I just want to note that this upcoming change is still somewhat experimental. The changes have worked fine on our test server, however there’s some uncertainty about how the extra scheduling and processing overhead might perform under live conditions... so we’ll be keeping a close eye on performance once implemented. And yes, if this change is successful then it will give us the potential to make skills more deadly and be able to create more challenging content, but we want to see how things go with just this for now.
will you guys consider giving this treatment to other bosses as well? There are still plenty of older bosses that hit you with a debuff before the telegraphed attack.
I haven't tried this new content yet, but I see a lot of people trying it, what I would like to suggest is that the godly system be adapted, similar to the Krex ring, although you decide if you want to add one or two slots or not, it would practically be like adding another ring, I still like challenging things, but since I have 3 separate mains, I would have to create 3 mules xD! How lazy really, but if it's new, enjoy it.
The change will affect all mobs and bosses in the game. But if you were referring to other mob skills, then yes we would like to, but for now we want to start only by applying the delay to Dispel and Damage Reflect.
Would you also consider adding it to zombify? This will largely be the player experience when healing - while paying attention - during dojo last floor when the boss casts the spell but the effect occurs before the actual animation or even the visual debuff appearing overhead. This could potentially have detrimental effect on PB's launch given that statue 4 has zombify as well.
I believe this was explained above, but we are aware that there are other mob skills which could do with the treatment and we would like to apply the delay to them. However, we want to evaluate impact on performance first with only Dispel and DR.
Just for awareness There are some changes in the upcoming server check https://royals.ms/forum/threads/server-check-16-04-25.244570/
I think the boss is pretty fun, and I like the update overall! If I were to suggest any changes, it would be to how the shoulder equipment is obtained. Currently, it’s three shoulders per run, so doing your two daily runs gives a total of six shoulder drops. I ran it yesterday for the first time, and we were able to clear it with a 3-man warrior team on full apples. This means that if people are creating warrior mules (that they can fund and equip with CGS, apples and weapons) to farm shoulders for their mains, they can potentially get two shoulders per day - instead of 1 (assuming a party of 6, where everyone wants a shoulder) I’m worried this could create a “meta” where people aim for 3-man runs consisting of strong, funded warriors and/or buff mules. This would end up excluding players who are heavily invested in base INT or newer players who don’t have the funds for proper gear or onyx Apples. In my opinion, this PQ/boss should be a fun community activity that both new players and veterans with mules can enjoy together. Therefore, instead of having the boss drop shoulders directly, I think it should give each party memeber a token of some kind. These tokens could then be exchanged either 1-to-1 for a shoulder, or maybe two tokens for one shoulder. Hopefully, this would encourage people to be more open to partying with anyone, without stressing over drops or splits.
Maybe we could employ the leather system? Everyone who completes a Balrog gets 1 leather, and you can craft 1 shoulder for every 2 leather?
I think this content is truly impressive—huge thanks to the staff team for their hard work. I especially appreciate the design focus on the level 75–99 range, which gives third-job characters more options beyond just leeching. The introduction of a brand-new equipment slot, the Shoulder, also gives endgame players something new to work toward. It even creates opportunities for interaction between veterans and newcomers. As for balance, I believe every piece of content naturally favors certain classes, so there’s no need for major adjustments. What concerns me more is whether it will become harder to find people to party with once most players have already completed the Shoulder content.
Many people would probably just have a balrog mule lying around by then, so maybe at the worst case, guildies or random people would just help new players out to do 1 run for the shoulders
Idk if this feedback should be written here cuz it’s mostly bout balrog but my feedback is on the last change due to balrog release. After you changes the dp to happen after the animation ends we did a vl run and tbh the dp timing feels so bad. There is a huge delay (probably because the animation is long) and it makes everything way more awkward. It felt like it slowed us down we couldn’t rebuff as quick as before now this might be an habit thing which we will get use to over time but I also wanna mention few more things: First is that now vl is way more dangerous for mages. The dp happening late shorten the window to re cast mg and Vl can cast an attack causing the mages to die ( I’ve seen it happen to a very experienced bishop alr) another thing is now rebuffing is more dangerous too you can get stuck while mw and vl just drops rocks on you or stun + rocks or laser Another thing I’ve witnessed is as a sair I can’t dismount the whole animation preventing me to get closer to the buffs I need and it seems like if I try to dismount it just recast ship and I stay on it. I didn’t quiet figured out what exactly going on with the ship but it feels very akward
For me, the best part about this new content isn't actually the boss or the new shoulders, but it is actually the reminder of my journey years ago. While i was leveling my 'balrog mule', it was like a nostalgic trip down memory lane, of the many various content i used to do a few years ago, hustling for wins in CPQ, dreading the tough leveling segments, breezing through the levels in goby, seeing the light when i hit level 85. So the way i see it, it's actually fitting, almost poetic, to have a content that's a reminder of a player's journey come right before the final boss ! also, drks highest survival rate, how the tables have turned
lol i 100% agree with this. probably the most fun I had in royals in a while (even though im a lv58 bandit struggling to level up after post cpq1 life. the grind is quite refreshing!)
I've just made a specific thread here if you would like to reiterate your thoughts in that one: https://royals.ms/forum/threads/post-animation-dispel-damage-reflect.244613/ I would move your post but I can't since it was created before I made the thread.