A Glance At The Horizon

With our first major content update behind us we wanted to let the community know what we wanted to do next. Please comment additional ideas that fit the scope of what we’re aiming to do next!

Let’s talk briefly about our scope for the first major update we just finished. Although our vision is for the Frontier world to push the limits of RF into new content, mechanics and ideas we wanted to start off with something which would take no learning or reading ahead of time, or at least as little as possible. We updated the Race Specials.

One pet-peeve of other “custom” private servers we’ve seen in the past is that they often have new drops in new places, new recipes and other things which, if you don’t know about them will miss that content completely.

Given our pet-peeve, our goal currently is to provide new content which compliment the parts of the game already in regular use.

example: the extra effects provided by our first update happen automatically without requiring the player to know about it or not.

Next we’d like to make updates to Classes and more-specifically the Classes chosen at level 30 and 40 promotion. We think the purpose of class promotions is to differentiate the player from their base class and we don’t want unused classes to be forgotten.

We’re open to changes to base classes but most of our ideas so far are related to level 30 and 40 classes.

It will take quite a long time to prepare enough changes so that we can release a fair amount for each race simultaneously. That means this is a far off update which we are giving a vague view of because we’d like as much input as possible.

On to our current considerations!

  • All Basic Range & Melee Buffs
    • Buffable to allies and self this way people can help warriors that lose “extend range” or whatever and gives a reason for all classes to PT their skills which aren’t normally important.
  •  Warrior
    • Gain movement speed for 2 seconds after hitting an enemy player.
    • Warriors always have 1.0 more movement speed while outside of combat but any time they take or deal damage they have -1.0 movement speed for 10 seconds.
  • Grazier
    • A passive skill which grants them the effect of “Sympathy Charm” but they have it all the time since they chose Grazier. Or we could build it into Animus Maximus.
    • Inanna has always seemed crappy for general use because it easily dies when it’s owner is aoe’d. Maybe Inanna should have 0 movement speed so that they stay where you summon them. So you could summon them then fight a little in front of them or something. Would need to increase their range of how far they can heal from since they can’t move to who they are healing. 
    • Paimon maybe have a chance to cast AOE taunt onn attack.
  • Astralist
    • Instead of escaping themselves, they can escape an enemy, whether they want to or not. Should have quite a long cooldown though.
  • Dementer
    • The negative side effect of the suicide explosion last way too long so there’s no point using the skill. Should be 10 seconds or so that you can’t use pots. Should be able to use skills the whole time too until the suicide zeroes your FP.
  • Striker
    • Flashbang should set the enemy’s view range to 0 so they can’t see any units. Or some very low value. 
  • Wizard
    • Deadly Staff has bonus stun rate in it, would be neat if it had 0 CD since it’s a melee skill that a wizard has to use.
  • Shield Miller
    • Blood Suck causes target hp potions can’t be cast for 2 sec(5k pots have 2.5 sec cd). A skilled shield miller will watch hp bar for the pot ticks, and hopefully cast this right before next pot is about to tick. Casting it right after a potion was used means the effect is wasted.
    • Blood Suck should probably deal -5k like convert rune.
  • Tower Specialists
    • Gauge Recovery could grant a brief 15 second buff which gives bonus block or avoid.
    • Gauge Recovery could also grant Skill Stretch+Bless
    • Towers that cast a debuff effect of some kind instead of damage
  • Bellato
    • Soul Vitality should be like recovery charm so it’s based on % of max hp instead of the “resting regen” of a class.
  • Punisher
    • Mangle applies a better version of Rage Slice at the same time or disables the usage of HP pots for the duration. Mangle skill animation takes way too long and needs to be supplemented by something.
  • Cora Mages
    • Hell Bless hp/fp/sp drain should scale with level.
  • Trappers
    • Traps that net(aka actually trap someone)
    • Traps the cause some other effect
  • Nukes
    • A new nuke which rather than deal damage, debuffs all enemies with stone curse or ensnare or something
    • A new nuke which was like the “redemption” item from LoL. It could give a large AOE heal or temporary buff of some kind

As always,  thanks for your time and being a part of the community

RF Altruism

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pandadeica
pandadeica
3 years ago

Rework of the ACC ranger classes.

ATM theres 4 ranger classes available to accs:

  • Pure trapper
  • Dementer Trapper
  • Dementer launcher
  • Striker

There is also a huge issue with the Faust relic being mostly useless.

Pure trapper: should stay as it is. is the same as the other race’s pure trappers.
Striker: assign both standing skills to the lv 30 class and both siege skills to the lv 40 class.
Dementer: Hyper RPM buff is only 15% attk increase. change it to 20%, and have it affect launchers attk stat as well.

If these changes were implemented the class perks would be as follows:
Pure trapper: Stays the same.
Pure Striker: Stays the same.
Dementer trapper: Stays the same except for the extra 5% attk.
Dementer Launcher: Would be viable, best user of fausts and standing skills. Mobile launcher user. makes explosion a scary skill.

Fausts might need a slight increase in attack speed, but will need testing.

Leo
Leo
4 years ago

Bell Mental Smith (Spec): to have a little drone that acts like an animus that can do something (not super significant). and new ability to repair MAU on the go but not to full HP, maybe 70% max. This repair ability should (maybe) cost some money to use.

marrack
marrack
4 years ago

just wanna add some ideas too, maybe you guys can make other classes viable and desirable. for example: 
bellato warden, stamina zero is kinda useless in pvp imo, if it can be as viable as laboring breath that would be nice.
same as the harrier class (bellato 3rd ranger class) if it can be made more desirable as a class too, maybe have a different kind of playstyle.
something like increase in critical and attack speed (auto attack stunner ranger),
or maybe instead add a skill like aim legs that immobilizes the target so it plays more like a cora ranger, different from the skill spamming pure dps bellato sniper class.
for chronomancers, maybe a buff that either adds hp or def so we can have a tanky mage class outside of cross class mage x melee
for accretia maybe another striker class that also uses launchers but without siege kits, i know we already have those skills for 
the current striker class but thats just secondary when you are chasing someone but the bulk of the dps is still in compound siege and chain rocket.
maybe a class that has aoe lau skill but not sieged, flashbang, etc. its like a striker but more mobile and less dps

thanks

Lannette
Lannette
Reply to  marrack
4 years ago

The Warden/Armsman stamina zero buff makes it so that an accretian striker cannot compound or chain rocket you, how is that “useless in pvp”?

marrack
marrack
4 years ago

also add another class in the engineer class of bellato, maybe a combat medic. has gun skills, small aoe heal, etc. or maybe add that to the mental smith class in bellato