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Thread: Interview with CABAL Game Developer – Balance II

  1. #1
    Lead Game Master [GM] Lorkan's Avatar
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    Interview with CABAL Game Developer – Balance II

    **The content of this interview and information disclosed by the Game Developer is subject to change.**
    **The content of this thread is a direct copy and paste.**

    Interview with CABAL Game Developer – Balance II

    We have lots of things to cover today. To make our lives easier I have made Content list and you can just simply find (Ctrl + F) the title of each section and it shall be there for you. This time it covers the whole update in overall so it wouldn’t be bad to go over the entire article.
    Designers Note 'Balance II', Here it goes now.

    CONTENT

    [General]

    1. DEF got worse?
    2. Difficulties on low-level fields
    3. Concepts on SP cost on skills
    4. Short Cool Time and Duration
    5. Immediate activating skills
    6. Dungeon clear time increased?
    7. Balance between Sword classes and Magic classes on PvP

    [Warrior]

    1. DPS on BattleMode3
    2. Duration of Bear’s Vitality and Cat’s Recovery
    3. Defense penalties on Bloody Spirit
    4. Critical DMG Resistance option removal on Panic Cry
    5. Balance concept of Warrior


    [Blader]

    1. Low Accuracy of Crushing Blow
    2. PvP Damage of BattleMode2
    3. Synergy effects of BattleMode3
    4. Balance concept of Blader


    [Wizard]

    1. Increase in Damage
    2. PvP Damage of BattleMode2
    3. Synergy effects of BattleMode3
    4. Balance concept of Wizard


    [Force Archer]
    1. Damage reduce of BattleMode3
    2. Art of Sniping
    3. Increased Damage on single target
    4. BattleMode2
    5. Balance concept of Force Archer


    [Force Shielder]

    1. Attack stat
    2. Low Attack Success Rate
    3. Agro
    4. Balance concept of Force Shielder

    [Force Blader]
    1. Attack stat
    2. Cool Time when Execration skill failed
    3. Immediate Activation of De-buff skills
    4. Balance concept of Force Blader


    [General]

    1. DEF got worse?
    ▶ Damage equation has been modified for the Winter Update, and players might feel as if the overall Defense has gotten lowered. It would be easier to understand that the whole concept of Defense has been changed. Effectiveness of Defense is designed to be stronger if the enemy is stronger. Therefore, as contents of higher difficulties get updated, players will be able to experience the more effective Defense status. Specially, Armor classes will have their own roles on party raids. Yet, we will make sure they will only be on new contents so that single-play users can stay on their tracks without any interference.

    2. Difficulties on low-level fields
    ▶ Increasing difficulty levels of low-level fields through the Winter Update had been planned for some time. Back then, difficulty level gap increased largely on levels around 100, and unprepared players had hard time adapting to higher grounds. To narrow down the gap, the level difficulties for below-100-level fields have been changed. Balancing is still under modification and it shall be more pleasant. These changes will hopefully be utilized as a tool to make the game play more tense and interesting.

    3. Concepts on SP cost on skills
    ▶ Some of skills will require SP consumption for skill usage. It might surprising because SP wasn’t a factor that had anything to do with skill use. All that is used for skill use in CABAL Online are SP and MP, and we decided to make every factor more meaningful and useful. Plus, MP is pretty much an unlimited resource compared to SP. (Beside some special cases like Mana Freeze) For that reason, SP will be of more use, and hopefully players can be more strategic playing CABAL Online.

    4. Short Cool Time and Duration
    ▶ Duration and Cool Time for many skills have been modified in the Winter Update. These changes are for the dynamic gameplays. Of course on the other hand, it could be burdensome to control all these skills. Yet these changes will create more variables to for PvPs and mob hunting, eventually making the play more interesting.

    5. Immediately activating skills
    ▶ Immediate skill activation is still under development, and it will be changed so that skills can be activated while moving around. In addition, knocked-down players will stay knocked-down even if the Instant Immunity is activated while knocked down. Please take a note that if the opponent’s skill has been activated forehand, even the immediately activating skills won’t be in effect.

    6. Dungeon clear time increased?
    ▶ Game system will be modified in overall with the Winter Update. The goal is ‘to make it more interesting, and to set the frame for future upcoming contents’. To do so, we had to modify equations like I have mentioned earlier. We tried not to make too much difference so that players wouldn’t have to go through whole turmoil. Defense will be applied differently according to opponent’s levels so that players might feel weaker against low level monsters, yet, against stronger monsters players will be able to experience the stabilized stat with upcoming upper level contents.

    7. Balance between Sword classes and Magic classes on PvP
    ▶ We are well aware that long-range/swift characters have more advantage on 1 on 1 but lowering down the values will destroy the balance. We are rather trying to improve moving skills for Short-range characters. Not just changing the value, but giving the characteristics and useful features to battle fields. Sword based characters definitely have their own roles in upcoming small-group PvP, and even on 1 vs. 1, we will add various battle fields to specialize every Battle Styles in use.


    [Warrior]

    1. DPS on BattleMode3
    ▶ There were many complains on DPS of BattleMode3 for Warrior, so that we have made changes to it.

    [Changes in BattleMode3 of Warrior / Force Archer]
    Even after the changes above, we still get the opinions that the BattleMode 3 is yet not balanced well. We have gone through lots of simulation tests. Result showed that it doesn’t give critical disadvantage any more. If the changes are to be made just based on comparison with other Battle Styles, same problem would occur to other Battle Styles as well and it will be in forever loop.

    2. Duration of Bear’s Vitality and Cat’s Recovery
    ▶ There are also many opinions on Bloody Spirit skill that they don’t have different Duration with other related skills. Therefore, it has been changed for Bear’s Vitality and Cat’s Recovery to have longer cool time with shorter duration compared to Bloody Spirit.

    3. Defense penalties on Bloody Spirit
    ▶ Due to the defense penalties of Bloody Spirit, many users have complained that it’s hard to use Bloody Spirit skill in upper level dungeon. We have taken some account in this matter, and it has been modified so that the taken damage of Warrior and Wizard don’t differ much (in same armor level) after the update. Additionally, not only the Critical DMG Up has been added but also Piercing option has been added as well.

    4. Critical DMG Resistance option removal on Panic Cry
    ▶ Concept of Panic Cry skill has been changed in whole. To prevent over-balancing, Critical DMG Resistance option has been removed, and instead, the option is moved to Bloody Spirit so that each skill will be more specialized in its use. Please understand that adding any more status abnormality options to Panic Cry skill would destroy the balance.

    5. Balance concept of Warrior
    ▶ All MMORPG never misses out Warrior class. In most of cases, Warrior classes have strong short-range attacks, high-mid defense, and high HP points. Most times control difficulties of Warrior classes are not high, either. That was how it was for CABAL Online as well. For that, we gave slow attack speed for a penalty and we are well aware that this factor could be critical sometimes. Warrior has the widest range attacks among short-range Battle Styles. This works as an advantage in Mission War but as a disadvantage in Missions Battle (1 vs. 1). These gaps are to be narrowed down with skill renewals. Slow attacks would definitely give Warriors disadvantage on 1 vs. 1, but this is only the beginning of Mission Battle System yet. Soon there will be new maps that will equal out these characteristics of all Battle Styles. (Specially, in Team Battles, Warriors will have its own role to play. Of course other Battle Styles will have their own roles to play.) We will go over the charging skills to improve abilities getting into the attack range. (We are trying not to change any cool time for skills because Warriors already have disadvantages of slow attack speed.)


    [Blader]

    1. Low Accuracy of Crushing Blow
    ▶ Crushing Blow was designed to have high Critical DMG with low success rate. Having high success rate would not be fair for other Battle Styles, or lowering Critical DMG to give higher success rate would be out of its concept. As it could give opponent a serious damage, it is hard to remove Accuracy penalty.

    2. PvP Damage of BattleMode2
    ▶ Due to the concept of BattleMode2 weapon, it is hard to give range availability to Blader. Changes in range would cause more problems, and I believe lowering down DMG for wider range is not the answer players are seeking.

    3. Synergy effects of BattleMode3
    ▶ Critical Rate Up option will be removed from Blader skills in the Winter Update, instead, Critical DMG Up options will have larger value. The change was taken place because Battle Mode does not support Critical Rate Up option, and for the difficulties from setting the equipment due to the different Critical Rate option for every skills.
    4. Balance concept of Blader
    ▶ Current status of Blader sure does not go with the concept, ‘The most damage dealt on 1 vs. 1!’ It shows different results in tests in dungeons but the gap is even bigger in Mission Battles. Changes were done in consideration of data of ladder Battles.


    [Wizard]

    1. Increase in Splash Damage
    ▶ Splash damage of Wizard will be increased. This change is to specialize its Battle Style. Players can fill up the down side with stat points and upgrade skills. With new upcoming contents, Wizard should be able to balance out its abilities.

    2. Synergy effects of BattleMode3
    ▶ Sword based Battle Styles are designed to have higher Attack compared to Force based Battle Styles, on the other hand, Force based Battle Styles have lower Attack but have higher Critical DMG/Rate. Therefore, modification on Critical Rate on Sword based Battle Styles is a very delicate subject to handle.

    3. Balance concept of Wizard
    ▶ Wizard is being modified centered on high Magic Attack with wide range for a basic concept. Wizard might show low damage done on 1 vs. 1 time to time, but the most damage will be dealt against multiple enemies due to the splash damages. To balance out, penalties can be done to DEF and requires good controls of players.


    [Force Archer]

    1. Damage reduce of BattleMode3
    ▶ Players might think that the damages done by Force Archer have been reduced. However, as stated above, it was only because DEF of monsters got relatively stronger with the new equation.

    2. Art of Sniping
    ▶ Art of Sniping definitely needed to be modified because of its over-balancing options but instead of just lowering down the options, we decided to add different options to give it a new concept. In the process, even though we mentioned of removing Immobile option, we figured out that it cannot be changed for any other options. Therefore, we have decided not to remove Immobile.

    3. Increased Damage on single target
    ▶ To pay off the reduced damage of BattleMode3, we have increased Attack against single targeted enemies. It will be increased about 150%. However, this increase will not be applied on PvP.

    4. BattleMode2
    ▶ As many players mentioned of lack of usefulness of Force Archer’s BattleMode2, we have improved BattleMode 2 for Force Archer. Values of Skill Amplification, Additional Attack, Piercing, and Accuracy have gotten bigger. It would be about 152% more damages. Force Archer BattleMode2 has short animations on skill moves so that there are limits to giving large values.

    5. Balance concept of Force Archer
    ▶ Putting BattleMode3 aside, Force Archer was more like a supportive class. (That is why Forcer Archer has healing skills and many other buff skills. That was a part of reason we designed Force Archer BattleMode3 to be powerful. We will try to keep the concept of strong supportive class as much as we can.


    [Force Shielder]

    1. Attack stat
    ▶ As stated above, Force based Battle Styles have comparatively low Attack and we are going through tests to balance them out. Due to the concepts and balance, immediate change on Force based Battle Styles will cause severe unbalance between Battle Styles. Even though modification wasn’t performed on this coming update, that doesn’t mean it will never change. We will be able to get back to you with better results sometime soon.

    2. Low Attack Success Rate
    ▶ Force Shielder is defense-specialized Battle Style, and this characteristic will be strengthened in future updates. Simple numbers won’t be able to explain all, but starting with upcoming ‘Tower of the Undead B3F’, players will be able to feel the difference. Because of the high defense ability, we had to give it a little penalty of low attack success rate to even out. However, new skills that can cover the downside like Guard Break is planned to be added in future updates.

    3. Agro
    ▶ Role of Party play is very small in CABAL Online, therefore, Agro doesn’t take big parts in game play. There weren’t many occasions where Force Shielder served a role as a tanker. This will be changed. Agro concept is being developed with new system, and Force Shielders will have their days to serve as tankers, taking strong parts in party plays.

    4. Balance concept of Force Shielder
    ▶ Many players are asking for more power to Force Shielders. Force Shielders were designed to have high defense with low offense but big damages with critical attacks. Sword skills of Completer and Transcender ranks are good examples of them. Yet, downsizing Critical Rate Resistance that was done for all Battle Styles may have made Force Shielders look weaker. For this, we have added Critical DMG Up option has been added to Crushing Blade and Critical Rate Up option to Shield Charge. Enjoying both single-play and party-play is the ultimate goal we are trying to reach. I promise that players will be able to enjoy the fun playing Force Shielders in any plays.


    [Force Blader]

    1. Attack stat
    ▶ We have gathered many opinions that Force using Battle Styles have low basic Attack points. If the modification is made only to Force using Battle Styles, it could take down the balance so that we are having simulations on modifying the ability values for all Battle Styles. In Force Blader’s case, Force Bladers are not made to be all-time tough guy but more of making opportunities with all the buffs and de-buff skills.

    2. Cool Time when Execration skill failed
    ▶ As the cool time for Execration when failed initializes, being able to apply Immobile to opponents destroyed the balance. It has been changed to fix the problem above.

    3. Immediate Activation of De-buff skills
    ▶ If De-buff skills change to Immediate Activation, not only by the balance, but it will have problems on delivering Player status info. We are in development to increase the duration of De-buff skills so that deal loss can be minimized.

    4. Balance concept of Force Blader
    ▶ Unlike other Battle Styles, Force Blader are very likely to be play PvP in extreme strategy. We all can see that just by looking at all the de-buff skills. As the 1:1 Mission Battle Ladder system is added, this concept will be able to give Force Blader some advantages. Force Blader would stay as one of the most difficult Battle Style to control, yet this concept could make the Force Blader too hard to control, so we are working on finding the perfect balance line for Force Blader.

    [OUTRO]
    Thank you for reading this long article to the end!
    Take care and Thank you ^^

  2. #2
    This interview seemed completely pointless. It doesn't actually answer anything at all, just says that they're thinking about how they can make more changes.



  3. #3
    Lots of good information but...All this stuff is way too late. Cabal 2 is going to be coming out sometime soon if people aren't already playing it here on proxies, and you're just now pretty much changing the way the WHOLE game works? No, just no. Horrible move ESTSoft, this should have been done a long time ago, not 8 years after it was released in Korea.

  4. #4
    Osmium
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    Increase resist critical rate for all classes except fs and make their attack rate lower......to those who say FS is too OP in EP10.....i think ima hate my fs

  5. #5
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    Quote Originally Posted by Berserk_Fury View Post
    This interview seemed completely pointless. It doesn't actually answer anything at all, just says that they're thinking about how they can make more changes.
    true but actually looks like they wont leave cabal1 aside once cabal2 comes out tho....
    even tho it seems like after ep10 we wont be getting any update in a very long time....

  6. #6
    Quote Originally Posted by Sea View Post
    true but actually looks like they wont leave cabal1 aside once cabal2 comes out tho....
    even tho it seems like after ep10 we wont be getting any update in a very long time....
    What makes you think that o.o

    We've had pretty big updates before but the record still holds true 1 update every 5-6 months. If we get update this month or feb, we'll get another one by July-August
    hi im Peaches
    Quote Originally Posted by IBladE View Post
    Everyone knows a cap bringer is just a person who couldn't get proc bringer.

  7. #7
    Shadow Titanium
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    People need to realize that the reason they are changing CABAL 1 is to make the transition to CABAL 2 easier (and therefore more likely). EST knows that their player base is as fickle as any other, and they are slowly moving in the direction of CABAL 2 so that the change won't be as jarring (i.e. no combo).


  8. #8
    Osmium brusky's Avatar
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    Quote Originally Posted by Peaches View Post
    What makes you think that o.o

    We've had pretty big updates before but the record still holds true 1 update every 5-6 months. If we get update this month or feb, we'll get another one by July-August
    also i doubt that they will use the same GMs for cabal2 as there are cabal1 so there shouldn't be a change in management of the whole cabal1 as a whole.. maybe just the population will reduce other than that they plan to keep the game going for a bit longer.

  9. #9
    It's not like we'll have Cabal 2 before Summer 2014 anyways.
    hi im Peaches
    Quote Originally Posted by IBladE View Post
    Everyone knows a cap bringer is just a person who couldn't get proc bringer.

  10. #10
    Quote Originally Posted by macbowes View Post
    People need to realize that the reason they are changing CABAL 1 is to make the transition to CABAL 2 easier (and therefore more likely). EST knows that their player base is as fickle as any other, and they are slowly moving in the direction of CABAL 2 so that the change won't be as jarring (i.e. no combo).
    I'm pretty sure there is still going to be a combo system in Cabal 2. That is pretty much the main thing that sets cabal apart from other MMORPG's.

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