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Frosk
11-11-2013, 07:16 PM
Hey all,

We're opening up this thread to share the changes and improvements that will be added as time goes by in the next version of the game.

---

As for now, the changes included are:


New: Merchant NPC added to the city of Altaruk, in the realm of Ignis. This npc's name is Ireth Galathill.
New: Merchant NPC added to the Syrtis Central Save. This npc's name is Janea and it has been switched from "Carpenter" to "Merchant".
Modified: The required capture time to unlock Relic Cages at Forts and Castles has been reduced to 15 minutes (previously 30 minutes).
This way, we expect to make the whole relic stealing process a bit more simpler, as well as to have it occur more often.
Modified: Mana Pylon has been adjusted in terms of casting time and barrier points granted per second, in each of its levels.

Casting time = 1.5 secs (it used to be 2.5)

Barrier points per level:
Level 1 = 25 (it used to be 10)
Level 2 = 30 (it used to be 15)
Level 3 = 35 (it used to be 20)
Level 4 = 40 (it used to be 25)
Level 5 = 50 (it used to be 30)
Fixed: Visual issue where characters killed by a DoT power (progressive damage), timed the "Death" animation incorrectly.
Fixed: Issue where Sultar gloves made out of "Fabric" weren't visible in male characters.
Fixed: Fixed an issue where players were being disconnected while entering the Dragon Caves.
Fixed: Relics now, when falling on the floor, go back to their last location instead of their original altar.
With this change, we look forward to avoid players intentionally placing Relics in locations that are easy to reach, but impossible to come back from.
We've added an exception to this, which applies whenever a Summoning Altar (the ones that hold all 3 relics) loses a relic and later on another relic from a different realm is placed in it. This avoids relics from different realms to coexist in the same Altar.
Fixed: Mana Pylon cannot accumulate more than 2500 Barrier points; preventing even the possibility to generate an infinite stack of Mana Pylons on a character.
Since this was an error present in the game from a long time ago, it is quite possible that having it fixed affects the general combat balance.
Fixed: "Mana Pylon"; "Mana Communion" and "Whirlwind" modifiers do not accumulate on a single affected character. Read explanation below.


After analyzing a great amount of reports received on both forum and Support system, we’ve found out that some Auras in the skill system were malfunctioning.

Which powers are affected by this problem?
The powers affected are: Mana Pylon, Mana Communion and Windwhirl.

What’s this problem about?
Basically, a player may be simultaneously affected by any of these auras up to 4 times, multiplying the effect by 4.

Why is this bad?
Taking as an example the skill “Mana Pylon”, that grants 30 barrier points at level 5 per round (each second): when a player is affected by 4 auras of the same effect, it accumulates 120 barrier points per round.
This behavior ends up reducing progressive damage powers such as “Sultar’s Devouring Mass” to 0 in most cases.

Why do we fix this now if the problem has been present for so long in the game?
Because we understand that the effectiveness of a lot of powers will be positively affected by fixing this, and some others will regain relevance (knight auras, progressive damage powers, etc).

---

Keep in mind that this thread will continue receiving updates until it goes live (which will happen in approximately 10 days), so we recommend you to read it periodically.

Best,

errei
11-11-2013, 07:24 PM
- Fixed: Relics now, when falling on the floor, go back to their last location instead of their original altar.
With this change, we look forward to avoid players intentionally placing Relics in locations that are easy to reach, but impossible to come back from.


hey, frosk, i didnt understand how will this work... what criteria will be used to decide what was the "last location"? will it prevent relic holder "stucking" relic in places such as thorkul hole, shaanarid roadside and imperia mountains?
thank you!

GreekFireborn
11-11-2013, 07:55 PM
any upcoming change on warlock spells? :wish:

Ponter
11-11-2013, 07:58 PM
any upcoming change on warlock spells? :wish:

Soon

(short text short text)

Tamui
11-11-2013, 08:03 PM
Soon

(short text short text)

And other classes?

jorgeseg
11-11-2013, 08:05 PM
hey, frosk, i didnt understand how will this work... what criteria will be used to decide what was the "last location"? will it prevent relic holder "stucking" relic in places such as thorkul hole, shaanarid roadside and imperia mountains?
thank you!

I think he mean the last fort where the relic was placed. For example, if samal relic was at imperia, and ignis holded imp until relic cage is open and someone glitchs sam relic somewhere, it will reset to imperia instead of samal.

Soon

(short text short text)

:clapclap:

schachteana
11-11-2013, 08:06 PM
regarding the relics:

Please, do disable mounting with Relics (just like realm gems). It affects the gameplay in a definately bad way and makes it nearly impossible for the defending realm to stop, once the relic carrier escaped out of the trap door.

Have a banana, it's Monday :banana:

Awrath
11-11-2013, 08:13 PM
Communication at last!

Thanks for listening and sharing, glad to see some communication from NGD, even if updates might not be what I personally want to see *cough*bugfixes*cough*, it's good to know what's going on!

AnonymouslyAnonymous
11-11-2013, 08:48 PM
Soon

(short text short text)

Please never touch knights
They are balanced.

But what about marks? It sucks that the class gets penalized for doing norms. No other class does.

Also, please nerf CCs. None should be longer than 10seconds, even that is a. lot

Hollow-Ichigo
11-11-2013, 08:48 PM
Any new changes to hunters coming?

jorgeseg
11-11-2013, 10:19 PM
But what about marks? It sucks that the class gets penalized for doing norms. No other class does.

Also, please nerf CCs. None should be longer than 10seconds, even that is a. lot

Marxs dont get penalized for doing norm hits.. They are penalized for doing extra damage, like knights and barbs do..

Dupa_z_Zasady
11-11-2013, 10:49 PM
Soon

(short text short text)

Looooooool. Soon as in merchants in Alta and Green CS?

AnonymouslyAnonymous
11-11-2013, 11:01 PM
Marxs dont get penalized for doing norm hits.. They are penalized for doing extra damage, like knights and barbs do..

Neither knights nor barbs are penalized for doing extra dmg. They both have their weapon buffs that give no drawbacks. TFB also gives no drawback and is easily accessible. Berserks penalty is laughable at best. They dont care about evading when they tank better than knights without a01/DS

errei
11-12-2013, 06:33 AM
Please never touch knights
They are balanced.

But what about marks? It sucks that the class gets penalized for doing norms. No other class does.

Also, please nerf CCs. None should be longer than 10seconds, even that is a. lot

u rly think marx are underdog? and that knights are fine?

Shwish
11-12-2013, 06:48 AM
Soon

(short text short text)

This is probably the best news I've heard in the past three years.

Zas_
11-12-2013, 10:22 AM
This is probably the best news I've heard in the past three years.

NGD's "soon" = within next years or never, as you should know since years ;)
So the best news is when we'll see changes in the game, after they debugged them, ... don't expect too much, as usual, changes will be half-baked anyway.

NotScias
11-12-2013, 11:38 AM
Soon

(short text short text)

Obvious troll is obvious. (http://www.championsofregnum.com/forum/showpost.php?p=1667589&postcount=6)

Slartibartfast
11-12-2013, 04:16 PM
- Modified: The required capture time to unlock Relic Cages at Forts and Castles has been reduced to 15 minutes (previously 30 minutes).
This way, we expect to make the whole relic stealing process a bit more simpler, as well as to have it occur more often.

Not sure this is a good idea, but we will see. 15 minutes is often not enough to recapture fort captured by enemy. Take in account that in some situations even coming to fort takes 5+ minutes, for example from Imp to Trelle, if no WM mages to cast teleports.

Second, please revert relic carrier time back to 30 minutes. If relic carrier is not mounted and with fight on the way, it's almost impossible to get relic from Shaana/Efe to Imp in 15 minutes. Relic carrier will die.

Soon

(short text short text)

:thumb::drunk::dance::drinks:

LittleHomer
11-12-2013, 04:53 PM
Like this thread :)

Gabburtjuh
11-12-2013, 04:58 PM
What about dragon amulets, as they are not dropable anymore? Made a suggestion here http://www.championsofregnum.com/forum/showthread.php?p=1769277#post1769277

Kimahri_Ronso
11-12-2013, 06:17 PM
And what about WZ bosses? When will their level be raised to 60 at last? Level 60 drops?

Lock spell bar option?

AnonymouslyAnonymous
11-12-2013, 07:07 PM
u rly think marx are underdog? and that knights are fine?

I never said marx are underdog, but, just because a class is OP, doesn't mean there aren't things that need to be fixed, but not nerfed. Marks shouldn't have strategic position, hunters should. But recharged arrows shouldn't make it next to impossible to grind at lower levels and it shouldn't force you to have to have a conj if you want to do anything impressive.

Knights are fine. They are the second most balanced class, arguably the first. Conj being the first/second. Every other class needs nerfed(coughbarbscough) or boosted(coughhunterscough) or both of these things(coughmarks/lockcough)

GrimNightfall
11-12-2013, 08:39 PM
I never said marx are underdog, but, just because a class is OP, doesn't mean there aren't things that need to be fixed, but not nerfed. Marks shouldn't have strategic position, hunters should. But recharged arrows shouldn't make it next to impossible to grind at lower levels and it shouldn't force you to have to have a conj if you want to do anything impressive.

Knights are fine. They are the second most balanced class, arguably the first. Conj being the first/second. Every other class needs nerfed(coughbarbscough) or boosted(coughhunterscough) or both of these things(coughmarks/lockcough)
This game will never achieve perfect balance, some classes excel at certain situations while they are pitiful in others. The only way to achieve balance is to give all 6 classes the ability to do everything (heal, tank, deal damage) which is not what I would like to see happen.
I agree barbs should be nerfed, but what happens when they do? Another class will be nerfed after because that class is now the overpowered one. It's an endless cycle that can't be stopped IMO.

Hollow-Ichigo
11-12-2013, 08:45 PM
Marks shouldn't have strategic position, hunters should.

Hunter defence would be too good and people will cry because they dont die fast enough.

esp_tupac
11-13-2013, 01:21 AM
Soon

(short text short text)

About damn time for a system overhaul on warlock. and plz plz let it not be another under the table nerf on the next update. I want to see the rise of warlock again after years of utter humiliation by marksmen XD

esp_tupac
11-13-2013, 01:25 AM
Hunter defence would be too good and people will cry because they dont die fast enough.

something is gotta change there. marksman class being offensive in nature should carry less defensive spells than hunter of defensive nature. and strategic position is that spell that offset the balance.

esp_tupac
11-13-2013, 01:28 AM
I never said marx are underdog, but, just because a class is OP, doesn't mean there aren't things that need to be fixed, but not nerfed. Marks shouldn't have strategic position, hunters should. But recharged arrows shouldn't make it next to impossible to grind at lower levels and it shouldn't force you to have to have a conj if you want to do anything impressive.

Knights are fine. They are the second most balanced class, arguably the first. Conj being the first/second. Every other class needs nerfed(coughbarbscough) or boosted(coughhunterscough) or both of these things(coughmarks/lockcough)

maybe give hunters more spell options and less speed so they would stop kiting with mobility wild spirit and ensnaring all day long which is fucking retarded. and btw conju is the most op class in the history of regnum and ndg hasn't really touched that class compared to others because conju's primary function in war has always been support and nobody would complain about a doctor staying behind the front lines right? unlike warlock being an offensive class, every single spell that stands out in combat even just a tiny bit gets nerfed because ppl get killed and they complain.

Hollow-Ichigo
11-13-2013, 10:29 AM
I think mobility and wild spirit has been nerfed enough. Inb4 ensnaring arrow mm speed is reduced to 5%

Chrysalis
11-13-2013, 12:19 PM
Not sure this is a good idea, but we will see. 15 minutes is often not enough to recapture fort captured by enemy. Take in account that in some situations even coming to fort takes 5+ minutes, for example from Imp to Trelle, if no WM mages to cast teleports.

Second, please revert relic carrier time back to 30 minutes. If relic carrier is not mounted and with fight on the way, it's almost impossible to get relic from Shaana/Efe to Imp in 15 minutes. Relic carrier will die.
+1 Slarti, on both points

Yeah reducing the relic carrier time so that relics aren't trolled so much is complete fail. Trolls don't care about relic timer, yet 15 minutes is not enough time to carry from Shaan/Efe to Imp (or vice versa). This timer should be 20+ minutes, and honestly I didn't see anything wrong with previous 30 minute timer.

Chrysalis
11-13-2013, 03:14 PM
We're opening up this thread to share the changes and improvements that will be added as time goes by in the next version of the game.


I noticed that there is block on relics now on Haven, reported 10am - 5pm GMT. Our realm is also devastated so the normal group(s) can't do Dragon. Nobody wants to attack (or defend) a fort since we can't get relics, and others can't do dragon = BORING, so everybody "logs off".

Fail NGD.

What NGD doesn't seem to grasp is that EVERY successful invasion has ALWAYS been from overpop realm. To limit relic captures and/or forts during certain hours simply discourages gameplay. Multis switch realm, and single realm players get bored and log off. The game is now even more boring than it ever was.

During times of the year when overall server population is low, realm population is drastically affected by multirealmers moving realms. The effect of such measures is simply to further encourage multis to move to another realm. This amplifies the imbalance during invasions. We don't need measures in place that further encourage folk to switch realms.

What is needed is a motivation for realm defenders to defend a realm, which also work during low population times. Multis always switch to the attacking realm, because they get wish, noble, etc, not to mention farming/zerg mentality. Defenders get nothing, so most everybody "logs off" during invasion. Rather than implement measures to discourage gameplay, as has been done now, I think NGD should implement measures to encourage balanced gameplay, ASSUMING MULTIs. Although NGD officially looks the other way regarding multirealmers, they fail to account for multirealming behavior in their game design, and that's the fundamental flaw in CoR. Reducing gameplay when population becomes low = fail.

Sorry to be brutally honest, but you did ask for input on the changes...

Some specific examples of how you might encourage balanced invasions:

Perhaps have a pool of rewards (like a boss drop - gold, wmc, gear, etc) that active defenders share, perhaps similar to how RP is calculated. Something like you get a percentage of the pool based on how much damage you do to attackers during the invasion. That way multis can't log in "afk" alts during the invasion to collect a portion of the reward! The size of the pool can be scaled by the imbalance. The reward can be presented as "Your noble rewards defenders of the realm for their service", etc
Attackers have to split reward which is also scaled by the imbalance during the invasion. So for XP bonus, wmc etc, if there was 30 attackers and 6 defenders, attackers get 20% of the normal reward (and 5x the reward if reversed!). There are various ways to count attackers and defenders, and the example shown here is an oversimplification to illustrate the idea.

Frosk
11-13-2013, 06:41 PM
Hey all,

We're opening up this thread to share the changes and improvements that will be added as time goes by in the next version of the game.

As for now, the changes included are:

- Modified: The required capture time to unlock Relic Cages at Forts and Castles has been reduced to 15 minutes (previously 30 minutes).
This way, we expect to make the whole relic stealing process a bit more simpler, as well as to have it occur more often.

- Fixed: Relics now, when falling on the floor, go back to their last location instead of their original altar.
With this change, we look forward to avoid players intentionally placing Relics in locations that are easy to reach, but impossible to come back from.

- Fixed: Mana Pylon cannot accumulate more than 2500 Barrier points; preventing even the possibility to generate an infinite stack of Mana Pylons on a character.
Since this was an error present in the game from a long time ago, it is quite possible that having it fixed affects the general combat balance.

Keep in mind that this thread will continue receiving updates until it goes live (which will happen in approximately 10 days), so we recommend you to read it periodically.

Best,

First post updated!

Kimahri_Ronso
11-13-2013, 06:42 PM
I noticed that there is block on relics now on Haven, reported 10am - 5pm GMT. Our realm is also devastated so the normal group(s) can't do Dragon. Nobody wants to attack (or defend) a fort since we can't get relics, and others can't do dragon = BORING, so everybody "logs off".

Kinda stupid thing, really...

Reds invade mostly european nights and evenings and when alsius (can't say it for syrtis) had the change to invade reds and get the gems back would be at europian mornings. With this change no chance at all, Alsius will be most of the time without gems, without relics and without dragons ^^

I'd bet on Ra it's not a problem at all, since the applied relic block doesn't affect the gameplay much because the vast majority is sleeping then...
Too bad NGD always thinks for RA and always forgetting about the smaller servers such as Haven.

Another bad move, again :(.

AnonymouslyAnonymous
11-13-2013, 07:34 PM
- Fixed: Mana Pylon cannot accumulate more than 2500 Barrier points; preventing even the possibility to generate an infinite stack of Mana Pylons on a character.
Since this was an error present in the game from a long time ago, it is quite possible that having it fixed affects the general combat balance.


I like this. Maybe my marks will be able to do a little damage at forts now. Doubtful, since knights buffs/auras+MP is still going to be impossible to get through for anyone besides barb, but at least its something.

AnonymouslyAnonymous
11-13-2013, 07:45 PM
This game will never achieve perfect balance, some classes excel at certain situations while they are pitiful in others. The only way to achieve balance is to give all 6 classes the ability to do everything (heal, tank, deal damage) which is not what I would like to see happen.
I agree barbs should be nerfed, but what happens when they do? Another class will be nerfed after because that class is now the overpowered one. It's an endless cycle that can't be stopped IMO.

I'm not saying NGD should strive for perfect balance, but nerfing barb damage and their defense a little, or making them sacrifice their defense for damage cougholdbezerkcough will help balance the game without making another class OP. Marks range should be reduced, they should lose strategic position, RA needs to be changed back to how it was, BoW, Ambush, etc. need to cost less mana because of the nerf awhile back. Hunters should receive SP, ensnare should be -10% instead of -15% (imo). Almost all CCs need to be nerfed in duration and mana fixed accordingly. Etc.etc. doing the right amount of buffing/nerfing to each class will help balance the game a lot more than it is now, and, even though one class will still be OP, it won't be like it is now where 1 class has the fastest (shortburst) speed, the 2 best CC resist spells in the game, the 2nd best defense, the best damage by far, and crazy CC chaining ability and duration. Why does one class have all this?

Hunter defence would be too good and people will cry because they dont die fast enough.

People complain about conj having SS/MB, Knights having passive a01 that only barbs can dmg through (or marks with boss jewels, but they hardly dmg), so it is only right that hunters have defense that people complain about.

maybe give hunters more spell options and less speed so they would stop kiting with mobility wild spirit and ensnaring all day long which is fucking retarded. and btw conju is the most op class in the history of regnum and ndg hasn't really touched that class compared to others because conju's primary function in war has always been support and nobody would complain about a doctor staying behind the front lines right? unlike warlock being an offensive class, every single spell that stands out in combat even just a tiny bit gets nerfed because ppl get killed and they complain.

All classes except mages need more spell options in general, especially archers. I don't get what you are trying to say about conjs...and are you seriously trying to argue that locks CCs (and CCs in general) don't need to get nerfed? Chaining spells so that your opponent cannot fight back is retarded and boring.

Rising_Cold
11-13-2013, 07:59 PM
Reds invade mostly european nights and evenings and when alsius (can't say it for syrtis) had the change to invade reds and get the gems back would be at europian mornings. With this change no chance at all, Alsius will be most of the time without gems, without relics and without dragons ^^

I'd bet on Ra it's not a problem at all, since the applied relic block doesn't affect the gameplay much because the vast majority is sleeping then...
Too bad NGD always thinks for RA and always forgetting about the smaller servers such as Haven.


Exactly, although the blocktime was discussed with gamesamba, so Im blaming gamesamba for this one,
they even play the game.. on haven, yet they didnt figure this one out
its terribly boring and when i check skypechat i see friends who would normally
play during those hours talk about how boring it is and which game to play..
seriously, that block has to be looked at
preferably removed.

Slartibartfast
11-13-2013, 08:00 PM
...and are you seriously trying to argue that locks CCs (and CCs in general) don't need to get nerfed? Chaining spells so that your opponent cannot fight back is retarded and boring.

Every class can make CC chains. Barbs with kicks/roars, knights with kicks/feints, archers with ambush/stunning fist/ds...

GreekFireborn
11-13-2013, 08:05 PM
especially archers. I don't get what you are trying to say about conjs...and are you seriously trying to argue that locks CCs (and CCs in general) don't need to get nerfed? Chaining spells so that your opponent cannot fight back is retarded and boring.

the reason most locks resort to frustrating cc chains is imo the lack of damage which especially in rvr is :dumbofme:

AnonymouslyAnonymous
11-13-2013, 08:14 PM
Every class can make CC chains. Barbs with kicks/roars, knights with kicks/feints, archers with ambush/stunning fist/ds...

hurrdurr lrn2rd
"CCs in general"
"Almost all CCs need to be nerfed in duration and mana fixed accordingly"

the reason most locks resort to frustrating cc chains is imo the lack of damage which especially in rvr is :dumbofme:

Yea, locks need direct damage spells instead of relying on DoTs+CC chains the whole fight. And Wind Wall needs to be buffed ofc.

Frosk
11-13-2013, 08:31 PM
Hey all,

We're opening up this thread to share the changes and improvements that will be added as time goes by in the next version of the game.

As for now, the changes included are:

- Modified: The required capture time to unlock Relic Cages at Forts and Castles has been reduced to 15 minutes (previously 30 minutes).
This way, we expect to make the whole relic stealing process a bit more simpler, as well as to have it occur more often.

- Fixed: Relics now, when falling on the floor, go back to their last location instead of their original altar.
With this change, we look forward to avoid players intentionally placing Relics in locations that are easy to reach, but impossible to come back from.

- Fixed: Mana Pylon cannot accumulate more than 2500 Barrier points; preventing even the possibility to generate an infinite stack of Mana Pylons on a character.
Since this was an error present in the game from a long time ago, it is quite possible that having it fixed affects the general combat balance.

- New: Merchant NPC added to the city of Altaruk, in the realm of Ignis. This npc's name is Ireth Galathill.

Keep in mind that this thread will continue receiving updates until it goes live (which will happen in approximately 10 days), so we recommend you to read it periodically.

Best,

Game notes updated! (Changes highlighted in red)

GrimNightfall
11-13-2013, 08:33 PM
Game notes updated! (Changes highlighted in red)

Can Syrtis get a CS merchant please? :hat:

errei
11-13-2013, 08:36 PM
- New: Merchant NPC added to the city of Altaruk, in the realm of Ignis. This npc's name is Ireth Galathill.


holy crap! cant believe it xD finnaly :hat:

_Kharbon_
11-13-2013, 08:46 PM
- New: Merchant NPC added to the city of Altaruk, in the realm of Ignis. This npc's name is Ireth Galathill.


Thanks for this :) better late then never :P

It's good to see, that NGD is trying to communicate, discuss, and listen to the community. I hope, that you don't give up on this idea. So far, it looks quite good.

Another promising aspect seems to be the focus on general gameplay problems & bugs in the upcoming update. I certainly look forward to it :)

GreekFireborn
11-13-2013, 10:03 PM
Yea, locks need direct damage spells instead of relying on DoTs+CC chains the whole fight. And Wind Wall needs to be buffed ofc.

exactly :thumb: dear NGD read this thread,some nice ideas are inside :hat:

http://www.championsofregnum.com/forum/showthread.php?t=86725

(scias :wub2: )

Shwish
11-14-2013, 06:59 AM
Can Syrtis get a CS merchant please? :hat:

Yes, but you're going to have to complain for another two or so years.

v0rt3x
11-14-2013, 01:39 PM
Yes, but you're going to have to complain for another two or so years.
No! We want it NOW! :harhar:

Frosk
11-14-2013, 06:51 PM
No! We want it NOW! :harhar:


- New: Merchant NPC added to the Syrtis Central Save. This npc's name is Janea and it has been switched from "Carpenter" to "Merchant".



Game notes updated!

v0rt3x
11-14-2013, 07:07 PM
Game notes updated!
I canīt believe it! Thank you.

GrimNightfall
11-14-2013, 08:49 PM
Game notes updated!

I'm starting to respect you guys <3

Frosk
11-14-2013, 09:13 PM
Fixed: "Mana Pylon"; "Mana Communion" and "Whirlwind" modifiers do not accumulate on a single affected character. Read explanation below.


After analyzing a great amount of reports received on both forum and Support system, we've found out that some Auras in the skill system were malfunctioning.

Which powers are affected by this problem?
The powers affected are: Mana Pylon, Mana Communion and Windwhirl.

What’s this problem about?
Basically, a player may be simultaneously affected by any of these auras up to 4 times, multiplying the effect by 4.

Why is this bad?
Taking as an example the skill “Mana Pylon”, that grants 30 barrier points at level 5 per round (each second): when a player is affected by 4 auras of the same effect, it accumulates 120 barrier points per round.
This behavior ends up reducing progressive damage powers such as “Sultar’s Devouring Mass” to 0 in most cases.

Why do we fix this now if the problem has been present for so long in the game?
Because we understand that the effectiveness of a lot of powers will be positively affected by fixing this, and some others will regain relevance (knight auras, progressive damage powers, etc).



Game notes updated!

Rising_Cold
11-14-2013, 09:23 PM
also effectivly rendering mana communion and pylon useless

the pylon stacks were used to stop insane insta death from barbs
why dont you fix that before fixing the only usefull thing to stop them?
seeing as you guys are doing a decent job listening I for one would prefer to see 2k SC's max, when they got ammy, fulmi, tfb at the 5th hit..

Awrath
11-14-2013, 09:58 PM
also effectivly rendering mana communion and pylon useless

the pylon stacks were used to stop insane insta death from barbs
why dont you fix that before fixing the only usefull thing to stop them?
seeing as you guys are doing a decent job listening I for one would prefer to see 2k SC's max, when they got ammy, fulmi, tfb at the 5th hit..

But a broken feature of the game has been fixed, so +1. Now all they need to do is balance mages (i.e. damage scaling), remove absolute damage reductions from armour, get rid of shared spell trees for the purpose of balance, and fix some bugs (http://www.championsofregnum.com/forum/showthread.php?t=81041).

Good job NGD :P keep it up.

bois
11-14-2013, 10:26 PM
I won't write much except to say a general +1. +1 to the changes and +1 to an improved communication approach . This is the kind of interaction we are looking for.
Try to keep it up. Players and the community will appreciate it.

Regards.

AnonymouslyAnonymous
11-15-2013, 03:51 AM
Game notes updated!

While we are on the subject of things that have been asked for a long time, but not given. Can ignis finally get +80hp rings like syrtis and alsius have?

GreekFireborn
11-15-2013, 01:21 PM
While we are on the subject of things that have been asked for a long time, but not given. Can ignis finally get +80hp rings like syrtis and alsius have?

maybe also make daen rha rings with 6 concetration 34%hc to 6 conc 175 mana? the hc bonus is useless for all classes compared to a lovely 175 mana bonus :( plus the other two wz bosses give rings with mana bonus only ignis doesnt

Pery3000
11-15-2013, 01:58 PM
Can we finally fix "Fire Arrow" for marks. We already have crap WM spells at least make them work. Get WM and cant even use it, cause it d-buffs ally spells. But +1 to the merchant. Spent 20 minutes looking for one then to be told there isn't one in that city. :dumbofme:

Hayir
11-15-2013, 02:51 PM
meh couldn't care less about some silly merchants and hp rings etc...
balance update please. Can't even remember last time we had any serious spell changes.

Hollow-Ichigo
11-15-2013, 03:04 PM
Can't even remember last time we had any serious spell changes.

When ambush range was reduced to 10. I still cry myself to sleep every night.

time-to-die
11-15-2013, 04:08 PM
Please also update your homepage if you change the rules....

and i dont want to know how old this is... http://www.championsofregnum.com/index.php?l=1&sec=2&subsec=10

Frosk
11-15-2013, 08:04 PM
Modified: Mana Pylon has been adjusted in terms of casting time and barrier points granted per second, in each of its levels.

Casting time = 1.5 secs (it used to be 2.5)

Barrier points per level:
Level 1 = 25 (it used to be 10)
Level 2 = 30 (it used to be 15)
Level 3 = 35 (it used to be 20)
Level 4 = 40 (it used to be 25)
Level 5 = 50 (it used to be 30)

Game notes updated. :hat:

AnonymouslyAnonymous
11-15-2013, 09:12 PM
Game notes updated. :hat:

Nice, +1

tenchar

Tamui
11-15-2013, 10:02 PM
My signature's link basically sums up every possible suggestion I tried to cover from the English forum, including bugs.
That is the only thing I'm taking pride in (and that I resurrect with Mass Resurrection), so I do hope you'll use it, or continue to use it.

As for the topic so far, seems pretty good. The community is happy, so yeah, nice work and goodluck.

:sleep_1:
Back to hiding now. :mf_hide:

Dupa_z_Zasady
11-16-2013, 08:50 AM
This thread has become so positive that i have no point to hook up and start complaining.
Good changes, good presentation, I can only hope that update won't be introduced on april the 1st,

schachteana
11-16-2013, 01:45 PM
This thread has become so positive that i have no point to hook up and start complaining.
Good changes, good presentation, I can only hope that update won't be introduced on april the 1st,

I do hope it will since 10 days are far too little to provide some balance :warning:

Kimahri_Ronso
11-16-2013, 02:16 PM
I do hope it will since 10 days are far too little to provide some balance :warning:

Maybe it is just a typo and it was meant to be 100 days, lets wait and see :angel2:

AnujAJ
11-17-2013, 09:42 AM
Any Improvements in WM Armor ?? xD

Raindance
11-17-2013, 08:42 PM
Any Improvements in WM Armor ?? xD

Don't forget the long lost and forgotten Champion Armor as well as its accessibility.

Shwish
11-18-2013, 07:24 AM
Any Improvements in WM Armor ?? xD

What's wrong with WM Armor?

AnonymouslyAnonymous
11-18-2013, 08:32 AM
What's wrong with WM Armor?

It's terrible for archers, marks at least. And I think its pretty useless for mages aswell since all go for CS gloves, mana helm and bracelet

Pascher
11-18-2013, 10:42 AM
I would also love to see marksman spell ethernal arrow (-600hp) being marked graphically. So his enemy would know what is coming and could try to react. E.g. knight vs marksman.

AnujAJ
11-18-2013, 02:48 PM
When ambush range was reduced to 10. I still cry myself to sleep every night.
+1
Just <3 it...

AnujAJ
11-18-2013, 02:57 PM
What's wrong with WM Armor?
I would say the WM armor for all classes is not the same, knight's WM armor is really better than the rest classes & is worth using & worth WMC. It woulda been great if the WM spells get better.

Aries202
11-18-2013, 03:54 PM
Remove fulm, make PA instant, increase the CD on MS make it so it only disables your buffs for a short period of time, fix lvl 4 PA that removes ally buffs, reduce the duration of stun spells and knocks, scrap resists and only add spells that make you resist/evade for a short period of time sorta like classic SoW, add more WM content, disable mounting while carrying relic.

Fuck it, go back to times where the only OP item you could have was a Xymerald Bow cause that was the only item with extra attributes. (which will never happen)

I know a lot of these things won't be changed, but that sums up what I'd like to be done to the game, balance wise.

AnonymouslyAnonymous
11-18-2013, 04:41 PM
I would also love to see marksman spell ethernal arrow (-600hp) being marked graphically. So his enemy would know what is coming and could try to react. E.g. knight vs marksman.

Why should one spell be singled out like this.

-Aniara-
11-18-2013, 06:41 PM
Why should one spell be singled out like this.

I guess so that the knight have time to try a perfect block...

Might be a cool idea really.

As I anyway enterd this mighty interesting thread.

Barbs, restrict TFB for two handed weps. Slight nerf and would make the two handed wepons a bit more interesting again.

(A more aggressive move would be to put same restriction to fulmi as well.)

Archers, the resists and evades. Well as annoying as they are the randomness is needed or spellchains are unbreakeble. That said the random generator is all but random if you start to get resists they tend to go on for ever. Hunter dmg without op gear/boss is pityfull.

WS, well as much as this spell seem to annoy ppl i dont mind it nerfed or adjusted. The MARK WM powers is of questionable use as it is now, something more intresting would be cool.

Mages, in short i agree with the allready mentioned suggestions for lock. The INT/DMG scaling is perhaps to much to ask for?

It is so nice to see a thread like this, again hope comes rolling in!

Best Regards

/A

AnonymouslyAnonymous
11-18-2013, 06:59 PM
I guess so that the knight have time to try a perfect block...

Might be a cool idea really.

As I anyway enterd this mighty interesting thread.

Barbs, restrict TFB for two handed weps. Slight nerf and would make the two handed wepons a bit more interesting again.

TFB should be removed or should have a pretty severe malice, imo. Barbs have way too much damage and attack speed.

(A more aggressive move would be to put same restriction to fulmi as well.)

Archers, the resists and evades. Well as annoying as they are the randomness is needed or spellchains are unbreakeble. That said the random generator is all but random if you start to get resists they tend to go on for ever. Hunter dmg without op gear/boss is pityfull.

CCs need to be severely nerfed. Imo, besides maybe lock, no class should be able to CC chain you to death. Every class should be able to fight back. And, yes, that would mean boosting mage defense and adjusting spells for mages and other classes accordingly.

WS, well as much as this spell seem to annoy ppl i dont mind it nerfed or adjusted. The MARK WM powers is of questionable use as it is now, something more intresting would be cool.

If WS is going to get nerfed/adjusted, then it should be put in tricks, and marks should get another short-term dmg CC to stop DIed barbs and locks.

Mages, in short i agree with the allready mentioned suggestions for lock. The INT/DMG scaling is perhaps to much to ask for?

It is so nice to see a thread like this, again hope comes rolling in!

Best Regards

/A

But why should that spell be singled out? It seems to me like this person doesn't play marks because against a buffed knight, barb, marks, hunter, and sometimes conj, ethereal arrow is the only attack that will do significant dmg. To make it so a knight can constantly time their block to block it would mean that a marks is reduced to nothing but 30norms while the knight humps an obstacle, calling for a zerg. You could say the same for hunters, but most hunters skill tear apart and/or break apart. Some marks do, but I haven't noticed that many.

Also, imo in red

-Aniara-
11-18-2013, 07:15 PM
But what about if animations was short, bugged or just inviseble for some configs it woudent be a problem? ;o)

On a more serious note i see your point.

v0rt3x
11-18-2013, 08:41 PM
@NGD
Can we please have this too?
Make dragon raid members public! (http://www.championsofregnum.com/forum/showthread.php?t=100787)

Thx to Kimahri_Ronso.

Pascher
11-18-2013, 11:17 PM
But what about if animations was short, bugged or just inviseble for some configs it woudent be a problem? ;o)

On a more serious note i see your point.

I don't remember actual casting time of ethernal arrow but my point is to give provide some contest for knights. At the moment they can be cc + ethernaled to dead by far lower level marksman, let's say lvl 50 knight vs lvl 31 marx. I'm not saying that animation should make it super easy to block that spell every time, only enough to get a chance to react if you're quick.

AnonymouslyAnonymous
11-18-2013, 11:31 PM
I don't remember actual casting time of ethernal arrow but my point is to give provide some contest for knights. At the moment they can be cc + ethernaled to dead by far lower level marksman, let's say lvl 50 knight vs lvl 31 marx. I'm not saying that animation should make it super easy to block that spell every time, only enough to get a chance to react if you're quick.

A knight can be kited by any ranged class, using any spells or normals.

Hollow-Ichigo
11-19-2013, 01:34 AM
A knight can be kited by any ranged class, using any spells or normals.

No shit Sherlock.

AnonymouslyAnonymous
11-19-2013, 02:09 AM
No shit Sherlock.

hurrdurr i onli gonna read 1 persons post.

lrn2rd the whole conversation. why should ethereal be treated any different when any range class can do what he described with any spells/normals.

Awrath
11-19-2013, 08:21 AM
hurrdurr i onli gonna read 1 persons post.

lrn2rd the whole conversation. why should ethereal be treated any different when any range class can do what he described with any spells/normals.

Difference in damage done over time, think outside of your own favourite class. People like you are the reason why balance discussions get completely biased. Every other spell can be dealt with using buffs and dispels. This being said, I don't think this change is necessary, just don't chase marx as a knight, hug a tree, let them come close, if they don't, there really is no point.

ShadowForce
11-19-2013, 10:46 AM
I think a key point that people miss when discussing balance issues is that this game is not a 1 vs 1 game and is not intended to be. The main object of gameplay here is geared towards RvR and fort wars.

Its no good complaining that "oh no my knight or barb cant reach a marks in the wz, blast them op ranged WS spammers". When in actual fact, if you are a warrior or any other non ranged class and you are caught alone in the wz against an archer, you shouldn't EXPECT to be able to catch them up and kill them on your own. The very backbone of an archer class is that they are ranged and will strive to attack from a distance. Bring your friend who is a marks and get them to freeze your enemy back to catch him? Arguing about marks not being balanced because theyre good at keeping you at a distance is ridiculous.

errei
11-19-2013, 02:47 PM
...

i understand your point. but would be nice to exist a situation where this suclass takes any risk huh? it is stupid to accept that such class have nearly no disvantage playing in great or short ranges, no disvantage in having a OP CC rdy every 25 seconds, no disvantage in being faster then 3 other subclasses, have the biggest defense of offensive classes, and having the second biggest DPS this game has.

currently, a marxman have no reasons to go to short ranges (and doing so, taking risks). He still can hit high, fast and safe from max range.
what they need to do is incentivate marxman going to close range. i will repeat again a suggestion that i heard on Ignis chat:

"make RA work only to ranges <30"

-Aniara-
11-19-2013, 03:55 PM
i understand your point. but would be nice to exist a situation where this suclass takes any risk huh? it is stupid to accept that such class have nearly no disvantage playing in great or short ranges, no disvantage in having a OP CC rdy every 25 seconds, no disvantage in being faster then 3 other subclasses, have the biggest defense of offensive classes, and having the second biggest DPS this game has.

currently, a marxman have no reasons to go to short ranges (and doing so, taking risks). He still can hit high, fast and safe from max range.
what they need to do is incentivate marxman going to close range. i will repeat again a suggestion that i heard on Ignis chat:

"make RA work only to ranges <30"

Or just bring some archers of your own :lighten:


/A

Lebeau
11-19-2013, 05:31 PM
I'd still like to see NGD make ALL jewelry damage adds (including boss ammy/rings) into simple POST-calculation additions. That extra damage wouldn't get multiplied then by RA, DE, DF, CB, etc. on archers, nor by Bers, Fulm, etc. on barbs.

Marks' range is OP (& it should be), BUT allowing ANY archer thru gear & boss ammy/rings to hit at such long ranges even HARDER than all other classes (except a barb) can hit at all is just UNacceptable & totally IMbalanced.

Pity, such won't likely ever happen, nor will the oft-asked-for proportional armor/soak system (or a host of other much-needed fixes). What's worse, these new 'instanced-dragons' don't & won't even drop these old amulets & rings. WTF?

Will this boss-jewelry now become rare & rarer legacy items only 'elites'/gearwhores get to have & use? UNdroppable & UNavailable to any & all others? That's also just UNacceptable & totally IMbalanced. WTG, NGD ... NOT:warning:

Candyx
11-20-2013, 10:40 PM
Great! Make conj's weaker. How about nerfing the barbs that hit 2500 normals? Mana pylon stacking is nothing in comparison to that.

Pull your finger out!

errei
11-20-2013, 10:44 PM
Or just bring some archers of your own :lighten:


/A

? pls, explain what u meant. my english is bad as fuck...

Eloyente
11-20-2013, 11:38 PM
Oh nice
And you better boost my damn hunter

Frosk
11-21-2013, 06:05 PM
Fixed: Fixed an issue where players were being disconnected while entering the Dragon Caves.

List of changes updated.

Aries202
11-22-2013, 06:15 PM
List of changes updated.

Any statement on Barb changes? Would like to see some things "nerfed" also CC adjusted for all classes.

I'm sure you guys have some balance ideas roaming around the air over there, mind sharing it with the community?

jorgeseg
11-22-2013, 07:22 PM
Any statement on Barb changes? Would like to see some things "nerfed" also CC adjusted for all classes.

I'm sure you guys have some balance ideas roaming around the air over there, mind sharing it with the community?

You are thinking from a knight side. IMO spells duration is ok, except for the darkness 5 abusers, and maybe roar...

Barbs damage isnt a huge problem too, only fully bossgeared and overpowered players but thats not only barbs problem.. happens also on some hunters and marxs..

What NGD should fix is the stack of some spells. As someone posted before, roars shouldnt stack, neither does kick nor BoW and so on... Thats an annoying problem in war in any aspect of the warzone.

Aries202
11-22-2013, 07:32 PM
You are thinking from a knight side. IMO spells duration is ok, except for the darkness 5 abusers, and maybe roar...

Barbs damage isnt a huge problem too, only fully bossgeared and overpowered players but thats not only barbs problem.. happens also on some hunters and marxs..

What NGD should fix is the stack of some spells. As someone posted before, roars shouldnt stack, neither does kick nor BoW and so on... Thats an annoying problem in war in any aspect of the warzone.

No, I speak from a barb side, I can two hit a knight if I catch him off guard with Fulm. Any sane barb knows we don't need fulm. We can all agree that it makes no sense to be stunned for more than 7 seconds. If you think barbs are fine, I think you should play them more. Why doesn't a barb use 2h weapons anymore? :D

My huge problem is CC's in this game, they're too damn long. Why does someone have to be dizzy for more than 5 seconds, and knocked down. Why does MS remove all buffs, why is darkness more than 20 seconds?(even that shit is long). Reality of it is, this game isn't too forgiven unless you resist.

They're changing some warlock spells fine, hopefully it's more damage rather than DoTs.

Gear is one thing, but spell balance is another thing. :hat:

jorgeseg
11-22-2013, 09:04 PM
My huge problem is CC's in this game, they're too damn long. Why does someone have to be dizzy for more than 5 seconds, and knocked down.




I think u playing too much gw2. Spells effects and duration is a part of this game.. what would a lock do with a 5s freeze, no will domain, 5s time master and so.. Would hunters even have a chance of a 2v1 with a 6s dist shot? what about those 6 v 3 fight that the 3 dudes can win thanks to their 6-7s meteors, roars, freezes and stuff? Even talking about bigger numbers.

I think most of the spells' duration got nerfed enough, some spells just need to get a longer cd to avoid the retarded spam of some of them, u know, basically ms fulm and winter stroke. Plus some class-redistribution of some spells -like what happened with feint- would be good, specially on the archer class, and ofc a slight change on some spell efects (ms).

Hayir
11-22-2013, 09:36 PM
I think u playing too much gw2. Spells effects and duration is a part of this game.. what would a lock do with a 5s freeze, no will domain, 5s time master and so.. Would hunters even have a chance of a 2v1 with a 6s dist shot? what about those 6 v 3 fight that the 3 dudes can win thanks to their 6-7s meteors, roars, freezes and stuff? Even talking about bigger numbers.

I think most of the spells' duration got nerfed enough, some spells just need to get a longer cd to avoid the retarded spam of some of them, u know, basically ms fulm and winter stroke. Plus some class-redistribution of some spells -like what happened with feint- would be good, specially on the archer class, and ofc a slight change on some spell efects (ms).

Why should a hunter be able to win a 2v1? Why should people win a 6v3?
5s freeze sounds decent to me.

Spell effect and duration is a part of gw2 too ^^ doesn't mean it should disable you and force you to watch the whole fight aka 15 sec stun 12 sec freeze. CC with such long durations make the game stale and boring. How is it fun to get knocked for 14 sec by a knight? or 15 sec by a barb? (like you would ever survive that tho). And what makes you think that this is really needed?

I use all CC level 1 and i don't think i do that bad...

Eloyente
11-23-2013, 12:08 AM
did you boost my hunter?

Aries202
11-23-2013, 02:09 AM
Cut

If they nerfed CC duration of course they'll adjust duration to fit it. My whole deal is we die in one chain.

Does it not bother anyone that a barb can kill anyone with a successful kick 4? That's all they need, one lvl 4 kick and above and you're dead.

Hunters/Marks, with dis shot 5 is enough time to make all their CC's CD for a next wave of the same spells. Roar 5 allows a barb to kill a person while their partner sits their watching, shit even can kill him too with a lvl 5 rage of the earth.

The only class that I believe is balanced atm is marksman, the problem is they benefit too much from OP gear.

Ideally, I try to see the game based on RvR and not PvP.

It's like Skit said, a knight and barb can keep you knocked on the ground for 15 seconds+ bullshit right? You can't even do anything.

Hopefully they give Warlocks more damage spells it's what I'm wishing, and is why I suggest a CC change.

FYI at least GW2 got it right in terms of CC balance. :harhar:

Kimahri_Ronso
11-23-2013, 07:45 AM
Ideally, I try to see the game based on RvR and not PvP.

Well, your next sentence doesn't seem to be approving this ^^

Does it not bother anyone that a barb can kill anyone with a successful kick 4? That's all they need, one lvl 4 kick and you're dead.

If we look at it from the RvR side there are most likely allies around that may help you, a mage with a dispel, a knight with a PA, heroic, SW and archers with distract /freeze.
PvP wise of course you're right, tho the barb has to reach her target first to kill and all classes have the tools to either keep distance from her or use defensive skills such as PB and defensive stance or AoO as a knight for instance to avoid death... Conjus have steel skin, locks have slow, archers SOTW (tho it'd really need some rework 'cause it sucks as it is right now :D).

It's all about well timing, so if you're clever enough in a PvP you can avoid barbs two-hit-kills, if you fight at a fort you have to rely on your allies, simple :).

I really wouldn't like to see things getting nerfed on, instead of that I'd buff things up just for once for gods sake, it might be working miracles...

Hayir
11-23-2013, 04:58 PM
Well, your next sentence doesn't seem to be approving this ^^



If we look at it from the RvR side there are most likely allies around that may help you, a mage with a dispel, a knight with a PA, heroic, SW and archers with distract /freeze.
PvP wise of course you're right, tho the barb has to reach her target first to kill and all classes have the tools to either keep distance from her or use defensive skills such as PB and defensive stance or AoO as a knight for instance to avoid death... Conjus have steel skin, locks have slow, archers SOTW (tho it'd really need some rework 'cause it sucks as it is right now :D).

It's all about well timing, so if you're clever enough in a PvP you can avoid barbs two-hit-kills, if you fight at a fort you have to rely on your allies, simple :).

I really wouldn't like to see things getting nerfed on, instead of that I'd buff things up just for once for gods sake, it might be working miracles...

If you go that way, there are most likely allies around with whom you should chain your cc not one single guy cc you to death without any afford.

And really SW, HP, etc...? MS spammers like you should know better. Also there is not a dispel for every single CC that skill got cd too.
But most warrior can't even do a simple knock + immobilze/dizzy combo, that's why they need super long knocks.

Kimahri_Ronso
11-23-2013, 07:40 PM
I was only reacting on the "omg, barbs are to OP nerf 'em hurr durr" part. /me iz exaggerate a bit :D.

As I already said it, if you doing a PvP you have the tools (all subclass) to keep distance /avoid fast death from a barb - then fight back, and once you go to war you also should be capable of co-op with your allies /rely on them to survive a barb rushing at you ...
Barbs are fine, they lost feint already and they're the killing machines after all, tho they might have too much defense compared to their damage output.
I don't say give back berserk's armor penalty but something should be done about this IMO.

Rising_Cold
11-23-2013, 08:04 PM
barbs are far from fine.. that class outdamages all the others with 1k

Their damage output is to high, my 52 barb can hit 1k normals under beserk (no fulmi)
with crap blunt weapons on lv60 mages..

Id prefer to get that armor calculation/damage reduction stuff people have been ocmplaining
about fixed/updated first tho. Maybe that will solve the 3 hit kill problem.
And its not just mages.. you know how many knights ive seen complaining
about barbs hitting 1k (fulmi) normals through their def stance 5 and caution?

hurrdurr knight should be killable.. yes but when all other classes are hitting 10's
and dots are reduced to 30s.. whats a barb doing 1k normals for?

Raindance
11-23-2013, 08:22 PM
When will battle islands be restored? When will the statues from the first season be made finally? When will we finally see the beautiful fruition of the Champions "expansion"?

_Kharbon_
11-23-2013, 10:58 PM
When will battle islands be restored? When will the statues from the first season be made finally? When will we finally see the beautiful fruition of the Champions "expansion"?

Soon.

(sorry, I couldn't resist :P)


Regarding the recent post: I am one of the guys, who think that ballance in Ro is not entirely possible. There are two main reasons for this.
1) Despite of all the discussion, RO is a RvR game. This means, that subclass balance is not as important as other mechanics. For example, population balance and invasion mechanics have higher priority than balancing conjurer vs. barb fights (sure, I'm exaggerating, but you get the picture.
2) There are four ranged subclasses, and one meele class. This is a huge difference, and amplifies every single difference between the two isles. You cannot make ranged and non-ranged equal, no matter what. It simply isn't possible. There will always be a scenario, where one or the other side has a upper hand. period.

However, a balance update could definitely improve the current situation. There are spells that can be marked as overpowered, and the community keeps suggesting changes. It's up to the developers to choose, whether individual class differences interest them, or not. Spell changes have been done before, they can be done again.


I look forward to the upcoming changes. Even though I haven't played too much recently, I am aware, that there's something wrong with the current situation - especially relic locks.
From what I saw, a set time period of relic lock is inappropriate. Different days have different activity, thus sometimes the lock is simply unfair. Also, it possibly eliminates any realm-planned invasions. Weekends are a prime example. IMHO, relics lock should be calculated from few hour situation of online players...

But still, I remember the times, when forts were taken simply for fun, not just because of invasions. Those were the times I had most fun playing.

Eloyente
11-23-2013, 11:37 PM
I'm still waiting for my hunter boost up

Slartibartfast
11-24-2013, 12:30 AM
Barbs are fine

Barbs are zillion of miles far from fine. I can't except wm lock with fist class armor can be killed in three (yes, THREE) hits from random OP barb. 100% HP, brand new energy barrier and I go down in three hits.

That's more than funny. That's pathetic.

GrimNightfall
11-24-2013, 01:14 AM
Barbs are zillion of miles far from fine. I can't except wm lock with fist class armor can be killed in three (yes, THREE) hits from random OP barb. 100% HP, brand new energy barrier and I go down in three hits.

That's more than funny. That's pathetic.
Warlocks are a zillion miles far from fine. I can't accept a wm barb with first class armor can be strafed forever (yes, FOREVER) from some random lock. 100% HP, brand new buffs and I get strafed forever and ever.

That's more than funny. That's pathetic.

I'm not saying locks are overpowered, but you can say something similar about every class.

Slartibartfast
11-24-2013, 01:53 AM
Warlocks are a zillion miles far from fine. I can't accept a wm barb with first class armor can be strafed forever (yes, FOREVER) from some random lock. 100% HP, brand new buffs and I get strafed forever and ever.

That's more than funny. That's pathetic.

I'm not saying locks are overpowered, but you can say something similar about every class.

Are we talking about RvR or PvP game?

Kimahri_Ronso
11-24-2013, 06:34 AM
PvP always was and always will be part of RvR :D.

As Grim said it, there are situations (open field) where a barb has zero chance against a ranged class, it was made that way, barbs can't do anything but hug something in the hope that the range is stupid enough to come closer so the barb can try a rush......Barbs would really need something like hunters retaliation to balance these situations a bit better.

You cannot make ranged and non-ranged equal, no matter what. It simply isn't possible. There will always be a scenario, where one or the other side has a upper hand.

Exactly ^^

Gabburtjuh
11-24-2013, 09:55 AM
Barbs are zillion of miles far from fine. I can't except wm lock with fist class armor can be killed in three (yes, THREE) hits from random OP barb. 100% HP, brand new energy barrier and I go down in three hits.

That's more than funny. That's pathetic.

A barb wins that fight in 3 hits, a lock uses mana burn, sadistic/energy borrow and a slow or anything and he's won a fight against a barb too, a lock just doesnt have direct damage, so he doesnt instantly kill, that doesnt mean the fight isnt over in 3 spells. Locks really should stop complaining so much, both on my knight and my barb I spend atleast half the fight without mana being cc juggled by a bunch of locks, confuse spamming hunters and marks using ws whenever its off cd

Dupa_z_Zasady
11-24-2013, 10:24 AM
Congrats, you took this thread down to stupid -barb vs lock- bitching. You are overegoed idiots. Do you think that any of NGD staff want to read this? Could you let wiser people discuss flaws in game mechanics again? I kindly ask moderator to remove that barb vs lock crap including this post.

bois
11-24-2013, 01:30 PM
Congrats, you took this thread down to stupid -barb vs lock- bitching. You are overegoed idiots. Do you think that any of NGD staff want to read this? Could you let wiser people discuss flaws in game mechanics again? I kindly ask moderator to remove that barb vs lock crap including this post.

A plus one to you. Even I got weary from reading all that stuff. Stick it in a balance thread.
This particular update will not have any big balance changes if any. It is an update designed to do bug fixes, and ease certain aggravations in the game.
So, don't expect too much spell variations.

I will add some fuel to the fire because I believe very few have even a concept of what balance means . I do believe perceptual balance can be attained. 1.6.3 was not that far from it. Also, why are folks so against nerfs ? Balance means up and/ or down. Basically there are 2 ways to go. boost HP and mana way up and then modify spells to suit ( bad way) or reduce EVERYTHING such as offence, defence and durations (except mana and HP). You do understand that such reductions give you the same game with better dynamics, more enjoyment and less dependency on mechanics like resists yes ?

Everyone wants more, more, more like crack addicts until the game breaks. Then they blame NGD because they got just what they wanted. Look what happened with the raise to 60. Everything is broken and just barely holding. NGD knows this and this is why they tried their best to not raise HP too much. They knew.

TL;DR : Balance needs its own update which should take about 3-6 months to complete.

LittleHomer
11-24-2013, 04:14 PM
Give me an update with balance ... and i'll love ya NGD :punk:

schachteana
11-24-2013, 10:12 PM
Give me an update with balance ... and i'll love ya NGD :punk:

just stfu for once in your lifetime

Lucky_Luke
11-25-2013, 02:07 PM
List of changes updated.

Frosk, do you have any idea when it will go live?

badassmaster
11-25-2013, 02:13 PM
Frosk, do you have any idea when it will go live?

End of the OP says

"""
Keep in mind that this thread will continue receiving updates until it goes live (which will happen in approximately 10 days), so we recommend you to read it periodically."
"""

That was last edited on the 21st Of November. So hopefully by the end of November changes should be live?

Lucky_Luke
11-25-2013, 02:45 PM
End of the OP says

"""
Keep in mind that this thread will continue receiving updates until it goes live (which will happen in approximately 10 days), so we recommend you to read it periodically."
"""

That was last edited on the 21st Of November. So hopefully by the end of November changes should be live?

The info about "10 days" is from the beginning and never have been edited.

BTW. Thanks for reply, "Frosk".

Ryan_Carmon
11-25-2013, 09:16 PM
Bump for this (http://www.championsofregnum.com/forum/showthread.php?t=100988).

Please fix, or state as "intended"

Frosk
11-26-2013, 06:49 PM
Fixed: Visual issue where characters killed by a DoT power (progressive damage), timed the "Death" animation incorrectly.
Fixed: Issue where Sultar gloves made out of "Fabric" weren't visible in male characters.


Game notes updated.

leafdale
11-27-2013, 02:05 AM
...
Everyone wants more, more, more like crack addicts until the game breaks. Then they blame NGD because they got just what they wanted....

bois's entire post above is right. i feel rebalancing can keep going on in a circular neverending fashion - what is important is to see that NGD is trying its best to focus on a core set of principles. one day the industry will get these principles right, but right now, ngd is breaking down the problem into manageable bits.

-Aniara-
11-27-2013, 02:35 AM
The Turkey mount is mute! This just must be fixed!

PS I think 3 idi... devoted NGD supporters bought this in Alsius and well yes i am one of those :o)

AnujAJ
11-27-2013, 09:19 AM
NGD Don't Mind really lol but
1. Arena is still bugged in all 3 realms
2. Syrtis inner gate of Realm Wall is missing

When you gonna fix these ?

Frosk
11-27-2013, 03:15 PM
Hey all,

I'm dropping by to close this thread, as this version's release is almost here and no more changes will be included in it.

Follow this link to read the final changelog: http://www.championsofregnum.com/forum/showthread.php?p=1771432#post1771432

In terms of balance, please keep in mind that we want to firstly focus ourselves on working on the current and widely known issues concerning game and combat mechanics; so we can later on work on tweaking powers by analyzing their proper and originally designed behavior.

However, we're aware and conscious of all the suggestions provided by you, not only balance-related, but gameplay-wise as well.

Best,