Post subject: Re: Requiem: Bloodymare (Full review)
Posted: Wed Sep 23, 2009 12:20 am
Addicted Member
Joined: Sep 2007 Posts: 2797
It's almost here! supposedly everything is being revamped but the graphics! New maps, more quests, weapons, armor, skills, classes (I think, judging by the daggers, scythes) etc.
Follow up info and images here. Official site updates here.
_________________ <<- Banned by request ->>
Cya 'round - Sacchin~
Last edited by Sacchin on Wed Sep 23, 2009 12:58 am, edited 1 time in total.
Post subject: Re: Requiem: Bloodymare (Full review)
Posted: Wed Sep 23, 2009 1:40 pm
Ex-Staff
Joined: Jul 2007 Posts: 9250 Location: Sand
They pulled a little bait&switch on bartuks (Mystics are now a support class [think slightly stronger tempest] & Forsakers are single target DPS based. Zerkers are now single target PvP & Warlords are raid & party toons). BTW, Sacchin, it's a completely new game now. Same skills with skill trees, some class roles were changed, some classes were buffed (*cough* OP rogues*cough*), some classes were nerfed (*LOLOLOL*tempest*LOLOLOLOL*), some classes were hardly changed (Domi/Defiler/Ranger), and some classes are more viable (Avenger). Meh. I hear BM gets nerfed & druid gets buffed. They haven't even released the patch notes yet.
Post subject: Re: Requiem: Bloodymare (Full review)
Posted: Wed Sep 23, 2009 7:21 pm
Addicted Member
Joined: Sep 2007 Posts: 2797
Barotix wrote:
They pulled a little bait&switch on bartuks (Mystics are now a support class [think slightly stronger tempest] & Forsakers are single target DPS based. Zerkers are now single target PvP & Warlords are raid & party toons). BTW, Sacchin, it's a completely new game now. Same skills with skill trees, some class roles were changed, some classes were buffed (*cough* OP rogues*cough*), some classes were nerfed (*LOLOLOL*tempest*LOLOLOLOL*), some classes were hardly changed (Domi/Defiler/Ranger), and some classes are more viable (Avenger). Meh. I hear BM gets nerfed & druid gets buffed. They haven't even released the patch notes yet.
MEH. BM was my fav. but at least I have Defiler still. Still eager to see what it will be like. Hopefully less grinding and more quests. The end grinding made me stop and I hope they fix that one Xenoa female face with the one winky eye. It was the best but she looked like a freak.
Post subject: Re: Requiem: Bloodymare (Full review)
Posted: Wed Sep 23, 2009 9:31 pm
Ex-Staff
Joined: Jul 2007 Posts: 9250 Location: Sand
IMO Defenders are as sexy as they were in Season 1. If I had to pick an end-game melee class that's OP in 1v1 it would have to be Commanders (Pre-Season 2, of course). Now they just have immunities and dps. Protectors have self-heals, party heals, and a lot of defense. So they made a clear line between PvP Tank and PvE Tank.
Radiants are now primary healers. Their heals were buffed and their attacks were nerfed. Tempest suck or maybe I'm blind, dunno.
The role of mystics and forsakers was switched, mystics are now support DPS & secondary healers (next to protectors & radiants). Forsakers are single target DPS with totems & PvP related skills (chaos totem/loa's curse).
Warlords are no longer fear-locking PvP beast. Just as I predicted, they have been demoted to the role of Raid DPS, AoEs, and Supporting Melee DPS. Zerker is now a single target PvP class that focuses on massive damage in short burst.
Sins & SRs retained everything they had but became more Unique, SR is more Xbow based & Sin is Dual based. Useless skills were removed, %s were decreased, auto attack (for all classes) was nerfed, and skill attack (for all classes AFAIK) was buffed.
Defilers got all the AoEs and ToS has been nerfed, we're not to sure about lithy though. Domis seem the same.
Ranger lost some range but it's business as always going pew-pew with the Highest single target DPS in the game. Avengers gained some serious damage and PvP utility.
BM-Druid, I don't want to go off of rumors, lulz.
Equipment - Have skills now o.o Defense - % Based (or so we've been told) Accuracy & Evasion seem important now (Higher accuracy = higher damage done & higher evasion = less damage received).
Post subject: Re: Requiem: Bloodymare (Full review)
Posted: Thu Sep 24, 2009 10:33 pm
Addicted Member
Joined: Sep 2007 Posts: 2797
More info:
Spoiler!
Quote:
Requiem : Memento Mori UPDATE! 09/24/2009
During the regularly Scheduled Maintenance from 8pm-11:00pm PST, Thursday September 24th, 2009 Requiem:Memento Mori will go live with the following game changes:
Character Skill, Quest, Tendency, Quick Slot will be reset. * Every quest variable quests will be reset. * 25 DNA Points will be provided. * High Level Job change certificates will be provided to each account through the cash item inventory. Also, as an added bonus: Skill Reset Item (3), All 4 kinds New Mount Items (3 days) and a Gift box will be given to every account. Job Change System Changes:
Requiem: Bloodymare - Temperion > First Job > Second Job Requiem: Memento Mori - Choose the First Job at the beginning > Second Job All current Temperion level characters will have their job changed for them Turan Temperion → Defender Bartuk Temperion → Warrior Kruxena Temperion → Rogue Xenoa Temperion → Hunter Skill Changes:
General Changes: Many level specific skills will have their level requirements changed. Level limits that certain skills currently have will be changed. NPC providing Skills and DNA will be removed. Skills and DNAs will be provided through the UI directly with no charge. There will be no additional DNA point resets except via Cash Shop. There will be no more skill mastery system. Skill Trees of each class will remain. Trap of Stiffness : Will now have the appearance of a Totem. Vampiric Touch : Damage and HP absorption will be influenced by characters INT Defender Class- Commander: Removed Skills : Provoke, Restraint Rescission, Equilibrium, Chain of Restraint, Intensified Physique, Seal of Legerity, Instant Moving Protector: Removed Skills : Provoke, Restraint Rescission, Equilibrium, Chain of Restraint, Intensified Physique, Sanctuary Templar Class- Tempest: Removed Skills : Holy Strike, God's Wrath, Blunt Strike, Revelation, Resistance (Elec), Disruption Radiant: Removed Skills : Holy Strike, God's Wrath, Blunt Strike, Revelation, Resistance (Elec), Disruption, Glaring Light, Weapon of God, Blessing of Haste, Soul Depuration, Godly Mirror, Magic Weapon Mastery Warrior Class- Berserker: Removed Skills : Taunt, Bleeding, Sonic Boom Slash, Physical Blessing, Domination, Iron Physique, Merciless Blow, Shackle, Quietus, Skull Crasher,Lethal Death Blow, Reckless Attack,Wrath Awakening, Soul of Berserker, Two-Handed Weapon Mastery Warlord: Removed Skills : Shaman Class- Forsaker: Removed Skills : Torrid Slash, Combat Amulet, Fire Coat, Burning Weapon, Flame Shield, Fighting Will, Flame Slash, Elec Neutralization, Resistance (Fire), Elec Rescission, Fire Rain, Hellfire, Healing Totem, Protection Totem, Fire Fairy's Protection Mystic: Removed Skills : Torrid Slash, Combat Amulet, Fire Coat, Burning Weapon, Flame Shield, Fighting Will, Flame Slash Elec Neutralization, Resistance (Fire), Elec Rescission, Fire Totem, Chaos Totem, Plague Charm, Blazing Wind, Loa's Curse, Magic Weapon Mastery Rogue Class- Shadow Runner: Removed Skills: Fata Morgana, Instant Accel, Reward for Pain, Vertigo, Concentration, Dazzler, Lightning Speed, Excessive Bleeding, Blinding Attack, Duel Wield Mastery, Breaking Pieces, Infection Assassin: Removed Skills: Fata Morgana, Instant Accel, Reward for Pain, Vertigo, Concentration, Dazzler, Retreat, Curse of Darkness, Deadly Strike, Peralyzed Nerves, Hacking, Long Range Weapon Mastery Soul Hunter Class- Defiler: Removed Skills: Stealing Mana, Self Sacrifice, Sacrifice of Blood, Chaos, Counterattack, Pain Sharing, Binding Weapon, Relapse Wound Dominator: Removed Skills: Stealing Mana, Self Sacrifice, Sacrifice of Blood, Chaos, Counterattack, Pain Sharing, Blood Moon, Binding Soul, Bloody Spear, Curse Effect, Deadly Bomb, Fury Hunter Class- Avenger: Removed Skills: Hunter's Strike, Brain Damage Firing, Healing, Threatening, Healing Monster, Curse&Poison Resistance Up, Gas Bomb Firing, Knuckle Mastery, Double Strike, Bombing, Poison Bomb Firing, Range Extension, Launcher Weapon Mastery, Repairing Launcher Ranger: Removed Skills: Hunter's Strike, Brain Damage Firing, Healing, Threatening, Healing Monster, Curse&Poison Resistance Up, Gas Bomb Firing, Knuckle Mastery, Double Strike, Inducing Honeybee, Chemical Bomb Firing, Defense Up, Detecting Trap, Eliminating Trap, Paralysis Trap Battle Magician Class- Druid: Removed Skills: Awakening, Knuckle Strike, Relaxation, Memory Damage, Curse Poison Mastery, Holy Bliss, Magic Counterattack, High Concentration Elementalist: Removed Skills: Awakening, Knuckle Strike, Relaxation, Memory Damage, Curse Poison Mastery, Rage of Bugs, Revenge Telekinesis, Gravity Up, Cry of Will, Robbing Willingness, Approach, Armor Mastery, Promise of Trust Character Level System Changes:
Characters can de-level if a character dies and they have little or no EXP. If a level 60 character dies and is lowered to level 59 while wearing level 60 equipment, the equipment will not longer work. Character Level Cap has been increased to 79 Battle System Changes:
If a attack is judged as a "MISS", it will deal minimum damage, not 0. Character can have up to 15 buffs (positive and negative) and they will stack. However buffs on HP, MP recovery, Attack Speed, Moving Speed, Vision wil not be stack. When those buffs are performed, the higher level buff will override the lower. Minimum limit of Attack Speed is 1sec. Item System Changes:
Items will be rebalanced. Some items will have their level limit and stats changed. Item will now have fixed stats, not random. Items will also receive a magical property depending on their stats. Material of equipment will be added. So there will be Plate, Chain, Leather, Cloth equipments. Some items will be able to be stacked in piles of 99. Reinforcement Item System will change its name to Enchant Item System. (More information to be released before launch) Every Xeon about Compounding will be eliminated from drop table, NPC sale list, Quest reward. Stats about Resistance, Critical hit, Skill can be enchanted. Looks of several equipments will be improved. Basic Compression Xeon will now be dropped by hunted monsters: Simple Basic Compression Xeon : Monster LV 5~49, Reduction success100%, Chance to obtain: Simple Basic Xeon 1~900 when success
Supernus Basic Compression Xeon : Monster LV 50~59, Reduction success 90%, Chance to obtain: Supernus Basic Xeon 1~700 when success
Eximius Basic Compression Xeon : Monster LV 60~69, Reduction success 70%, Chance to obtain: Eximius Basic Xeon 1~500 when success Rare Basic Compression Xeon : Monster LV 70~79, Reduction success 50%, Chance to obtain: Rare Basic Xeon 1~300 when success Carus Basic Compression Xeon : Monster LV 80~, Reduction success 30%, Chance to obtain:Carus Basic Xeon 1~100 when success Maps and Monster Changes:
Numaren Island monsters will now be: LV 72~80. So every character left in Numaren area will transfer to Trifri Village at South Hammerine Woods at launch. And Return Assistant NPC at Trifri Village will helps you to move other area where you wish to move. Some Monsters around Trifri Village at South Hammerine Woods will now be: LV 49 ~ 54. Monsters effected: Small Cannibal Hound, Machine soldier, Taming Longicorn Pig, Forest Wild Boar, Hamerinas Scouter Monsters in Ruins of Lament dungeon: LV 35 ~ 40 Relocation of Secret Lab.: Ancient Temple -> [Airplane Crashed Area] at Trifri Village. Monster Level changes at Secret Lab.: LV 56 ~ 61 Every [Instant Dungeon] at Crescent Island and Turba Island will no longer function. Crescent Island: Abandoned Mine, Fridha Mine, Chaste Sanctum Turba Island : Prison Workshop, Chaste Sanctum However, Crescent Dead Pit in Crescent Island and Prison Mine at Turba Island will be used for non-instanced Dungeons for hunting monsters. Relocated Chaste Sanctum -> Jacob Shrine in Numaren, and higher level monsters will be added. Raid Boss Monsters will also be balanced for higher levels. RuinHorn LV 60 → 77 (LV 67 Item drop) Biskra LV 65 → 78 (LV 68 Item drop) Doom Cheras LV 72 → 81 (LV 70 Item drop) Werinuman LV 72 → 83 (LV 71 Item drop) 3 additional raid monsters will be added: Tyrant, Robo Guard, and Plugger Tyrant, Robo Guard, and Plugger will not appears at every Treasure Dungeons. Monster Level and drop item changes in Treasure Dungeons: * Parness Treasure Manager LV 50 Treasure Guard LV 45 * South Hammerine Woods Treasure Manager LV 70 Treasure Guard LV 65 * North Hammerine Woods Treasure Manager LV 80 Treasure Guard LV 75 Exclusive Premium Only Content: Premium Dungeon 1 (Lv50) Premium Dungeon 2 (Lv70) Premium Dungeon 3 (Lv80) Access to Premium Only Dungeons Gate at Trifri Village will takes you to Premium Dungeon 1. Gate at Plancy Village will takes you to Premium Dungeon 2. Gate at Alban Village will takes you to Premium Dungeon 3. New monsters will be added to Northwest of Numaren: LVL 75 Bieta LVL 77 Meyen LVL 79 Arm-eyed Jester New SvS Battlemap "Paths of the Norns " There are 3 starting points and narrow paths. It is different then the other map SvS, it doesn't have wide open battlefield, only one-way bended road. You need to use every part of map strategically to defeat the opponents. New Game Systems:
Pet System added 3 New Pets will be added: Pet has 3 stages of appearance, and it will grow from LV 1 to LV 3. Your Pet will pick up the item you acquired from monster hunting. LVL 1 Pet will have one passive skill, and it will have maximum 3 passive skills by leveling up. Automatic/Manual item pick up will be set by the Pet option. Personal Vending System will be added: Use the Open Personal Vendor Action Icon or '/shop' command to activate Use the Close Personal Vendor Action Icon or '/sellcancel' command to deactivate Personal Vending condition, you can't do anything but chat So, you may get attacked from someone or a monster. Be careful where you set up. Vender Searching Guide NPC will be near the Bank NPC in Every Village. NPC Search System will be added. Press M key to open local map, and put NPC's name on the search window. Quest Guide System will be added. Show the target monster or NPC of the quest. Theme Battlefield System will be added. Theme Battlefield(Strongest) is "Strongest Item Battle" Equipments can be rented from Theme Battlefield(Strongest) Merchant and use in the battlefield. ( 2hours limit.) Theme Battlefield Reward Items will be added. Accessorys increasing property resistance, headgear increasing attack power, headgear increasing property resistance Battlefield times: Monday 12:00 : Theme Battlefield(Alliance), Zeledon Hydro Station Monday 17:00 : Theme Battlefield(Alliance), Doomed Orchard Monday 23:00 : Theme Battlefield(Strongest), Zeledon Hydro Station(Temporary) Tuesday 12:00 : Theme Battlefield(Alliance), Doomed Orchard Tuesday 17:00 : Theme Battlefield(Alliance), Zeledon Hydro Station Tuesday 23:00 : Theme Battlefield(Strongest), Zeledon Hydro Station(Temporary) Wednesday 12:00 : Theme Battlefield(Alliance), Zeledon Hydro Station Wednesday 17:00 : Theme Battlefield(Alliance), Doomed Orchard Wednesday 23:00 : Theme Battlefield(Strongest), Zeledon Hydro Station(Temporary) Thursday 12:00 : Theme Battlefield(Alliance), Doomed Orchard Thursday 17:00 : Theme Battlefield(Alliance), Zeledon Hydro Station Thursday 23:00 : Theme Battlefield(Strongest), Zeledon Hydro Station(Temporary) Friday 12:00 : Theme Battlefield(Alliance), Zeledon Hydro Station Friday 17:00 : Theme Battlefield(Alliance), Doomed Orchard Friday 23:00 : Theme Battlefield(Strongest), Zeledon Hydro Station(Temporary) Saturday 12:00 : Theme Battlefield(Strongest), Doomed Orchard Saturday 17:00 : Theme Battlefield(Strongest), Zeledon Hydro Station Saturday 23:00 : Theme Battlefield(Strongest), Zeledon Hydro Station(Temporary) Sunday 12:00 : Theme Battlefield(Strongest), Zeledon Hydro Station(Temporary) Sunday 17:00 : Theme Battlefield(Strongest), Zeledon Hydro Station(Temporary) Sunday 23:00 : Theme Battlefield(Strongest), Zeledon Hydro Station(Temporary) Game System Changes:
Maximum party members will be 5. Maximum Alliance members will be 15. Change of maximum available Alliance Party. Previous : Alliance(24) + Alliance(24) + Alliance(24) = 72 ppl Change : Alliance(15) + Alliance(15) + Alliance(15) = 45 ppl UI will be improved. Possession Beast Menu will be unavailable for renewal. Quest System will be improved. Scroll Quests will give more Lant than Normal Quests. Normal Quests will give more EXP than Scroll Quests. Gray colored items' drop rate will be doubled. Dungeon monsters will drop skill enchant items. Level 1 character can join in the Field of Contention and Ion Mine. Chatting System will be improved. Each chatting msg can have own color. Chatting Room can be opened. (5 people max.) Cash Item Changes:
3 New Pets will be added. (Cinco, Brain Death, Hatchling) Pet NameChange Item added. Pet Extension Item will be added. 4 new Mounts will be added. (only one will be availible at launch via cash shop, others coming soon.) Rosso, Jumping Croak, Salamander, Blue Enma (Same speed with the Von Dutch Rex) Possession Beast Vitality Recovery Items will be removed. DNA Free Coupon can be sold to NPC. (1,500,000 Lant) For further details or discussions please visit the forums.
Post subject: Re: Requiem: Bloodymare (Full review)
Posted: Fri Sep 25, 2009 7:30 am
Ex-Staff
Joined: Jul 2007 Posts: 9250 Location: Sand
Delicious CopyPasta, yes. I'm still awake @ 3 in the morning, my roommates are of that persuasion. Now that the fun is over it's time for REQUIEM: MM. ~~!!!
Post subject: Re: Requiem: Bloodymare (Full review)
Posted: Sat Sep 26, 2009 9:42 pm
Veteran Member
Joined: Jul 2008 Posts: 3009 Location: лол шта
You mean your first time? You turned the game on only once or something lol I doubt about myself though, Sharp doesn't want to play so I won't have a whore..
Post subject: Re: Requiem: Bloodymare (Full review)
Posted: Sun Sep 27, 2009 11:58 am
Elite Member
Joined: Nov 2008 Posts: 5003 Location:
I think I didn't like it because I didn't even take time to play it, I'll force myself to double click the Requiem launcher everytime I have the time to play, and see how it goes.
Post subject: Re: Requiem: Bloodymare (Full review)
Posted: Sun Sep 27, 2009 3:35 pm
Ex-Staff
Joined: Jul 2007 Posts: 9250 Location: Sand
Sacchin wrote:
Thee_UniQue wrote:
Alright, I guess I'll give this another try, seem to have improved alot, as soon as I heard Xbow Requiem went straight to my to-play list.
Thank you sacch for updating the thread
If you didn't play it the first time you prolly wont now. It's still the same game. And np.
No, Completely new game: Skill Trees instead of Mastery System. Every Class can use 1h weapons, Knuckles, Staffs, and Wands All Melee classes can use Shields All Magic classes can use Magic Shields HP and Physical Attack Xeons were nerfed, Accuracy Xeons were buffed. Defense is no longer 1dmg=10 defense. Protector = Paladin Class Zerker lost all AoEs except BD, BD is now 30m instead of 15m. Their DPS is god-like at 70+. DoTs were buffed to all hell. Dungeons, Instances, and Maps were moved. SH now has the second strongest single target nuke in the game. Crit Xeons add to Skill Crit All kinds of new Xeons Boots add movement speed Gloves add attack speed Skills can be placed on Gear, Ornaments, and Weapons. Crossbow can hit 1.8 attack speed with the right set up and is like an assault rifle. Compounding was removed and replaced with a "+" System. The list goes on This is no longer the same game.
Post subject: Re: Requiem: Bloodymare (Full review)
Posted: Sun Sep 27, 2009 9:13 pm
Addicted Member
Joined: Sep 2007 Posts: 2797
Barotix wrote:
Sacchin wrote:
Thee_UniQue wrote:
Alright, I guess I'll give this another try, seem to have improved alot, as soon as I heard Xbow Requiem went straight to my to-play list.
Thank you sacch for updating the thread
If you didn't play it the first time you prolly wont now. It's still the same game. And np.
No, Completely new game:
Spoiler!
Skill Trees instead of Mastery System. Every Class can use 1h weapons, Knuckles, Staffs, and Wands All Melee classes can use Shields All Magic classes can use Magic Shields HP and Physical Attack Xeons were nerfed, Accuracy Xeons were buffed. Defense is no longer 1dmg=10 defense. Protector = Paladin Class Zerker lost all AoEs except BD, BD is now 30m instead of 15m. Their DPS is god-like at 70+. DoTs were buffed to all hell. Dungeons, Instances, and Maps were moved. SH now has the second strongest single target nuke in the game. Crit Xeons add to Skill Crit All kinds of new Xeons Boots add movement speed Gloves add attack speed Skills can be placed on Gear, Ornaments, and Weapons. Crossbow can hit 1.8 attack speed with the right set up and is like an assault rifle. Compounding was removed and replaced with a "+" System. The list goes on This is no longer the same game.
Those seem like just tweaks and improvements to me. Same races, graphics, same maps, aside from instances. The general gameplay is still the same. A face lift but not a new game, not to me.
For the people who got bored at the point of Parness I doubt it will be enough improvements to keep them going past that. At this point mostly everyone here that quit, quit at Parness.
If I don't have to grind around 40-47 then again at 61+ then it will be somewhat of a different game, to me anyway. I prefer to quest then grind, yes I know there will still be grinding and all. Don't think I'm bashing on Req or complaining, I love this game.
My only one real complaint so far is that you have to be right near an npc to see if it has a quest, instead of being around the area. Makes looking for quests more difficult.
Post subject: Re: Requiem: Bloodymare (Full review)
Posted: Thu Oct 01, 2009 8:03 pm
Veteran Member
Joined: Jul 2008 Posts: 3009 Location: лол шта
That char sucked big time :d Just later I was introduced to the niceness of good dps by my shammy. Of course I made a shammy again, but the very useful totem/curse spells (well, 2 of them I used) are not there anymore. Also, no free items I was supposed to get, less money, hating the fast exp (ok not really ). Leaves me thinking....
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