Hello,
There was a Live on the 18/12. We wanted to focus on your feedbacks and give your some answers, as well as giving some more information on our vision.
We wanted to check the reactions from the community first, which is why we didn’t go deep into what the class would be able to actually do. The idea is definitely to give a LOT of possibilities for your Gobgob.
Let’s put it that way : The Gobgob starts the fight with 2-3 classical spells. One melee damage spell, one range damage spell, one support spell that gives a small armor or some resistance. You will be able to unlock a « spell set » during the fight on your summon, for example a healer spell set.
You will be able to switch between roles during the fight : « omg now my summon needs to deal some fat damage, here we go. » and next turn « wait, karen and bob are in trouble, i should switch my summon to the tank mode to lock my enemies and keep them from reaching them… ».
This kind of « job » will need you to have chosen passives that give somewhat generic bonuses to your summon. Being versatile is costly so you won’t be as efficient as if you were specializing in only one of the roles.
You can find the whole summary of what we said during the live, as well as a link to the english part of the live here : Click here
Thanks a lot for your feedbacks,
Siu.
See message in context
There was a Live on the 18/12. We wanted to focus on your feedbacks and give your some answers, as well as giving some more information on our vision.
Osamodas
We wanted to check the reactions from the community first, which is why we didn’t go deep into what the class would be able to actually do. The idea is definitely to give a LOT of possibilities for your Gobgob.
Let’s put it that way : The Gobgob starts the fight with 2-3 classical spells. One melee damage spell, one range damage spell, one support spell that gives a small armor or some resistance. You will be able to unlock a « spell set » during the fight on your summon, for example a healer spell set.
You will be able to switch between roles during the fight : « omg now my summon needs to deal some fat damage, here we go. » and next turn « wait, karen and bob are in trouble, i should switch my summon to the tank mode to lock my enemies and keep them from reaching them… ».
This kind of « job » will need you to have chosen passives that give somewhat generic bonuses to your summon. Being versatile is costly so you won’t be as efficient as if you were specializing in only one of the roles.
You can find the whole summary of what we said during the live, as well as a link to the english part of the live here : Click here
Thanks a lot for your feedbacks,
Siu.
its the reason I enjoy playing this class in the first place
working for you i don't think i will be playing this game much longer no fun.
Afaik, that's what we call game balance.
Also if only 1 or 2 summons are viable, why not just replace the system with a few premade properly balanced summons?
Also any change the models can be improved? I'm thinking longer tails like Mimi
Please, don't destroy this class.
You'll find the "Dragosa" theme, which is a damage mode. It could even compete with the best classes in this register while having fewer tools available. A passive will limit the Osamodas's support capabilities and that of its Summons, but will increase its offensive potential in return (for example). How Osa currently works.
We started with the idea that the Osamodas's deck will also be that of its Summons: It will have between 20 and 30 passives, each with two effects – one that applies to the Osamodas and one to its Summons. (Finally. Osa passives.) Here are three small examples to help you visualize:
Passive 1
- -20% Melee Mastery (Have you ever seen a melee osa? No. Earth branch isn't viable. It shouldn't even exist with how weak it is)
- Transmits 100% of Melee Mastery to the Summons
Passive 2- 50 Elemental Resistance
- -2 Range for the Summons (Could possibly be good for Dragosa theme)
Passive 3It will also be possible to unlock spells for the Summons during combat, using the capabilities of the Osamodas itself (Ok). We really want to enhance the possibilities to personalize its creature, whether in appearance or in its passive and active capabilities. Is animal link still going to exist if you add that?
Bear in mind that this is a very ambitious revamp that takes a lot of time to develop and balance in order to achieve something coherent. Indeed. But it is necessary to do so, as maintaining creatures to capture is becoming increasingly problematic and time-consuming as time goes on. Can't be that problematic: panda summon= useless, blight summon= useless and new sadida kingdom summon = doesn't exist. This will provide us with opportunities for the Sadida class in the future...
Control:The revamp of the Osamodas would be accompanied by a revamp of the Control characteristic. Dear lord. The theory is: 1 Control point = 10% damage/heals and 50 Resistance for of the controller's Summons (values completely subject to change) No thanks. What's the purpose of stating control to buff summons res? Every boss in this game is able to wipe summons off the map because it's turn 3 or turn 6. Blight boss can instant KO any summon that is near it. There is no purpose on focusing on res. The number of Summons on the battlefield would simply depend on capabilities on a case-by-case basis (for example: 1 Coney, 4 Beacons, 4 Portals, etc.). Class passives would increase this number, still on a case-by-case basis (Still unclear how many summons we can have). You'd have minimum and maximum Control caps, and Control could even go into the negative. (How? I've never seen a mechanic in this game taking control. Please do not give osa the ability to take control from bosses. It would be the most useless thing in game after xelors ability to take initiative.)
Overall, too unclear. I have also never seen you as a motivated company that takes on ambitious projects (server merge is my witness). If you do plan on changing osa, please don't mess them up like you did with rogues. All Osa truly needs is a new summon or two. A decent earth branch. And new passives. That's it.
I hope so, I don't think anyone would forget losing to a 2mp osa
>No, Melee Osa is still huge, they just dont use Earth, they use fire, Melee AoE osa is also considered a Meta Class for PvE and PvP
"(How? I've never seen a mechanic in this game taking control. Please do not give osa the ability to take control from bosses. It would be the most useless thing in game after xelors ability to take initiative.)"
>Control hasnt been reworked yet so why would it exist currently in the game? This is a theory to ADD it to the game
"Every boss in this game is able to wipe summons off the map because it's turn 3 or turn 6. Blight boss can instant KO any summon that is near it. There is no purpose on focusing on res."
>J-just...unsummon the mob for turn 3 and turn 6, its not hard, most PvE osa's do this, its stupid to just let the summon run free, giving the summon more res IS still viable but more importantly its optional, being able to give your pseudo Wabbit Healer more bulk sounds like a gift from heaven
Idk what's considered 'meta' on remington but if your best pve osas are melee then you might want to consider looking for new classes, perhaps classes that would actually benefit from being melee/aoe.
Indeed and my point is: The Theory isn't good. Blight doesn't have summon, Dor'mor doesn't have summons, Dreggon doesn't have summons, Ash doesn't have summon, Panda doesn't have summons, Badger doesn't have summons. So what's left? A control mechanic only for als dungeons and 2 end game UBs?
And sure you can waste 1 ap to unsummon your mob every 3 turns and lose half your damage if your not in dragon form.
I agree with wabbit but apart from wabbit, no osa has ever had difficulty keeping summons alive (^ prior point is the exception) since phoenix passive exists
We all know that catching monsters is often annoying, because the monster's level decreases after catching it... But I had hope that after ecology revamp (does anybody remember it?), my friend will finally get level X monster. But now she will lose the most enjoyable aspect and we (I usually do the the most boring part, which is planning and searching information) will have to change her character, gear, because she will be limited to X% of monsters. In addition, osamodas players will have to find balance between their character and summons. Now you can be dps and have summons/healers, but new passives may change it.
stand powersummon per character, and punch people while shouting ora ora ora?I can understand ankama wants to stir the metagame or make osa the living jojo reference once in a while. However can that sort of character actually work in mid-late game?
Nekark is a boss at octopodas dungeon.
Some people against my masquiraider revamp because they said it is similar to osa gameplay but yes they dont guess i have got an idea for osamodas.
In my opinion, Osa must summon any 3 summons as a family from gobgob, was it gobgob?
this 3 summons use default stats of them ,default hp ,default masteries of them as how they have caughted and cannot be buffed or any spell advantages of Osamodas but mobs can help each other in combat field.
This 3 summons is linked Osa's health. Each damage recieved of them will be redirected to OSA's hp.
there will be max. 3 summons in combat and total hp of them can be 25000 in 170 level.
Osa's hp can be 10000 ,if opponet causes 10000 hp on summons ,all summons left combat and osa can resurrect with full hp and appears in combat zone and osa uses his current spells.
example about summons
3 any summons in combat and total hp of them can be 8000 while osa is 170 level.
if Osa's hp 10000 and if opponent causes 10000 damage on summons , osa cant resurrect.
3 any summons in combat and total hp of them can be 15000 while osa is 170 level.
if Osa's hp 10000 and if opponent causes 10000 hp , osa can resurrect with 5000.
of course Osa can swap summons in round or retreat all them back to appear in combat zone if osa hass not die yet before resurected.
Resurrected osa cannot summon any.
Good idea is player matches againt a human instead of CPU while fighting bunch of mobs.
İ told Nekark but i think i shuld give example of Agony and its 2 twins gameplay will be fit.
if you dont link them to osa's hp ,at 200 lv solo fighting against 3 summonsat 200 lv of osa doesnt be fair,.
Osa summons repeatedly each mob defeat till opponent die at your point.
In my point,Healing and damage receiving for osa must be collected in common hp.You can call it.
A pokemon fight before summon the boss.
Ofcourse ,Osa must give a stop to summon after resurrected, otherwise will osa summon again?
Nope ,this is not fair 3 summon and plus an osa against solo player.
Please don't change this class, and leave it the way it currently is!!
Thing is, the whole capture mechanic is mechanically a lot less fun than it promises, with 99% of the monsters being locked from actually being captureable, and the monsters that are' actually captureable often gimped or just too simplistic in design/role anyway.
Having one core monster with the capability to wear captureable 'skins' for its cosmetic appearance seems fine to me (Which from what I'm reading they are talking about) - The passives should allow you to have a build-it-yourself pet in terms of role and abilities.
I wonder if we'll be able to use bosses or humanoid monsters as skins?
The AnkamaLive pointed really good stuff for the Osamodas rework, I even think it may work well
Also they said that they will try to improve the Dragosa animations and also that we are going to be able to use even bosses and dominant mobs as skins for the gobgob
Yes, however the proposed option follows the same plan they are wanting to do. The main issue is balancing all of those pets and their skills. They have to first re-code the pets so Osa can use them, spend a lot of time testing each skill in every scenario possible (Which is a whole lot of hours), and it's just not feasible if they want to continue giving us content. With a baseline stat system, it maintains pet uniqueness to an extent and is easy to balance. It is essentially a passive attribute. They don't have to revisit each pet and skill every time they want to change something. Simply, they can attribute certain stat sets a name, such as PetMelee, which would have a predefined value (For example, the tag PetMelee can be 200 Hp, 200 Melee, 0 Distance. Then to further define it, PetMeleeA for 200 AoE, 0 Single Target or PetMeleeS for 0 AoE, 200 Single Target, or PetMeleeB to have 100 Distance, 100 Single Target). A Gobbal Chief could have a PetMeleeS tag, but so could an Ancestral Crackler.
At least with this Osa players still have an objective to capture creatures other than purely cosmetic reasons, and at the same time it is way easier to balance and add new creatures for Osa to capture in the future.
Also bosses?
I mean obviously not Ogrest, since you can't actually kill him.
And on that not 3x3 bosses are probably also off the table (but maybe we could catch that small gobballrog you fight before the real one?)
Dont you realize how much time and money we put on our current builds so far after these years??
I mean its your game and policies but you know , your customer service sucks and you just need to upset a group of people, and that will mean less money for you.
You NEED to deliver happiness to the player other than worries everytime you change your clothes.
Ask the community first before having any ideas because we are the ones who play this game.
No regards.
And get a grip already , Osamoda is the summoner class not Sadida. Whats your logic behind summoners?
Its not possible that Sadida can summon that many dolls and Osamoda barely can summon one thing. Dude ?=???=?=?=?=?=?=??? explain this
You should properly adress class communities before revamping , we do care about our character and the way we have built it so far .
And if you are gonna do whatever you want , at least properly compensate your customers for the inconveniences.
That means every single player in every server, in case you didnt know.
1. im afraid they will do the same as they destroy rogues ...how?
im totally sure they will destroy the dragon form
2. is so wrong destroying classes already working for years
3. balancing is just matter of good maths applied to the code and buff or nerf actual capabillities of each class
4. new system requires now maybe triple effort to make your endgame set perfect
5. the advance in game for each person is already hard to just come out forcing you change class when you already ok with your main damager or character
6. missrespect is making gamers feel more losers than already we all are playing a game that every new developer that come out with new ideas destroy all that time invested on the game
have fun and sorry for my bad english
Goug
Pd : actual summons are not a mess(they instead of nerf the summon roxxor should nerf the monster in zinit ..to make sense ...is like a stasis -5 roxxor now) at all the problem is Ankama always focus on make few content relevant and time to time just change their mind on the next relevant content ....
thats why overpower players will always prefer change class for the new relevant damager ...
in my opinion all classes should be able to make any content but this sound too general and poor in marketing (how we can make players pay more for in-game with ogrines )
Hopefully you guys will get out a bit more concrete stuff for us to look over going forward so we can give more meaningful feedback that isn't just a bunch of screeching or fanboying.
Both being equally useless.