in Ragnarok Zero is about party play needed for fighting against stronger monsters.

We will increase the necessity of party play through large experience rewards or definite item rewards gained from fighting powerful monsters.

In particular, even now, when playing Memorial Dungeons, rewards are set so that from a certain number of participants onward, the rewards are more certain or greater than when the number of participants is below that.

The goal of party balance in Ragnarok Zero is not to play solely for directly efficient experience gain, but to gather and play together for various goals.