Lots of things seem to have changed. This will be a scatterbrain post because I'm just keeping what I have written down.
Heal seems to be randomized. Lv 60-70 priest or so with 99 int seems to have a 1000~1300 heal.
Heal parece ser ahora Random. Priest de lvl 60 -70 con 99 int parece tener un heal de 1k a 1300.
Weapon seems to affect heal? An acolyte with a 22 heal with a rod has 180 heal with a mighty staff.
Armas afectan Heal? Un acolito con 22 de heal, ahora tiene 180 heal usando mighty staff.
Most of the spawns are changed. Goblin Steamriders are just south of Juno, and just east of juno is home of goblins and stemworms.
Muchos spawns han cambiado. Goblin Steamriders ahora estan al sur de juno (antes habian porings... o hablara de las goats?) y al este de Juno es ahora casa de GOblins y stemworms (antes ahi estaban insectos y angeling-arcangeling-deviling)
Right now some maps have no monsters on them. These maps are comodo caves, forest labyrinth, lower sphinx, payon field 6. There's probably more out there too. They'll probably be fixed in a week or two.
Algunos mapas no tienen spawns. Y son (lean arriba). Quizas hayan mas mapas vacios. Quiza arreglen esto en una o dos semanas.
Experience may scale on level? Not too sure. One player reports that at level 35 he gets 7% exp from a Coco and only 3% exp from a Metaling. Another player in the same thread says at level 46 he's getting 10% from goblins.
La experiencia sube con el lvl? No estoy muy seguro. Un jugador reporta que a lvl 35, un coco le dio 7% de exp, mientras que 1 metaling le dio 3. Otro player dice que a nviel 46 esta consiguiendo 10% de los goblins (estoy segurisimo que esto es debido a que del modo actual, ir de lvl 98 a 99 avanzado es un infierno, e ir de 99 a 150 bajo las circunstancias actuales seria de masoquistas. Este server, si me preguntan, sera el de prueba para las thrid classes)
The level of many monsters have changed, and so have their stats and HP. New levels of monsters are: Clock 81, Rideword 74, punk 82, alarm 88, tower keeper 90, orc archer 78, high orc 81, arclouse 77, brilight 71, Zipper Bear 89, Enchanted Peach Tree 92
El nivel de muchos monstruos ha cambiado. asi como sus stas y hp. Nuevos niveles son (lean arriba)
Lo cual tiene mucha logica. Estan nivelando el juego para las thirds classes. Algo asi deberieon hacer cuando salieron los avanzados. Solo imaginense. Donde entrenarian con los estilos actuales, de lvl 99 a 150? Todos los monstruos normales dan una miseria de exp, quizas esto sea para que viejos lugares sean nuevamente viables, y no tener a todo el server en uno o dos mapas (ANUBIS, te estoy mirando xD)
Este es un paso en el camino correcto.
Mas de Doddler xD Alguien traduzcalo pls (free post for you xD) Pero en general, la gente se queja, pero siendo honestos, siempre que hay cambios se quejan, asi que... xD Ademas de que Doddler exactamente del mismo modo que yo. Levvar la marca del limite mas arriba con los stats actuales solo haria personajes invencibles.
Its too early to tell yeah. There's a lot of complaints but I'm not sure how credible they are, since people tend to complain when ever something changes. There's a lot of wide scale confusion among long time players because they don't know anything really about the game anymore. I mean, where do you level when no one knows what monsters are anymore, or where they are? Some people's complaints are like "I've been playing RO for 6 years and now everything I've learned is useless". There is some concerns that the game isn't as fast paced as it used to be, but its possible that that again is simply due to players going back into roles as a novice again.
Some people have taken to calling the update 'RO3', because its such a departure from existing RO that they consider it almost an entirely different game. not sure yet if that's good or bad though.
I understand gravity's position, the game balance started to break when they added trans, but now its really impossible for them to scale content any higher without some changes to the basic game system. They can't give players more defense now because they'll simply take 0 damage (100 def limit). The balance between hit and flee basically means if there's a 75 point gap between hit and flee, you can never be hit, and vice versa, if there's no gap, you can never dodge. They cannot make characters attack any faster, because well, its impossible. In order for them to add new content to the game, they have to scale the game back and rethink things. This does mean that if they want to make faster attackers, players are going to have to attack slower now, and if they want to add fast casters, well, they can't exactly be doing instant casts. In doing so they appear to want to make the game more balanced, and if the renewal test server is 3x rates that I think it is, it also means that leveling is again easier. I'm not sure how it will play out in the end.
Whats also left to see is how gravity will respond to players concerns. I don't think they would bother opening a completely new server if they weren't looking for community reactions to the system before officially going down this route. The consensus is that this is less a patch test, and more of an experiment.
Fighting monsters higher than 10 levels above you seems difficult, there seems to be rough penalties to your damage (most people miss or do 1 damage). Exp seems to increase up to 2x if you're fighting monsters +10 levels from you though, but above 10 levels you probably can't kill.
<3
http://forums.irowiki.org/showthread.php?t=14048&page=3